WorldWideScience

Sample records for war games prosperity

  1. University Prosperity Game. Final report

    Energy Technology Data Exchange (ETDEWEB)

    Boyack, K.W.; Berman, M.

    1996-03-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management at the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.

  2. Environmental Prosperity Game. Final report

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.; Boyack, K.; VanDevender, J.P.

    1995-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Environmental Prosperity Game conducted under the sponsorship of the Silicon Valley Environmental Partnership. Players were drawn from all stakeholders involved in environmental technologies including small and large companies, government, national laboratories, universities, environmentalists, the legal profession, finance, and the media. The primary objectives of this game were to: investigate strategies for developing a multi-agency (national/state/regional), one-step regulatory approval process for certifying and implementing environmental technologies and evaluating the simulated results; identify the regulatory hurdles and requirements, and the best approaches for surmounting them; identify technical problems and potential resources (environmental consultants, labs, universities) for solving them. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning environmental issues, including the development, licensing, and commercialization of new technologies.

  3. Industrial Partnership Prosperity Game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

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

    1998-02-01

    Prosperity Games TM are an outgrowth and adaptation move/countermove and seminar War Games. Prosperity Games TM are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games TM are unique in that both the game format and the player contributions vary from game to game. This report documents the Industry Partnership Prosperity Game sponsored by the Technology Partnerships and Commercialization Center at Sandia National Laboratories. Players came from the Sandia line organizations, the Sandia business development and technology partnerships organizations, the US Department of Energy, academia, and industry The primary objectives of this game were to: explore ways to increase industry partnerships to meet long-term Sandia goals; improve Sandia business development and marketing strategies and tactics; improve the process by which Sandia develops long-term strategic alliances. The game actions and recommendations of these players provided valuable insights as to what Sandia can do to meet these objectives.

  4. Biomedical technology prosperity game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.; Boyack, K.W.; Wesenberg, D.L.

    1996-07-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Biomedical Technology Prosperity Game{trademark} conducted under the sponsorship of Sandia National Laboratories, the Defense Advanced Research Projects Agency, and the Koop Foundation, Inc. Players were drawn from all stakeholders involved in biomedical technologies including patients, hospitals, doctors, insurance companies, legislators, suppliers/manufacturers, regulators, funding organizations, universities/laboratories, and the legal profession. The primary objectives of this game were to: (1) Identify advanced/critical technology issues that affect the cost and quality of health care. (2) Explore the development, patenting, manufacturing and licensing of needed technologies that would decrease costs while maintaining or improving quality. (3) Identify policy and regulatory changes that would reduce costs and improve quality and timeliness of health care delivery. (4) Identify and apply existing resources and facilities to develop and implement improved technologies and policies. (5) Begin to develop Biomedical Technology Roadmaps for industry and government cooperation. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning biomedical issues. Significant progress was made in the roadmapping of key areas in the biomedical technology field.

  5. Prosperity Game: Advanced Manufacturing Day, May 17, 1994

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.

    1994-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents a 90-minute Prosperity Game conducted as part of Advanced Manufacturing Day on May 17, 1994. This was the fourth game conducted under the direction of the Center for National Industrial Alliances at Sandia. Although previous games lasted from one to two days, this abbreviated game produced interesting and important results. Most of the strategies proposed in previous games were reiterated here. These included policy changes in international trade, tax laws, the legal system, and the educational system. Government support of new technologies was encouraged as well as government-industry partnerships. The importance of language in international trade was an original contribution of this game. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.

  6. Future{at}Labs.Prosperity Game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

    Beck, D.F.; Boyack, K.W.; Berman, M. [Sandia National Labs., Albuquerque, NM (United States). Innovative Alliances Dept.

    1996-10-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games, Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Future{at}Labs.Prosperity Game{trademark} conducted under the sponsorship of the Industry Advisory Boards of the national labs, the national labs, Lockheed Martin Corporation, and the University of California. Players were drawn from all stakeholders involved including government, industry, labs, and academia. The primary objectives of this game were to: (1) explore ways to optimize the role of the multidisciplinary labs in serving national missions and needs; (2) explore ways to increase collaboration and partnerships among government, laboratories, universities, and industry; and (3) create a network of partnership champions to promote findings and policy options. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning the future of the labs.

  7. Industrial ecology Prosperity Game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

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

    1998-03-01

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

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

    Energy Technology Data Exchange (ETDEWEB)

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

    1996-02-01

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

  9. War games

    DEFF Research Database (Denmark)

    Kural, René

    2005-01-01

    Artiklen omhandler Imperial War Museum North tegnet af den polsk-amerikanske arkitekt Daniel Libeskind. Det er hans første projekt i Storbritannien og Englands femte krigsmuseum. Libeskind vand konkurrencen allerede i 1997, men først 5. juli 2002 kunne dørene slås op. Artiklen diskuterer om der er...

  10. PROSPER

    International Nuclear Information System (INIS)

    Nichols, R.; Perramon, F.

    2003-01-01

    PROSPER is an independent peer review of the operating experience process and its effective use in improving the safety performance of the plant. PROSPER missions are, therefore, both process and performance oriented. The major objectives of PROSPER peer reviews are to determine whether the existing operational experience (OE) process meets best internationally accepted practices, and provides recommendations and suggestions for further improvement. This IAEA (International Atomic Energy Agency) customer oriented service, provides an important tool to the pant and corporate organizations in their efforts to better strengthen and enhance the effective use of the internal and external operating experience in improving the performance of the plant. (Author)

  11. Cyber-Physical War Gaming

    OpenAIRE

    Colbert, E. J. M.; Sullivan, D. T.; Kott, A

    2017-01-01

    This paper presents general strategies for cyber war gaming of Cyber-Physical Systems (CPSs) that are used for cyber security research at the U.S. Army Research Laboratory (ARL). Since Supervisory Control and Data Acquisition (SCADA) and other CPSs are operational systems, it is difficult or impossible to perform security experiments on actual systems. The authors describe how table-top strategy sessions and realistic, live CPS war games are conducted at ARL. They also discuss how the recorde...

  12. Modeling Cyber Physical War Gaming

    Science.gov (United States)

    2017-08-07

    games share similar constructs. We also provide a game-theoretic approach to mathematically analyze attacker and defender strategies in cyber war...Military Practice of Course-of-Action Analysis 4 2. Game-Theoretic Method 7 2.1 Mathematical Model 7 2.2 Strategy Selection 10 2.2.1 Pure...officers, hundreds of combat and support vehicles, helicopters, sophisticated intelligence and communication equipment and specialists , artillery and

  13. German War Gaming

    Science.gov (United States)

    2012-07-01

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

  14. Game theory and fish wars

    DEFF Research Database (Denmark)

    Jensen, Frank; Frost, Hans Staby; Thøgersen, Thomas Talund

    2015-01-01

    of the mackerel crisis is based on a statistical estimation of relevant functional relations, and the behavior of the players is explained using a fully specified empirical model. Simple, non-cooperative game theory shows that all players have an incentive to act non-cooperatively, a result that is robust......Simple non-cooperative and cooperative game theory is used to explore the crisis involving the European Union (EU), Norway, Iceland and the Faroe Islands regarding the size and relative allocation of total allowable catches (TACs) in the mackerel fishery in the Northeast Atlantic. The analysis...... to changes in basic assumptions regarding demand and cost functions. Thus, using the estimated parameters and functions, simple, non-cooperative game theory cannot explain the cooperative behavior of EU and Norway during the mackerel crisis. Simple cooperative game theory shows that no player has...

  15. ASSESSING SMALL SAMPLE WAR-GAMING DATASETS

    Directory of Open Access Journals (Sweden)

    W. J. HURLEY

    2013-10-01

    Full Text Available One of the fundamental problems faced by military planners is the assessment of changes to force structure. An example is whether to replace an existing capability with an enhanced system. This can be done directly with a comparison of measures such as accuracy, lethality, survivability, etc. However this approach does not allow an assessment of the force multiplier effects of the proposed change. To gauge these effects, planners often turn to war-gaming. For many war-gaming experiments, it is expensive, both in terms of time and dollars, to generate a large number of sample observations. This puts a premium on the statistical methodology used to examine these small datasets. In this paper we compare the power of three tests to assess population differences: the Wald-Wolfowitz test, the Mann-Whitney U test, and re-sampling. We employ a series of Monte Carlo simulation experiments. Not unexpectedly, we find that the Mann-Whitney test performs better than the Wald-Wolfowitz test. Resampling is judged to perform slightly better than the Mann-Whitney test.

  16. Global War Game: Second Series, 1984-1988

    National Research Council Canada - National Science Library

    Gile, Robert H

    2004-01-01

    This is the second in a series of monographs synthesizing the primary sources to provide a concise, chronological summary and analysis of the prestigious Global War Games, hosted in Newport from 1979...

  17. Evolutionary dynamics of a smoothed war of attrition game.

    Science.gov (United States)

    Iyer, Swami; Killingback, Timothy

    2016-05-07

    In evolutionary game theory the War of Attrition game is intended to model animal contests which are decided by non-aggressive behavior, such as the length of time that a participant will persist in the contest. The classical War of Attrition game assumes that no errors are made in the implementation of an animal׳s strategy. However, it is inevitable in reality that such errors must sometimes occur. Here we introduce an extension of the classical War of Attrition game which includes the effect of errors in the implementation of an individual׳s strategy. This extension of the classical game has the important feature that the payoff is continuous, and as a consequence admits evolutionary behavior that is fundamentally different from that possible in the original game. We study the evolutionary dynamics of this new game in well-mixed populations both analytically using adaptive dynamics and through individual-based simulations, and show that there are a variety of possible outcomes, including simple monomorphic or dimorphic configurations which are evolutionarily stable and cannot occur in the classical War of Attrition game. In addition, we study the evolutionary dynamics of this extended game in a variety of spatially and socially structured populations, as represented by different complex network topologies, and show that similar outcomes can also occur in these situations. Copyright © 2016 Elsevier Ltd. All rights reserved.

  18. Current Military Needs. War Gaming Department Perspectives, Connections 2008

    Science.gov (United States)

    2008-03-12

    competitive U 1 : E x t r e m i s m d i s e m p o w e r e d / p a s s i v e s u p e r e m p o w e r e d...Current Military Needs War Gaming Department Perspectives Connections 2008 Stephen Downes-Martin, Ph.D. Professor, Center for Naval Warfare Studies...policy of the War Gaming Department, the CNWS, the U.S. Naval War College, the U.S. Navy,

  19. War-gaming application for future space systems acquisition: MATLAB implementation of war-gaming acquisition models and simulation results

    Science.gov (United States)

    Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.

    2017-05-01

    The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.

  20. War-gaming application for future space systems acquisition

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2016-05-01

    Recently the U.S. Department of Defense (DOD) released the Defense Innovation Initiative (DII) [1] to focus DOD on five key aspects; Aspect #1: Recruit talented and innovative people, Aspect #2: Reinvigorate war-gaming, Aspect #3: Initiate long-range research and development programs, Aspect #4: Make DOD practices more innovative, and Aspect #5: Advance technology and new operational concepts. Per DII instruction, this paper concentrates on Aspect #2 and Aspect #4 by reinvigorating the war-gaming effort with a focus on an innovative approach for developing the optimum Program and Technical Baselines (PTBs) and their corresponding optimum acquisition strategies for acquiring future space systems. The paper describes a unified approach for applying the war-gaming concept for future DOD acquisition of space systems. The proposed approach includes a Unified Game-based Acquisition Framework (UGAF) and an Advanced Game-Based Mathematical Framework (AGMF) using Bayesian war-gaming engines to optimize PTB solutions and select the corresponding optimum acquisition strategies for acquiring a space system. The framework defines the action space for all players with a complete description of the elements associated with the games, including Department of Defense Acquisition Authority (DAA), stakeholders, warfighters, and potential contractors, War-Gaming Engines (WGEs) played by DAA, WGEs played by Contractor (KTR), and the players' Payoff and Cost functions (PCFs). The AGMF presented here addresses both complete and incomplete information cases. The proposed framework provides a recipe for the DAA and USAF-Space and Missile Systems Center (SMC) to acquire future space systems optimally.

  1. Charting African Prosperity Gospel economies

    Directory of Open Access Journals (Sweden)

    Andreas Heuser

    2016-12-01

    Full Text Available This article maps the vital debate on Prosperity Gospel in Africa and its relevance for socioeconomic change. Prosperity Gospel centres mainly on speech acts surrounding faith, wealth and victory, combined with ritual enactments around secondary evidences of divine blessings. Claiming this-worldly success and material well-being as signs of grace it has captured public spheres and has created African religio-scapes of prosperity. The survey on the socioeconomics of African prosperity-oriented Pentecostalism firstly traces the historic genealogy of Prosperity Gospel as transposable message. It appears as a generic formula in paradigmatic reinventions of Pentecostalism in post-second and/or cold war America and in its globalisation in postcolonial Africa. The double resignification of Pentecostal theology - a rereading of ‘mammon’ alongside a new ethic of being in the world - relates to the question of socioeconomic agency. Academic discourse connects Prosperity Gospel social capital with interpretations of its ritual texture thriving around rituals of tithings and offerings. Prosperity Gospel economies are profiled as forms of sacral consumption or sacrificial economy, or else as Pentecostal kleptocracy. Contrarily Prosperity Gospel is portrayed as a variant and porter of African social change. The contextualisation of Prosperity Gospel highlights diverse social agency in different milieus. Rural and peri-urban theologies of survival differ from urban progressive and metropolitan business management Prosperity Gospel. The findings defy generalised views on Prosperity Gospel socioeconomics. African Prosperity Gospel indicates a transformative potential in immediate social relationships, whereas claims of impacting structural parameters of society remain, with a few exceptions, part of Pentecostal imagination.

  2. Usage, Utility, and Usability of the Knowledge Wall During the Global 2000 War Game

    National Research Council Canada - National Science Library

    Oonk, H

    2001-01-01

    ...) and at the Naval War College (NWC) for evaluation during the Global 2000 War Game. The prototype KW was designed to meet 14 user requirements identified in a previous cognitive task analysis of potential KW users...

  3. “Experience World War II like never before!” : A systematic content analysis of promotional materials surrounding World War II-themed digital games.

    NARCIS (Netherlands)

    Van den Heede, Pieter; Ribbens, Kees; Jeroen, Jansz

    2016-01-01

    Especially since the 1990s, World War II has been one of the most popular historical conflicts to be represented and simulated in digital games (Mobygames, 2016). Yet, in the current body of research about these games, mainly aspects of individual games or game types, such as the World War II-themed

  4. Trends in Modern War Gaming: The Art of Conversation

    Science.gov (United States)

    2014-01-01

    War Gaming: The Art of Conversation 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER 5e. TASK NUMBER...conflict to the sum of its parts. In 1916, frederick lanchester, a brit- ish mathematician , sought to apply two equations—the law of squares to “‘aimed...differences “cannot be comprehended by linear models.”36 the american physicist and author fritjof Capra notes that “the process of model making consists

  5. The Knowledge Wall for the Global 2000 War Game: Design Solutions to Match JOC User Requirements

    National Research Council Canada - National Science Library

    Smallman, H

    2001-01-01

    ...) for the Global 2000 War Game. What features and content should this new display possess? This report presents a Knowledge Wall design capable of meeting these requirements and elaborates its design features from the 'ground...

  6. How Opportunity Costs Decrease the Probability of War in an Incomplete Information Game

    OpenAIRE

    Polachek, Solomon; Xiang, Jun

    2008-01-01

    This paper shows that the opportunity costs resulting from economic interdependence decrease the equilibrium probability of war in an incomplete information game. This result is strongly consistent with existing empirical analyses of the inverse trade-conflict relationship, but is the opposite of the conclusion reached by Gartzke et al. (2001), who reject the opportunity cost argument in a game-theoretic framework. As a result of this paper's findings, one cannot dismiss the opportunity cost ...

  7. War Games: "Ender's Game", "The Monuments Men", and Movies for Peace

    Science.gov (United States)

    Beck, Bernard

    2015-01-01

    The popularity of adolescent fantasy movies about cosmic war and the enjoyment of military adventures that we find in World War II movies suggest the unique importance of war-themed culture in fostering solidarity in large, complex, and factionalized societies. War movies offset the power of sub-cultural movements by emphasizing the togetherness…

  8. Design of an Interactive Game for Teaching War Ethics

    Science.gov (United States)

    Doukas, Nikolaos; Drigas, Athanasios; Bardis, Nikolaos G.

    This work focuses on the use of computer simulations and computer games for the training of prospective and serving Armed Forces officers. A study of the use of computer simulations and games for teaching and training in the context of both the Armed Forces and civilian applications is presented. The study leads to high level specifications for the design of the proposed training game. The functional design of the proposed game is then explained and its rules are listed. The design is shown to offer the flexibility required for the teaching courses it is meant to serve. Further research necessary for the development of optimization algorithms necessary for the design is described.

  9. Star Wars in Psychotherapy: Video Games in the Office

    Science.gov (United States)

    Ceranoglu, Tolga Atilla

    2010-01-01

    Objective: Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with…

  10. Automatic Observer Script for StarCraft: Brood War Bot Games (technical report)

    OpenAIRE

    Mattsson, Björn Persson; Vajda, Tomáš; Čertický, Michal

    2015-01-01

    This short report describes an automated BWAPI-based script developed for live streams of a StarCraft Brood War bot tournament, SSCAIT. The script controls the in-game camera in order to follow the relevant events and improve the viewer experience. We enumerate its novel features and provide a few implementation notes.

  11. Gaming the Interwar: How Naval War College Wargames Tilted the Playing Field for the U.S. Navy During World War II

    Science.gov (United States)

    2013-12-13

    planners began to concentrate on the island- hopping campaign expected against Japan. By using Midway as an intermediate, unnamed objective, rather...your location. The morality would be debated, old ghosts would be dredged up from World War I, but the tactical framework had been laid from...GAMING THE INTERWAR: HOW NAVAL WAR COLLEGE WARGAMES TILTED THE PLAYING FIELD FOR THE U.S. NAVY DURING WORLD WAR II A thesis

  12. Star Wars in psychotherapy: video games in the office.

    Science.gov (United States)

    Ceranoglu, Tolga Atilla

    2010-01-01

    Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with developmental delays and in cognitive behavioral therapy (CBT). This most popular children's toy may prove a useful tool in dynamic psychotherapy of youth. The author provides a framework for using video games in psychotherapy by considering the characteristics of video games and describes the ways their use has facilitated various stages of therapeutic process. Just as other play techniques build a relationship and encourage sharing of emotional themes, sitting together in front of a console and screen facilitates a relationship and allows a safe path for the patient's conflict to emerge. During video game play, the therapist may observe thought processes, impulsivity, temperament, decision-making, and sharing, among other aspects of a child's clinical presentation. Several features inherent to video games require a thoughtful approach as resistance and transference in therapy may be elaborated differently in comparison to more traditional toys. Familiarity with the video game content and its dynamics benefits child mental health clinicians in their efforts to help children and their families.

  13. Game-Changer: The Illusion of War Without Risk

    Science.gov (United States)

    2017-04-28

    War. Cambridge, MA: Harvard University Press, 1985. _____. A History of Strategy: From Sun Tzu to William S. Lind. Kuovola, Finland: Castalia House...Selected Bibliography 24 iii Paper Abstract In the late 1980s and early 1990s, the “Revolution in Military Affairs” (RMA) argued...SELECTED BIBLIOGRAPHY Books Bernstein, Peter L. Against the Gods: The Remarkable Story of Risk. New York: John Wiley & Sons, Inc., 1998

  14. War Games: Staging the Histories in an American Presidential Year

    Directory of Open Access Journals (Sweden)

    Bradley Kath

    2017-12-01

    Full Text Available This paper examines the ways in which the seldom performed collaborative play, Edward III, was re-contextualised by Barbara Gaines, Artistic Director of the Shakespeare Theater of Chicago, in order to create a specifically presentist piece of theatre making a forceful political statement during the 2016 US presidential election. Edward III formed the opening section of a trilogy entitled Tug of War: Foreign Fire, which continued with Henry V, and Henry VI Part I. The second trilogy, Tug of War: Civil Strife, comprised the remaining two parts of Henry VI and Richard III. The paper will address the rationale behind the selection of these specific plays, and why it was felt unnecessary to fill the historical lacuna created by the exclusion of Richard II and Henry IV Parts I and II. In addition, it will also examine the limitations inherent in the available archival material when researching an ephemeral theatrical event, particularly one which has been edited and directed in order to address issues of immediate political concern. Selected extracts from my own review of the first of these two trilogies will seek to offer a more detailed response than is possible for journalistic reviewers and to provide sufficient background to prove of benefit for future researchers.

  15. CARMAX 83, A Joint War Gaming Research Project.

    Science.gov (United States)

    1983-06-01

    DUtone of Lne stuaeics were Key i.zmDer :rit C",AX :eam and ielt 1 L Le’ -0-1 no- miss t, is phase o Lne game -Lay. Th L Cter.ts were misbing bome...will also write an fera:-2a r?-- porL which describc.a how Lhe exNercise was, planned, howl it Was atUQlly aav, cu, lessons learned, and...be of such a rigor, that they would satisfy the writing requirements nerder! for the Military Studies Program. COL Pappas agreed with our assessment

  16. Military computer games and the new American militarism: what computer games teach us about war

    OpenAIRE

    Thomson, Matthew Ian Malcolm

    2009-01-01

    Military computer games continue to evoke a uniquely contradictory public, intellectual, and critical response. Whilst denigrated as child’s play, they are played by millions of adults; whilst dismissed as simplistic, they are used in education, therapy, and military training; and whilst classed as meaningless, they arouse fears over media effects and the propagandist influence of their representations of combat. They remain the object of intense suspicion, and as part of a new and growing ma...

  17. Path to Prosperity

    OpenAIRE

    Wolfowitz,Paul

    2006-01-01

    Paul Wolfowitz, President of the World Bank, discussed Singapore's remarkable progress along the road from poverty to prosperity which has also been discovered by many other countries in East Asia and around the world. He spoke of how each country must find its own path for people to pursue the same dreams of the chance to go to school, the security of a good job, and the ability to provide a better future for their children. Throughout the world, and importantly in the developing world, ther...

  18. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

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

  19. “Boys Play War”: Game as a Way of Mastering the Space of War by Children

    Directory of Open Access Journals (Sweden)

    Ryblova Marina Aleksandrovna

    2014-09-01

    Full Text Available This article investigates various ways to help children adjust to war conditions through games and playful situations. During Soviet times this approach was established to aid children in war conditions. Then these techniques were applied to other areas of the populace. However, they did not take into account the differences in perception of military events between children and adults. It is obvious that there are some differences in the way children would adapt to war using these techniques, mostly because children’s adaptation process would always happen in a playful way. Based on the analysis of the personal sources, the article describes the games of the children of Stalingrad and the way they helped them to adapt to the hardest conditions of one of the bloodiest battles in history, and a way to create a proper child space in chaos and violence of the adult world. The authors also identified gender and age specifics of children’s war games, showing their abilities to deal with the war situation itself and its psychological consequences.

  20. METABOLIC WAR: A VARIATION FOR METABOLIC BIOCHEMISTRY LEARNING OF A WORLDLY KNOWN BOARD GAME

    Directory of Open Access Journals (Sweden)

    C. M. Anjos

    2008-05-01

    Full Text Available Biomedical careers are highly wished by young students in Brazil. Although future jobs,  academic knowledge and higher earnings  are tempting reasons for this life choice, few of them are aware  of  the difficult path through the  basic classes. Advanced and specific disciplines  are easier to associate with the professional career itself, but few students can identify the importance  of the basic knowledge for their future work. Biochemistry is one of the most difficult  disciplines  for Brazilian students, probably due to the level of abstraction needed to fully learn and understand the topics. Some recent experimental tools, such as bioinformatics, are now helping students with the learning process, providing visual data for understanding biomolecule structure.  In addition to this, biochemical reactions  could be even tougher because of the many variables involved.  To facilitate the learning process for metabolic biochemistry, we created a game based on the board game WAR®,  using Photoshop software. Named Metabolic War, it keeps the same basic rules of WAR®, but with some minor changes. The continents are metabolic pathways (citric acid cycle, glycolysis, beta-oxidation, etc and the countries are metabolic intermediates. Similarly to the original game, players must conquer an objective (one or more metabolic pathways by dominating intermediates. But the desired intermediate must be a possible product from an intermediate the player already owns. This  and other  games were produced by Biomedicine  undergraduate  students  in Metabolic Biochemistry classes. It was presented to other students, who tested and acknowledged it as a great help in understanding metabolic biochemistry,  giving a great understanding of integrative metabolism. Keywords: game; Biochemistry; Metabolic Biochemistry learning; science learning; playful learning.

  1. Acquisition War-Gaming Technique for Acquiring Future Complex Systems: Modeling and Simulation Results for Cost Plus Incentive Fee Contract

    Directory of Open Access Journals (Sweden)

    Tien M. Nguyen

    2018-03-01

    Full Text Available This paper provides a high-level discussion and propositions of frameworks and models for acquisition strategy of complex systems. In particular, it presents an innovative system engineering approach to model the Department of Defense (DoD acquisition process and offers several optimization modules including simulation models using game theory and war-gaming concepts. Our frameworks employ Advanced Game-based Mathematical Framework (AGMF and Unified Game-based Acquisition Framework (UGAF, and related advanced simulation and mathematical models that include a set of War-Gaming Engines (WGEs implemented in MATLAB statistical optimization models. WGEs are defined as a set of algorithms, characterizing the Program and Technical Baseline (PTB, technology enablers, architectural solutions, contract type, contract parameters and associated incentives, and industry bidding position. As a proof of concept, Aerospace, in collaboration with the North Carolina State University (NCSU and University of Hawaii (UH, successfully applied and extended the proposed frameworks and decision models to determine the optimum contract parameters and incentives for a Cost Plus Incentive Fee (CPIF contract. As a result, we can suggest a set of acquisition strategies that ensure the optimization of the PTB.

  2. Prosperity gospel: A missiological assessment

    Directory of Open Access Journals (Sweden)

    Eric Z.M. Gbote

    2014-08-01

    Full Text Available The article attempts to establish that prosperity gospel is rooted in the faulty interpretation of several biblical passages. The prosperity gospel portrays wealth and riches as a covenant and the fulfilment of the divine promise of God to his people. The basic teaching of the prosperity gospel is that God wants believers to get rich or healthy, but he cannot bless them unless they first send money known as ‘seed-faith’ to their spiritual leader or pastor who tells them about the plan. This approach was popularised by the American televangelist Oral Roberts in Tulsa Oklahoma in the United States of America (USA. It has now spread to other parts of the world, including Africa. This article investigates the teaching of this theology whilst attempting to offer a biblical foundation of Christian giving for the work of God.

  3. Prosperity gospel: A missiological assessement

    Directory of Open Access Journals (Sweden)

    Eric Z.M. Gbote

    2014-08-01

    Full Text Available The article attempts to establish that prosperity gospel is rooted in the faulty interpretation of several biblical passages. The prosperity gospel portrays wealth and riches as a covenant and the fulfilment of the divine promise of God to his people. The basic teaching of the prosperity gospel is that God wants believers to get rich or healthy, but he cannot bless them unless they first send money known as ‘seed-faith’ to their spiritual leader or pastor who tells them about the plan. This approach was popularised by the American televangelist Oral Roberts in Tulsa Oklahoma in the United States of America (USA. It has now spread to other parts of the world, including Africa. This article investigates the teaching of this theology whilst attempting to offer a biblical foundation of Christian giving for the work of God.

  4. WAR

    DEFF Research Database (Denmark)

    Þórarinsson, Elfar; Lindgreen, Stinus

    2008-01-01

    We present an easy-to-use webserver that makes it possible to simultaneously use a number of state of the art methods for performing multiple alignment and secondary structure prediction for noncoding RNA sequences. This makes it possible to use the programs without having to download the code an...... into account is also calculated. This website is free and open to all users and there is no login requirement. The webserver can be found at: http://genome.ku.dk/resources/war....

  5. Computer Games as a Tool for Implementation of Memory Policy (on the Example of Displaying Events of The Great Patriotic War in Video Games

    Directory of Open Access Journals (Sweden)

    Сергей Игоревич Белов

    2018-12-01

    Full Text Available The presented work is devoted to the study of the practice of using computer games as a tool of the memory policy. The relevance of this study determines both the growth of the importance of video games as a means of forming ideas about the events of the past, and a low degree of study of this topic. As the goal of the author's research, the research is to identify the prospects for using computer games as an instrument for implementing the memory policy within the framework of the case of the events of the Great Patriotic War. The empirical base of the work was formed due to the generalization of the content of such video games as “Call of Duty 1”, “Call of Duty 14: WWII”, “Company of Heroes 2” and “Commandos 3: Destination Berlin”. The methodological base of the research is formed due to the involvement of elements of descriptive political analysis, the theory of operant conditioning B.F. Skinner and the concept of social identity H. Tajfel and J. Turner. The author comes to the conclusion that familiarization of users with the designated games contributes to the consolidation in the minds of users of negative stereotypes regarding the participation of the Red Army in the Great Patriotic War. The process of integration of negative images is carried out using the methods of operant conditioning. The integration of the system of negative images into the mass consciousness of the inhabitants of the post-Soviet space makes it difficult to preserve the remnants of Soviet political symbols and elements constructed on their basis identity. The author puts forward the hypothesis that in the case of complete desovietization of the public policy space in the states that emerged as a result of the collapse of the USSR, the task of revising the history of the Great Patriotic War will be greatly facilitated, and with the subsequent departure from the life of the last eyewitnesses of the relevant events, achieving this goal will be only a

  6. Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game

    Directory of Open Access Journals (Sweden)

    Shahenda Sarhan

    2016-01-01

    Full Text Available With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI and State-Action-Reward-State-Action (SARSA but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous actions, in order to maximize the total reward over time. So in this paper we proposed a new algorithm based on LSPI called Least-Squares Continuous Action Policy Iteration (LSCAPI. The LSCAPI was implemented and tested on three different games: one board game, the 8 Queens, and two real-time strategy (RTS games, StarCraft Brood War and Glest. The LSCAPI evaluation proved superiority over LSPI in time, policy learning ability, and effectiveness.

  7. National Intelligence and National Prosperity

    Science.gov (United States)

    Hunt, Earl; Wittmann, Werner

    2008-01-01

    What is the relation between the cognitive competence of a national population that nation's economic prosperity? Lynn and Vanhanen [Lynn, R. & Vanhanen, T. (2002). "IQ and the wealth of nations." Westport, CT: Praeger.] presented data pointing to an exceptionally strong relationship between IQ scores and Gross Domestic Product per…

  8. Games, civil war and mutiny: metaphors of conflict for the nurse-doctor relationship in medical television programmes.

    Science.gov (United States)

    Weaver, Roslyn

    2013-12-01

    Metaphors of medicine are common, such as war, which is evident in much of our language about health-care where patients and healthcare professionals fight disease, or the game, which is one way to frame the nurse-doctor professional relationship. This study analyses six pilot episodes of American (Grey's Anatomy, Hawthorne, Mercy, Nurse Jackie) and Australian (All Saints, RAN) medical television programmes premiering between 1998 and 2009 to assess one way that our contemporary culture understands and constructs professional relationships between nurses and doctors. Analysis shows that these popular television programmes frequently depict conflict, with games, civil war and mutiny between nurses and doctors over patient safety rather than professionals working collaboratively in teams to deliver health-care. Although the benefit of this televised conflict is the implication that nurses are knowledgeable, skilled professionals, the negative connotations include a dysfunctional and dangerous healthcare system, and also ongoing power struggles. Given that popular culture can sometimes influence the public's understanding of real-life nursing practice, it is important to explore what these metaphors of conflict are communicating about the nurse-doctor relationship. © 2013 John Wiley & Sons Ltd.

  9. "A man's game": cricket, war and masculinity, South Africa, 1899-1902.

    Science.gov (United States)

    Allen, Dean

    2011-01-01

    As practitioners of the imperial sport of the Victorian age, cricketers rallied whenever war descended upon England and its colonies. The South African War of 1899-1902 was no different. Adding to existing work on cricket's imperial development within South Africa, this study marks a significant contribution to research on the link between masculinity, war and sport during the Victorian era. A concept emerging from the English public schools of the mid- to late nineteenth century, the masculine ethos of sport and military honour had reached colonial South Africa by the outbreak of war in 1899. In its analysis of cricket and masculinity, this essay examines the events surrounding the war in South Africa and provides an example of the distinct relationship that existed between the military and the masculinity of sport and its organisation during this era.

  10. Improving Operational Wargaming: Its All Fun and Games Until Someone Loses a War

    Science.gov (United States)

    2016-05-26

    consciously or subconsciously bias the game towards a particular side or outcome if they step outside of their role as an impartial arbiter.32...wargame designer to ensure the selected objectives are appropriate to wargaming, are not conflicting, and do not bias the wargame toward a...organizations supporting the game, to name a few. Observers can induce pathologies by actively influencing the game, or unintentionally biasing participants

  11. War-gaming application for future space systems acquisition part 2: acquisition and bidding war-gaming modeling and simulation approaches for FFP and FPIF

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2017-05-01

    This paper describes cooperative and non-cooperative static Bayesian game models with complete and incomplete information for the development of optimum acquisition strategies associated with the Program and Technical Baseline (PTB) solutions obtained from Part 1 of this paper [1]. The optimum acquisition strategies discussed focus on achieving "Affordability" by incorporating contractors' bidding strategies into the government acquisition strategies for acquiring future space systems. The paper discusses System Engineering (SE) frameworks, analytical and simulation approaches and modeling for developing the optimum acquisition strategies from both the government and contractor perspectives for Firm Fixed Price (FFP) and Fixed Price Incentive Firm (FPIF) contract types.

  12. A Game-Theoretic Interpretation of Sun Tzu's the Art of War

    OpenAIRE

    Niou, Emerson M. S.; Ordeshook, Peter C.

    1990-01-01

    Over twenty five hundred years ago the Chinese scholar Sun Tzu, in The Art of War, attempted to codify the general strategic character of conflict and, in the process, offer practical advice about how to win military conflicts. His advice is credited with having greatly influenced both Japanese military and business practices, as well as Mao Tse-Tung's approach to conflict and revolution. The question, however, is whether or to what extent Sun Tzu anticipated the implications of the contempor...

  13. Cyber Crime & Cyber War – "Part of the Game": Cyber Security, Quo Vadis?

    Directory of Open Access Journals (Sweden)

    Karl H. Stingeder

    2015-09-01

    Full Text Available Welche Rolle spielt Cyber Crime gegenwärtig? Was unterscheidet Cyber Crime von Cyber War? Wie muss Cyber Security gestaltet sein, um effektiven Schutz nachhaltig zu gewährleisten? Cyber Crime-Aktivitäten kennzeichnen sich häufig durch eine einfache Zugänglichkeit von betrügerischem Know-How und technischen Hilfsmitteln. Bedingt durch eine schleppende und mangelhafte Umsetzung von koordinierten Gegenmaßnahmen, resultieren Cyber-Delikte in einem Low-Risk und High-Reward Szenario für Cyber-Kriminelle. Je organisierter und spezialisierter ein Cyber-Crime-Netzwerk gestaltet ist, desto größer wird das Schadenspotenzial. Cyber Crime ist der Überbegriff für betrügerische Aktivitäten über das Internet. Diese stützen sich auf das Vorbild von "traditionellen" Offline-Kriminalitätsverhaltensmustern, welche durch das technologische Spektrum des Internets einfach zugänglich sind. Nichtsdestoweniger ist es die technische Ausführung der Delikte, die ein wesentliches Unterscheidungsmerkmal zwischen Online- und Offline-Betrug bildet. Auch steht die für organisierte, kriminelle Verbindungen, so auch für Regierungen oder Terrororganisationen geringere Hemmschwelle für eine militärische Instrumentalisierung des Internets im Brennpunkt von Cyber Security. Erfolgen Cyber Crime Aktivitäten unter dem Anspruch der Verfolgung politischer Ziele, sprechen wir von Cyber War. Nachhaltige, gegen Cyber Crime und Cyber War gerichtete Cyber Security-Maßnahmen finden in einem hochdynamischen Umfeld statt. Cyber-Kriminelle sind im Regelfall logistisch und finanziell gut ausgestattet. Viele werden von Regierungen unterstützt. Cyber Crime-Player verfügen über weitreichende technische Fähigkeiten, sodass sie maßgeschneiderte Schadprogramme (Malware für ihre Ziele entwickeln können. Aktuell fehlt vielen Unternehmen und öffentlichen Institutionen das Bewusstsein für die Notwendigkeit von Abwehrsystemen. Ein Cyber Security-Fokus auf Pr

  14. Cyber Crime & Cyber War – "Part of the Game": Cyber Security, Quo Vadis?

    OpenAIRE

    Karl H. Stingeder

    2015-01-01

    Welche Rolle spielt Cyber Crime gegenwärtig? Was unterscheidet Cyber Crime von Cyber War? Wie muss Cyber Security gestaltet sein, um effektiven Schutz nachhaltig zu gewährleisten? Cyber Crime-Aktivitäten kennzeichnen sich häufig durch eine einfache Zugänglichkeit von betrügerischem Know-How und technischen Hilfsmitteln. Bedingt durch eine schleppende und mangelhafte Umsetzung von koordinierten Gegenmaßnahmen, resultieren Cyber-Delikte in einem Low-Risk und High-Reward Szenario für Cyber-Krimi...

  15. NIGERIAN PENTECOSTAL CHURCHES AND THEIR PROSPERITY ...

    African Journals Online (AJOL)

    UWUJA ALEX

    prosperity messages are a safe guard against poverty in Nigeria. .... As the leader of the Pentecostal movement, Seymour (in 1906) received an invitation ... CAC led to the formation of prayer groups and Churches to cushion the effect of the.

  16. Power for peace, prosperity, and the environment

    International Nuclear Information System (INIS)

    Eagan J, Robert; Baker B, Arnold; Sanders L, Thomas

    2000-01-01

    The remarkable prosperity and standard of living enjoyed in the US is in large part linked to the use of energy. While high-energy use brings many benefits, it also causes environmental degradation. In the last decade, the potentially devastating effects of degradation of greenhouse gases have received worldwide attention. The tradeoff between sustaining a healthy environment and sustaining a healthy economy is a major challenge of the 21st century. In this paper, the authors explore some of the issues and focus particularly on the option of enhancing nuclear energy as a way to help sustain economic prosperity while decreasing pollution of the atmosphere

  17. Twenty years later: The war did (not begin at Maksimir an anthropological analysis of the media narratives about a never ended football game

    Directory of Open Access Journals (Sweden)

    Đorđević Ivan

    2012-01-01

    Full Text Available The aim of this work is an analysis of the media narratives about the never ended football match between Dynamo Zagreb and Red Star Belgrade on May 13 1990. The article focuses on the media coverage twenty years after the incident in the context of the game's acquired mythic status, symbolically marking the beginning of the war in former Yugoslavia. The object of the analysis are Serbian and Croatian media with the aim of revealing the strategies of representing this event in the period of the normalization of the relations in the region. [Projekat Ministarstva nauke Republike Srbije, br. 177026: Cultural Heritage and Identity

  18. AI 3D Cybug Gaming

    OpenAIRE

    Ahmed, Zeeshan

    2010-01-01

    In this short paper I briefly discuss 3D war Game based on artificial intelligence concepts called AI WAR. Going in to the details, I present the importance of CAICL language and how this language is used in AI WAR. Moreover I also present a designed and implemented 3D War Cybug for AI WAR using CAICL and discus the implemented strategy to defeat its enemies during the game life.

  19. Contributing to Peace, Health and Prosperity

    International Nuclear Information System (INIS)

    Amano, Yukiya

    2013-01-01

    This issue of the IAEA Bulletin edition considers the ideas and innovations that led to the IAEA’s formation and influenced its evolution. In this issue of the IAEA Bulletin, you will learn more about how countries use nuclear technology to improve health and prosperity and protect the environment through the technical cooperation programme. Together, the Member States and the IAEA are making a lasting contribution to achieving the Millennium Development Goals that challenge us to significantly reduce hunger, poverty and disease

  20. The NMCSSC Quick-Reacting General War Gaming System (QUICK). Analytical Manual. Volume I - Data Base Preparation. Change

    Science.gov (United States)

    1972-02-21

    yield of all successful weapons, and a formatted history which is in a form suitable for game output summarization. Thc. AGZ tape is subsequent- ly...Overlay’ NUMDESIC Program (Optional) Data Base Upe-ate (QIBAE) Game(QUIKAS E)Data !Basen (QU IKEAS E) Fig. 3. Data Assembly Pr -Data Flow 4 C1--2 The...minutes) between successive vehicle launches from the same base (missile or bomber) subject to the simultaneous launch condition *-LEGNO Index to line

  1. The other face of the prosperity

    International Nuclear Information System (INIS)

    Carta Petrolera

    2001-01-01

    The petroleum Colombian exports and their derived overcame the 4.000 million dollars in the 2000, the highest figure reached by a product in the history of the country. Behind this prosperity that was translated in figures record in the revenues of Ecopetrol and in the transfers for the nation, there was a joint that happened inadvertent and that it also brought big benefits for the company and for the international trade of the country: the increment of the export of refined products as they are the ACPM, turbo-fuel or fuel-oil

  2. Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game

    OpenAIRE

    Sarhan, Shahenda; Abu ElSoud, Mohamed; Rashed, Hebatullah

    2016-01-01

    With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA) but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of ...

  3. Two-person game theory

    CERN Document Server

    Rapoport, Anatol

    1999-01-01

    Clear, accessible treatment of mathematical models for resolving conflicts in politics, economics, war, business, and social relationships. Topics include strategy, game tree and game matrix, and much more. Minimal math background required. 1970 edition.

  4. Empirical research on complex networks modeling of combat SoS based on data from real war-game, Part I: Statistical characteristics

    Science.gov (United States)

    Chen, Lei; Kou, Yingxin; Li, Zhanwu; Xu, An; Wu, Cheng

    2018-01-01

    We build a complex networks model of combat System-of-Systems (SoS) based on empirical data from a real war-game, this model is a combination of command & control (C2) subnetwork, sensors subnetwork, influencers subnetwork and logistical support subnetwork, each subnetwork has idiographic components and statistical characteristics. The C2 subnetwork is the core of whole combat SoS, it has a hierarchical structure with no modularity, of which robustness is strong enough to maintain normal operation after any two nodes is destroyed; the sensors subnetwork and influencers subnetwork are like sense organ and limbs of whole combat SoS, they are both flat modular networks of which degree distribution obey GEV distribution and power-law distribution respectively. The communication network is the combination of all subnetworks, it is an assortative Small-World network with core-periphery structure, the Intelligence & Communication Stations/Command Center integrated with C2 nodes in the first three level act as the hub nodes in communication network, and all the fourth-level C2 nodes, sensors, influencers and logistical support nodes have communication capability, they act as the periphery nodes in communication network, its degree distribution obeys exponential distribution in the beginning, Gaussian distribution in the middle, and power-law distribution in the end, and its path length obeys GEV distribution. The betweenness centrality distribution, closeness centrality distribution and eigenvector centrality are also been analyzed to measure the vulnerability of nodes.

  5. China's good terms and prosperity with ASEAN

    OpenAIRE

    Lu Jianren

    2006-01-01

    The 15 years since dialogue was established between China and the Association of Southeast Asian Nations (ASEAN) have witnessed steadily improving relations between the two sides. ASEAN, founded in 1967, includes Thailand, Laos, Myanmar, Viet Nam, Cambodia, Malaysia, Singapore, Indonesia, the Philippines and Brunei. Despite being close neighbours, China and ASEAN did not have official relations until 1991, due largely to the negative influence of the Cold War. China and ASEAN's member countri...

  6. Redefining prosperity : resource productivity, economic growth and sustainable development

    OpenAIRE

    Sustainable Development Commission

    2003-01-01

    This report seeks to stimulate debate on how we define prosperity and addresses the inadequacies of standard definitions of Gross Domestic Product and economic growth as yardsticks for well-being. Publisher PDF

  7. Poverty and Shared Prosperity 2016 : Taking on Inequality

    OpenAIRE

    World Bank Group

    2016-01-01

    Poverty and Shared Prosperity 2016 is the first of an annual flagship report that will inform a global audience comprising development practitioners, policy makers, researchers, advocates, and citizens in general with the latest and most accurate estimates on trends in global poverty and shared prosperity. This edition will also document trends in inequality and identify recent country experiences that have been successful in reducing inequalities, provide key lessons from those experien...

  8. The Poker-Litigation Game

    OpenAIRE

    Guerra-Pujol, Enrique

    2015-01-01

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

  9. War Gamers Handbook: A Guide for Professional War Gamers

    Science.gov (United States)

    2015-11-01

    by McCarty Little in 1912 continues today. Others have also contributed to war gaming scholarship. McHugh (1966), a NWC war gamer from the mid-1930s...select areas of particular interest to the sponsor ( McHugh , 1966). The game-specific purposes, more recently referred to as objectives, are discrete...no intent to try to win. Such a design is used mainly to promote participant learning ( McHugh , 1966). Scenario A game scenario is the scenic

  10. Introduction to game theory

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

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

  11. Game over: Asian Americans and video game representation [symposium

    Directory of Open Access Journals (Sweden)

    Thien-bao Thuc Phi

    2009-03-01

    Full Text Available Even video games by Asian creators tend to depict primarily white characters or reference Asian stereotypes such as kung fu fighters or yakuza thugs. Games depicting the Vietnam war are particularly troubling for Asian players expected to identify with white characters. As the game industry continues to expand, its representation of Asians and Asian Americans must change.

  12. "In war, not everyone's a soldier." A Review of This War of Mine

    Directory of Open Access Journals (Sweden)

    Charles Ecenbarger

    2016-12-01

    Full Text Available This article works to critically engage This War of Mine as a radically different style of war game that is rarely seen today. War games often glorify what it means to be in battle and have the player, essentially, saving their country or the world. This War of Mine, on the other hand, puts the player in the role of a survivor, someone simply trying to make it through the turmoil. This article examines the ways in which the game creates empathy for the avatar through aesthetic and narrative devices.

  13. War and Peace: an Economic Liberalist Assessment

    OpenAIRE

    N.M. HUNG

    2009-01-01

    In a simple formal model of two-country, two-good with an elementary Conflict Technology, we use a rudimentary game theoretics to study the matter of war and peace, where under peace, cooperative exchange takes place, and where, in case of war, the winner takes all through appropriation of the whole endowment left after payment of armament expenditures. We provide conditions under which war is inevitable, then go on to characterize situations where war, still probable, is not necessarily the ...

  14. New Mexico State University Arrowhead Center PROSPER Project

    Energy Technology Data Exchange (ETDEWEB)

    Peach, James

    2012-12-31

    This document is the final technical report of the Arrowhead Center Prosper Project at New Mexico State University. The Prosper Project was a research and public policy initiative funded by the National Energy Technology Laboratory (NETL) of the U.S. Department of Energy (DOE). The Prosper project (DOE Grant Number DE-NT0004397) began on October 1, 2008 (FY2009, Quarter 1) and ended on December 31, 2012 (FY2013, Quarter 1). All project milestones were completed on time and within the budget. This report contains a summary of ten technical reports resulting from research conducted during the project. This report also contains a detailed description of the research dissemination and outreach activities of the project including a description of the policy impacts of the project. The report also describes project activities that will be maintained after the end of the project.

  15. Virtual realities: The use of violent video games in U.S. military recruitment and treatment of mental disability caused by war

    OpenAIRE

    John Derby

    2016-01-01

    This article critically analyzes the U.S. military's contradictory use of violent video gaming technologies for recruiting young gamers to the military, training soldiers for combat, and clinically treating soldiers for posttraumatic stress disorder (PTSD) caused by military service. Using a Disability Studies lens, I discuss the commercial video game Full Spectrum Leader/Warrior, the U.S. Army's free video game America's Army, and the virtual reality exposure therapy application Virtual Iraq...

  16. Virtual realities: The use of violent video games in U.S. military recruitment and treatment of mental disability caused by war

    Directory of Open Access Journals (Sweden)

    John Derby

    2016-03-01

    Full Text Available This article critically analyzes the U.S. military's contradictory use of violent video gaming technologies for recruiting young gamers to the military, training soldiers for combat, and clinically treating soldiers for posttraumatic stress disorder (PTSD caused by military service. Using a Disability Studies lens, I discuss the commercial video game Full Spectrum Leader/Warrior, the U.S. Army's free video game America's Army, and the virtual reality exposure therapy application Virtual Iraq. I also discuss missions and omissions from the literature on these gaming technologies, which bolsters the underlying ableism of military culture that inhibits soldiers from recovering from PTSD.

  17. A new growth path for Europe : Generating prosperity and jobs

    NARCIS (Netherlands)

    Jaeger, C.C.; et al.,; Paroussos, L.; Kupers, R.T.L.; Mangalagiu, D.

    2011-01-01

    The synthesis report of the study “A New Growth Path for Europe. Generating Prosperity and Jobs in the Low-Carbon Economy” has generated unusually strong interest and intense debate. It was performed by researchers from the Potsdam Institute for Climate Impact Research, Oxford University, Université

  18. Poverty Reduction and Shared Prosperity in Moldova : Progress and Prospects

    OpenAIRE

    World Bank Group

    2016-01-01

    Moldova has experienced rapid economic growth in the past decade, which has been accompanied by reductions in poverty and good performance in shared prosperity. Nonetheless, Moldova remains one of the poorest countries in Europe and faces challenges in sustaining the progress. The challenges for progress include spatial and cross-group inequalities, particularly because of unequal access t...

  19. Environment Models in War Games

    National Research Council Canada - National Science Library

    Kovel, Steven

    1999-01-01

    ... (such as rain, sleet, and snow), and the obscuration impacts of smoke, dust, and haze. Newer models have been developed that more accurately portray the turbulence and radiative transfer within these common atmospheric and environmental phenomena...

  20. Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German

    Science.gov (United States)

    De Grove, Frederik; Van Looy, Jan; Mechant, Peter

    2013-01-01

    Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…

  1. Why are you satisfied with an online game?:exploring game attractiveness and gaming climate from a socio-technical perspective

    OpenAIRE

    Zuo, W. (Wangjing)

    2016-01-01

    Abstract Some online games are prosperous and have attracted a large number of players, while others cannot sustain. Both technical and social factors likely affect a player’s satisfaction with an online game. However, there is a clear dearth of studies in which have investigated online games from a socio-technical perspective. This article seeks to address this gap through an empirical study on technical factors (manifesti...

  2. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

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

  3. Turkish Independence War and its consequences

    Directory of Open Access Journals (Sweden)

    Alexandru‑Nicolae Cucu

    2014-11-01

    Full Text Available At the end of the First World War, the Ottoman Empire collapsed and the Great Powers came to take the control of its territories. Having a strategic position at the southern gate of Europe, all of Turkish lands were very important for the First World War winners, both to secure European borders and to develop the trade between Europe and Middle East. On the other side, under Mustafa Kemal Atatürk command, a new Turkey with a strong nationalist way decided to fight for emancipating. Winning the war with the Great Powers not only in a military way, but also from a diplomatic perspective, the new Turkey became a modern regional power, having institutions and laws that assured its prosperity and security. Taking into consideration the independence war evolution, this paper wants also to show the diplomatic capability of Turkish leaders to balance between powers involved in the region.

  4. Ambient Intelligence 2.0: Towards Synergetic Prosperity

    Science.gov (United States)

    Aarts, Emile; Grotenhuis, Frits

    Ten years of research in Ambient Intelligence have revealed that the original ideas and assertions about the way the concept should develop no longer hold and should be substantially revised. Early scenario's in Ambient Intelligence envisioned a world in which individuals could maximally exploit personalized, context aware, wireless devices thus enabling them to become maximally productive, while living at an unprecedented pace. Environments would become smart and proactive, enriching and enhancing the experience of participants thus supporting maximum leisure possibly even at the risk of alienation. New insights have revealed that these brave new world scenarios are no longer desirable and that people are more in for a balanced approach in which technology should serve people instead of driving them to the max. We call this novel approach Synergetic Prosperity, referring to meaningful digital solutions that balance mind and body, and society and earth thus contributing to a prosperous and sustainable development of mankind.

  5. War on!

    OpenAIRE

    Simon , Jonathan

    2008-01-01

    Abstract 'War on' is the leading form of anti-policy in the United States. Since the late 1950s we have seen wars on cancer, poverty, drugs and terror. Thus far, the most far-reaching of these, the war on crime, has transformed American democracy since the 1960s. The deformation of our population and institutions now requires not simply an end to that war and its extension (the 'War on Terror'), but the deployment of a new 'war on' to stimulate change in the governmentalities which...

  6. Prosperity without growth. Economics for a Finite Planet

    International Nuclear Information System (INIS)

    Jackson, T.

    2010-01-01

    Is more economic growth the solution? Will it deliver prosperity and well-being for a global population projected to reach nine billion? In this explosive book, the author makes a compelling case against continued economic growth in developed nations. No one denies that development is essential for poorer nations. But in the advanced economies there is mounting evidence that ever-increasing consumption adds little to human happiness and may even impede it. More urgently, it is now clear that the ecosystems that sustain our economies are collapsing under the impacts of rising consumption. Unless we can radically lower the environmental impact of economic activity - and there is no evidence to suggest that we can - we will have to devise a path to prosperity that does not rely on continued growth. Economic heresy? Or an opportunity to improve the sources of well-being, creativity and lasting prosperity that lie outside the realm of the market? The author provides a credible vision of how human society can flourish - within the ecological limits of a finite planet. Fulfilling this vision is simply the most urgent task of our times. This book is a substantially revised and updated version of Jackson's controversial study for the Sustainable Development Commission, an advisory body to the UK Government. [nl

  7. ‘Raising righteous billionaires’: The prosperity gospel reconsidered

    Directory of Open Access Journals (Sweden)

    Ebenezer Obadare

    2016-10-01

    Full Text Available How should we think of development within an ideological format in which individual subjects are abstracted from the constraints and necessities of social policy and the political structure? Using this question as a spark, this article critically deconstructs the Pentecostal prosperity gospel in Africa. Two overlapping arguments are advanced. One is that, in atomising the individual, Pentecostal prosperity gospel discounts power relations and the political, effectively dislocating the individual believer from the social matrix within which his or her agency is forged. Secondly, it is suggested that this attitude towards both the individual and the state puts Pentecostalism firmly within the orbit of neoliberalism. This article leverages this affinity for an understanding of how neoliberal ideas and conceptions of wealth, accumulation and self-actualisation are embedded and reproduced in Pentecostalism. It concludes that, because, on the one hand, it has no lever – historical or philosophical – on which it might be grounded, and on the other hand, since it has developed no cogent political economy to speak of, prosperity gospel, nay Pentecostal spirituality, offers no realistic path out of the African economic crisis.

  8. ‘Raising righteous billionaires’: The prosperity gospel reconsidered

    Directory of Open Access Journals (Sweden)

    Ebenezer Obadare

    2016-05-01

    Full Text Available How should we think of development within an ideological format in which individual subjects are abstracted from the constraints and necessities of social policy and the political structure? Using this question as a spark, this article critically deconstructs the Pentecostal prosperity gospel in Africa. Two overlapping arguments are advanced. One is that, in atomising the individual, Pentecostal prosperity gospel discounts power relations and the political, effectively dislocating the individual believer from the social matrix within which his or her agency is forged. Secondly, it is suggested that this attitude towards both the individual and the state puts Pentecostalism firmly within the orbit of neoliberalism. This article leverages this affinity for an understanding of how neoliberal ideas and conceptions of wealth, accumulation and self-actualisation are embedded and reproduced in Pentecostalism. It concludes that, because, on the one hand, it has no lever – historical or philosophical – on which it might be grounded, and on the other hand, since it has developed no cogent political economy to speak of, prosperity gospel, nay Pentecostal spirituality, offers no realistic path out of the African economic crisis.

  9. A Sports Franchise Simulation Game

    Science.gov (United States)

    Surdam, David G.

    2009-01-01

    Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…

  10. Cacao Intensification in Sulawesi: A Green Prosperity Model Project

    Energy Technology Data Exchange (ETDEWEB)

    Moriarty, K.; Elchinger, M.; Hill, G.; Katz, J.; Barnett, J.

    2014-09-01

    NREL conducted eight model projects for Millennium Challenge Corporation's (MCC) Compact with Indonesia. Green Prosperity, the largest project of the Compact, seeks to address critical constraints to economic growth while supporting the Government of Indonesia's commitment to a more sustainable, less carbon-intensive future. This study evaluates techniques to improve cacao farming in Sulawesi Indonesia with an emphasis on Farmer Field Schools and Cocoa Development Centers to educate farmers and for train the trainer programs. The study estimates the economic viability of cacao farming if smallholder implement techniques to increase yield as well as social and environmental impacts of the project.

  11. Star Wars and the History of Transmedia Storytelling

    OpenAIRE

    2017-01-01

    The collection places Star Wars at the center of those studies’ projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, Star Wars and the History of...

  12. The Drinking Game

    Science.gov (United States)

    Poe, Marshall

    2010-01-01

    Americans have been wrestling with college drinking for so long that they've forgotten there was a time when they didn't. Prior to World War II there were a number of "crises" on American campuses--loutish behavior at football games, the introduction of the research-heavy "German Method," the corruption of coeds--but excessive college drinking was…

  13. Performance assessment of the PNM Prosperity electricity storage project

    Energy Technology Data Exchange (ETDEWEB)

    Roberson, Dakota [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Ellison, James F. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Bhatnagar, Dhruv [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Schoenwald, David A. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2014-05-01

    The purpose of this study is to characterize the technical performance of the PNM Prosperity electricity storage project, and to identify lessons learned that can be used to improve similar projects in the future. The PNM Prosperity electricity storage project consists of a 500 kW/350 kWh advanced lead-acid battery with integrated supercapacitor (for energy smoothing) and a 250 kW/1 MWh advanced lead-acid battery (for energy shifting), and is co-located with a 500 kW solar photovoltaic (PV) resource. The project received American Reinvestment and Recovery Act (ARRA) funding. The smoothing system is e ective in smoothing intermittent PV output. The shifting system exhibits good round-trip efficiencies, though the AC-to-AC annual average efficiency is lower than one might hope. Given the current utilization of the smoothing system, there is an opportunity to incorporate additional control algorithms in order to increase the value of the energy storage system.

  14. Prospering in Tough Economic Times Through Loyal Customers

    Directory of Open Access Journals (Sweden)

    Anderson Rolph

    2014-10-01

    Full Text Available In severe economic downturns, only a few business leaders have the courage and wisdom to invest in customer loyalty to increase profits instead of reflexively cutting costs to try to maintain falling profit margins. Moreover, the usual research and advice tends to focus on how companies can effectively and efficiently reduce costs in order to survive an economic decline. This study contributes to the literature by offering a fresh look at how best to respond in tough economic times by examining companies who have responded traditionally with cost cutting strategies versus companies who instead have invested in customer loyalty. We make the unique and contrarian argument that the latter strategy can be the superior business strategy, which underscores the originality of this investigation. Thus, the purpose of this study is to highlight why investing resources in creating and retaining loyal customers is the best strategy for companies to survive and prosper in tough economic conditions while simultaneously gaining longer-run competitive advantage. Based on quantitative and qualitative survey research methodology, the study findings identify and explain key customer loyalty measures, including: customization for customers, communication interactivity, nurturing of customers, commitment to customers, customer sharing networks, customer focused product assortments, facile exchanges, and customer engagement. Perceptive company executives will measure, benchmark, and regularly compare their performances on these key customer loyalty measures with different customer groups versus their company's past performances, managerial goals, and competitors, then make appropriate adjustments to retain their loyal customers and prosper during tough economic times.

  15. Teaching Us to Fear: The Violent Video Game Moral Panic and The Politics of Game Research

    Science.gov (United States)

    Markey, Patrick M.; Ferguson, Christopher J.

    2017-01-01

    In this excerpt from their new book, "Moral Combat: Why the War on Violent Video Games Is Wrong" (BenBella Books, 2017), the authors present an argument in defense of video games while dispelling the myth that such games lead to real-world violence. The authors define and examine moral panics and provide guidelines for identifying and…

  16. Civil War

    OpenAIRE

    Christopher Blattman; Edward Miguel

    2010-01-01

    Most nations have experienced an internal armed conflict since 1960. The past decade has witnessed an explosion of research into the causes and consequences of civil wars, belatedly bringing the topic into the economics mainstream. This article critically reviews this interdisciplinary literature and charts productive paths forward. Formal theory has focused on a central puzzle: why do civil wars occur at all when, given the high costs of war, groups have every incentive to reach an agreement...

  17. Continent at a Crossroads: Prosperity, Justice, and Security in South America

    National Research Council Canada - National Science Library

    Scott, Frances K

    2006-01-01

    This Special Bibliography Series, Number 107, "Continent at the Crossroads: Prosperity, Justice, and Security in South America," was developed by Social Sciences Bibliographer and Reference Librarian Frances K...

  18. WAR HORSES:

    DEFF Research Database (Denmark)

    War Horses: Helhesten and the Danish Avant-Garde During World War II This exhibition is the first to explore the history and significance of the accomplishments of Danish artists working during the Nazi occupation of their country (1940-45), who called themselves Helhesten, such as Ejler Bille......-1951), which they became part of. Cobra greatly influenced the development of European modern art after World War II. The exhibition includes over 100 works and reconstructs for the first time the most important exhibition these artists staged in Denmark during the war, 13 Artists in a Tent (1941). It draws...

  19. Global Shipping Game

    Science.gov (United States)

    2011-01-28

    information please contact the Chairman, War Gaming Department, Naval War College, 686 Cushing Road, Newport, RI 02841 or via electronic mail at... Game ……………………………………………...9 c. Overarching Research Question……………………………………………..…10 d. Subsidiary Questions…………………………………………………………...10 e ...An e -SLOC is the “cyber network that supports the global maritime trade network.” Industry Global Shipping Game Report 27 experts felt that

  20. Ludic mutation: the player’s power to change the game

    NARCIS (Netherlands)

    Schleiner, A.-M.

    2012-01-01

    In recent decades we observe a closer relation between games and activism, between games and war, between games and the city, in other words, a gamification of certain regions of the world. What is the power of the game over life? Often the game imposes a kind of subjectification. The game’s rules

  1. Fuel prices around the world: From prosperity to turmoil

    International Nuclear Information System (INIS)

    Anon.

    1992-01-01

    This issue examines price changes of petroleum products in some 40 countries around the world. Both political turmoil and economic prosperity shape government policy in managing consumer prices of petroleum products. Brazil has experienced extreme political and economic instability that sent prices skyrocketing and the national currency plummeting. Meanwhile, economic growth in South Korea has given the population the wealth for automobiles and stretched the country's ability to supply its unquenchable demand. Fuel prices around the world were higher in July 1992 than in January 1992, mainly due to higher crude prices. This issue also presents the following: (1) the ED Refining Netback Data Series for the US Gulf and West Coasts, Rotterdam, and Singapore as of October 23, 1992; and (2) the ED Fuel Price/Tax Series for countries of the Eastern Hemisphere, October 1992 edition

  2. Swipe this! the guide to great touchscreen game design

    CERN Document Server

    Rogers, Scott

    2012-01-01

    Learn to design games for tablets from a renowned game designer! Eager to start designing games for tablets but not sure where to start? Look no further! Gaming guru Scott Rogers has his finger on the pulse of tablet game design and is willing to impart his wisdom and secrets for designing exciting and successful games. As the creator of such venerable games as God of War, the SpongeBob Squarepants series, and Pac-Man World, to name a few, Rogers writes from personal experience and in this unique book, he hands you the tools to create your own tablet games for the iPad, Android tablets, Ninten

  3. Dardanel Wars

    Directory of Open Access Journals (Sweden)

    Ahmet EYİCİL

    2009-06-01

    Full Text Available The reason for the opening of the Dardanel Front was to establish a link between allies and Russia and to push The Ottoman Empire out of the war. In order to reach this cause, upon Churchill’s suggestion, the English War Commitee met on 28 January 1915 and decided to attack the Dardanels on February 19. The allies fleet tried to pass the Dardanels several times but they failed. Their biggest attack for the Straits took place on 18 March, which was failed and the fleet lost one third of its power. After the failure on the sea to pass the Straits the allies landed on Gallipoli to invade İstanbul. Landing took place from April 1 to December 22 the wars on lands lasted more than 8 months, during which Turkish army fought heroic battles. Fierce battles took place on Kabatepe, Seddülbahir, Alçıtepe, Kilitbahir, Anafartalar, Arıburnu. Upon failure on the land the allies started to withdraw from this front on 8 January 1915. The Dardanels wars which was lost by the allies caused the First World War to continue two more years. Tsarist regime was collapsed in Russia and its place Bolshevik regime came. The Turks put aside bad results of the Balkan Wars and became again a heroic nation. Because of his successes Mustafa Kemal became a genious commander. Most importantly Dardanels wars gave its honours to the Turkish army

  4. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  5. Gulf War

    DEFF Research Database (Denmark)

    Dalgaard-Nielsen, Anja

    2003-01-01

    As it became a non‐permanent member of the UN Security Council in January 2003, Germany stepped up its opposition to war with Iraq. The stage was set for a repeat of Germany's uncomfortable position during the 1991 Gulf War. At that time, as most of Germany's allies rallied behind Washington......, Germany made only financial contributions, and hundreds of thousands of Germans took to the streets to protest against the war. Yet, since 1991, Germany had come a long way in its attitudes towards military force. From a policy of complete abstention from military deployments beyond NATO's area (so...

  6. New wars, new morality?

    NARCIS (Netherlands)

    Akkerman, T.

    2009-01-01

    Has war fundamentally changed? If so, it may be time for reconsidering accepted moral standards for waging wars and for conduct in war. The new war thesis holds that wars have fundamentally altered since the end of the Cold War. Proponents such as Kaldor and Weiss hold that wars today are intrastate

  7. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

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

  8. Star Wars and the History of Transmedia Storytelling

    NARCIS (Netherlands)

    2017-01-01

    The collection places Star Wars at the center of those studies’ projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its

  9. Violent Video Games Recruit American Youth

    Science.gov (United States)

    Lugo, William

    2006-01-01

    An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…

  10. Wealth and happiness across the world: material prosperity predicts life evaluation, whereas psychosocial prosperity predicts positive feeling.

    Science.gov (United States)

    Diener, Ed; Ng, Weiting; Harter, James; Arora, Raksha

    2010-07-01

    The Gallup World Poll, the first representative sample of planet Earth, was used to explore the reasons why happiness is associated with higher income, including the meeting of basic needs, fulfillment of psychological needs, increasing satisfaction with one's standard of living, and public goods. Across the globe, the association of log income with subjective well-being was linear but convex with raw income, indicating the declining marginal effects of income on subjective well-being. Income was a moderately strong predictor of life evaluation but a much weaker predictor of positive and negative feelings. Possessing luxury conveniences and satisfaction with standard of living were also strong predictors of life evaluation. Although the meeting of basic and psychological needs mediated the effects of income on life evaluation to some degree, the strongest mediation was provided by standard of living and ownership of conveniences. In contrast, feelings were most associated with the fulfillment of psychological needs: learning, autonomy, using one's skills, respect, and the ability to count on others in an emergency. Thus, two separate types of prosperity-economic and social psychological-best predict different types of well-being.

  11. Supermodular Games and Potential Games

    NARCIS (Netherlands)

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

    2001-01-01

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

  12. Surviving and prospering in a changing EPC business

    International Nuclear Information System (INIS)

    Walls, D.; Blazewicz, S.; Rao, N.; Little, A.D.

    1998-01-01

    Countries worldwide continue to privatize national utilities and attract foreign investment to meet growing demand for power. As a result, the global power marketplace has become highly complex, competitive, and volatile. The changes that are occurring in the electric utility industry around the world are having a dramatic impact on the way new power and T and D projects are engineered, procured, and constructed (EPC). The power EPC business faces pressures of competition and price reductions. Deregulation uncertainties and slow demand growth in the west have caused many domestic EPC firms to look internationally for new opportunities. They face many challenges, most of which relate to dealing with a much higher level of risk than they had previously been exposed to. This paper discusses some of the critical issues EPC companies are facing worldwide, how leading companies are responding to these challenges, and which strategies are likely to allow EPC companies to prosper and sustain growth in the future. Some attractive future market opportunities are highlighted. This paper concludes that EPC firms will have to develop capabilities in certain key markets, and simultaneously operate globally. EPC firms will have to develop clearer strategies to remain profitable. Either they develop scale globally through consolidation and target aggressive market shares, or develop specialized niches, especially in the technology service areas. EPCs can continue to sustain growth by leveraging in other areas of the power industry what they do best: providing technical services and building infrastructure. EPC firms can capitalize on the growing need for system-level planning and design in fuel, power, and transmission and distribution, or target higher-growth opportunities in high-value market segments such as repowering, cogeneration, and environmental systems

  13. Case Studies: Improving Environmental Performance and Economic Prosperity at Ports and in Near-Port Communities

    Science.gov (United States)

    Case Study links for improving environmental performance and economic prosperity at ports and in near-port communities. Case studies on equipment upgrades, jobs and benefits, land use and transportation, port-community engagement, and citizen science.

  14. War Atmospheres

    DEFF Research Database (Denmark)

    Engberg-Pedersen, Anders

    2018-01-01

    This article examines warfare as a problem of knowledge in the military theory, realist literature, and cartography of the nineteenth century. Against the background of the Napoleonic Wars, Carl von Clausewitz, Stendhal, and Charles Joseph Minard in different ways conceived of warfare as a profou......This article examines warfare as a problem of knowledge in the military theory, realist literature, and cartography of the nineteenth century. Against the background of the Napoleonic Wars, Carl von Clausewitz, Stendhal, and Charles Joseph Minard in different ways conceived of warfare...

  15. Animated war

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    in production: Gzim Rewind (Sweden, 2011) by Knutte Wester, and In-World War (USA, expected 2011) by DJ Bad Vegan. These films have themes of war and include film scenes that are ‘machinima’ (real-time animation made in 3D graphic environments) within live action film scenes. Machinima harnesses...... DIY multimedia storytellers explore new ways to tell and to ‘animate’ stories. The article contains four parts: introduction to machinima and the notions of resemiosis and authorial practice, presentation of DIY filmmaking as a practice that intertwines with new networked economics, analysis...

  16. Gendered urban prosperity and women’s empowerment in 21st century cities

    Directory of Open Access Journals (Sweden)

    Sylvia Chant

    2013-01-01

    Full Text Available While urban prosperity has been identified as a major issue in recent debates about cities, this paper argues that this must be conceptualised not only in terms of enhancing productivity and generating wealth, but also in addressing equity, equality and participation of which the gendered dimensions of cities are central. It outlines why it is important to take gender in account when trying to foster urban prosperity and why this must also entail consideration of women‟s empowerment in cities in social and political as well as economic terms. In reflecting these arguments, the paper provides a conceptual framework for understanding the intersections between the gendered nature of urban prosperity and women‟s empowerment. This is built on an empirical discussion of the core elements underpinning urban prosperity in relation to conceptualisations of empowerment as well as a discussion of importance of generating gender-equity through exercising formal and informal rights and an outline of the ways on which policies might address gender inequalities in cities. Ultimately, the paper argues that while pro-prosperity measures are important in generating urban prosperity, these must address underlying unequal gendered power relations and issues of social justice that are necessary in order to bring about true empowerment for women in cities today and in the future.

  17. Sketching War

    DEFF Research Database (Denmark)

    Engberg-Pedersen, Anders

    2014-01-01

    During the Napoleonic Wars the military croquis, or sketch map, played an important role in the spatial management of the various campaigns. Presumably, many of these sketch maps were destroyed or discarded after their immediate use. Those that survive have received little scholarly notice...

  18. Rutherford's war

    Science.gov (United States)

    Campbell, John

    2016-02-01

    Seagulls, sea lions and the comic-book hero Professor Radium were all recruited to fight the threat of submarines during the First World War. But as John Campbell explains, it was Ernest Rutherford who led the way a century ago in using acoustics to deter these deadly craft.

  19. War Termination

    Science.gov (United States)

    2010-06-21

    Hills seemed especially urgent. An economic depression hit the country in 1873 followed by the discovery of gold in the Black Hills the next year...University of Oklahoma Press, 1994). 84 Endnotes 1. John S. Gray, “ Centennial Campaign: The Sioux War of 1876,” (n.p.: The Old Army Press, 1976) p. 211

  20. Game theory : Noncooperative games

    NARCIS (Netherlands)

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

    2015-01-01

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

  1. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

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

  2. Paralympic Games: History and Legacy of a Global Movement.

    Science.gov (United States)

    Legg, David

    2018-05-01

    The Paralympic Games have an interesting history that began after World War II. The Games and movement have been impacted by and have had an impact on society and the larger able-bodied sport system. The future of the Games and movement is also further impacted by larger cultural shifts, and the Games themselves have potentially left lasting legacies for the host cities and persons with impairment worldwide. Copyright © 2018 Elsevier Inc. All rights reserved.

  3. Convex games versus clan games

    NARCIS (Netherlands)

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

    2008-01-01

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

  4. Convex Games versus Clan Games

    NARCIS (Netherlands)

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

    2006-01-01

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

  5. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

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

  6. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

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

  7. PROSPER: an integrated feature-based tool for predicting protease substrate cleavage sites.

    Directory of Open Access Journals (Sweden)

    Jiangning Song

    Full Text Available The ability to catalytically cleave protein substrates after synthesis is fundamental for all forms of life. Accordingly, site-specific proteolysis is one of the most important post-translational modifications. The key to understanding the physiological role of a protease is to identify its natural substrate(s. Knowledge of the substrate specificity of a protease can dramatically improve our ability to predict its target protein substrates, but this information must be utilized in an effective manner in order to efficiently identify protein substrates by in silico approaches. To address this problem, we present PROSPER, an integrated feature-based server for in silico identification of protease substrates and their cleavage sites for twenty-four different proteases. PROSPER utilizes established specificity information for these proteases (derived from the MEROPS database with a machine learning approach to predict protease cleavage sites by using different, but complementary sequence and structure characteristics. Features used by PROSPER include local amino acid sequence profile, predicted secondary structure, solvent accessibility and predicted native disorder. Thus, for proteases with known amino acid specificity, PROSPER provides a convenient, pre-prepared tool for use in identifying protein substrates for the enzymes. Systematic prediction analysis for the twenty-four proteases thus far included in the database revealed that the features we have included in the tool strongly improve performance in terms of cleavage site prediction, as evidenced by their contribution to performance improvement in terms of identifying known cleavage sites in substrates for these enzymes. In comparison with two state-of-the-art prediction tools, PoPS and SitePrediction, PROSPER achieves greater accuracy and coverage. To our knowledge, PROSPER is the first comprehensive server capable of predicting cleavage sites of multiple proteases within a single substrate

  8. Perpetual War?

    OpenAIRE

    Clark, General Wesley; Mann, Michael

    2009-01-01

    Michael Mann documents the increasing substitution of war for diplomacy by US policy elites. In part, the substitution has come about because of ideological change but also because the "Military-Industrial-Congressional Complex" maintains a high level of military spending due to the fact that most congressional districts receive some form of military expenditure from bases to munitions production. General Wesley Clark considers foreign policy under the Bush administration. He argues ...

  9. Currency wars?

    OpenAIRE

    Gros, Daniel

    2010-01-01

    Treball final de Grau en Finances i Comptabilitat. Codi: FC1049. Curs academic 2015-2016 A currency war (also known as the competitive depreciation or a policy of impoverish the neighbor) occurs when a country wants to obtain a competitive advantage which improve its trade balancethrough a series of changes in its currency. With these currency movements exports become cheaper for foreigners while imports become more expensive for residents in the own nation. These advantages produce strong...

  10. Globalizing Contemporary War

    OpenAIRE

    Melissa Zisler

    2009-01-01

    There are a plethora of social problems present throughout theworld in which America has deemed a type of ‘war.’ Some of theseunconventional wars include: The War on Poverty presented in 1964; The War on Drugs announced in 1971; The War on Cancer commencing in1971; The War Against Illiteracy beginning in the 1970s; and afterSeptember 11, 2001 The War on Terror was announced (Raz, 2008).These contemporary ‘wars’ have transformed the meaning of the word‘war.’ Labeling these missions ‘wars,’ pre...

  11. Gold rush - A swarm dynamics in games

    Science.gov (United States)

    Zelinka, Ivan; Bukacek, Michal

    2017-07-01

    This paper is focused on swarm intelligence techniques and its practical use in computer games. The aim is to show how a swarm dynamics can be generated by multiplayer game, then recorded, analyzed and eventually controlled. In this paper we also discuss possibility to use swarm intelligence instead of game players. Based on our previous experiments two games, using swarm algorithms are mentioned briefly here. The first one is strategy game StarCraft: Brood War, and TicTacToe in which SOMA algorithm has also take a role of player against human player. Open research reported here has shown potential benefit of swarm computation in the field of strategy games and players strategy based on swarm behavior record and analysis. We propose new game called Gold Rush as an experimental environment for human or artificial swarm behavior and consequent analysis.

  12. Tangible Widgets for a Multiplayer Tablet Game in Comparison to Finger Touch

    DEFF Research Database (Denmark)

    Christensen, Mads Bock; Fisker, Martin; Topp, Kasper Steen Fischer

    2015-01-01

    Tangible widgets are graspable physical objects that can be detected by a capacitive touch screen. These are used as an interaction method in the tablet game "Hover Wars", a 2-player competitive combat game. Hover Wars was designed to work mainly with tangible widgets and the affordances thereof ...... uncovers some advantages and disadvantages of using tangible widgets as an interaction method....

  13. Smog wars

    Energy Technology Data Exchange (ETDEWEB)

    Gospodarek, M.P.

    1979-04-12

    International discussions of transboundary pollution, which have not been able to find a way to effect the agreed-upon principle that no nation should have to suffer another nation's pollution, parallel the smog wars across state boundaries. The states, however, can blame the US Environmental Protection Agency (EPA) as well as each other because of relaxed and unevenly applied standards. Several EPA decisions are cited to illustrate tensions between states and the alienation of the environmental lobby. Of particular concern are the application of smog and ozone standards in rural areas and the effect of offset policy on industrial development.

  14. Personalised gaming

    NARCIS (Netherlands)

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

    2012-01-01

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

  15. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

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

  16. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

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

  17. Cyber War Game in Temporal Networks

    Science.gov (United States)

    2016-02-09

    Pastor-Satorras R, Vespignani A. Epidemic spreading in scale-free networks . Physical review letters. 2001; 86(14):3200. doi: 10.1103/PhysRevLett...topology) and remaining resource level of nodes. We use epidemic spreading based on susceptible-infected-removed (SIR) model [6, 21] to describe attackers...86.3200 PMID: 11290142 31. Valdez LD, Macri PA, Braunstein LA. Intermittent social distancing strategy for epidemic control. Physi- cal Review E. 2012 22

  18. Cyber War Game in Temporal Networks

    Science.gov (United States)

    2016-02-09

    a node’s mobility, failure or its resource depletion over time or action(s), this optimization problem becomes NP-com- plete. We propose two heuristic ... representing the interactions between nodes [1, 2]. One of the most important property of a network is robustness against random failures and target attacks...authors and should not be interpreted as representing the official policies, either expressed or implied, of the Army Research Laboratory or the U.S

  19. Baltics to host international war games

    Index Scriptorium Estoniae

    2004-01-01

    USA armee juhtimisel juulis 2004 Balti riikides toimuvatest sõjalistest ja terrorismivastase võitluse ühisõppustest, kus osalevad Eesti, Läti, Leedu, Saksamaa, Poola, Rumeenia, Moldova, Ukraina, Gruusia, Armeenia ja Aserbaidžaani üksused

  20. Prosperity against ecology? The environment in the America of G.W. Bush

    International Nuclear Information System (INIS)

    Delbard, O.

    2006-03-01

    The author analysis replaces the Bush administration positions in their socio-cultural context and shows the two faces of the USA, the choice of the prosperity facing the ecology and in parallel a country of many free spaces with powerful groups for the environment preservation. After a presentation of the Bush policy in favor of the prosperity facing the environment, he shows the initiatives of movements in favor of the ecology and the environment, and concludes on the today mutations of the public opinion and some enterprises in theses domains. (A.L.B.)

  1. "The Hunger Games" and Project-Based Learning

    Science.gov (United States)

    Educational Horizons, 2013

    2013-01-01

    Mary Mobley teaches English and Michael Chambers teaches world history at Manor New Technology High School, a STEM school, in Manor, Texas. In this article, they talk about how they used "The Hunger Games" by Suzanne Collins to teach their students about forms of government between World War I and World War II, and "Edutopia"…

  2. Security and Prosperity: Reexamining the Connection Between Economic, Homeland and National Security

    Science.gov (United States)

    2015-09-01

    security enterprise NAFTA North American Free Trade Agreement NATO North Atlantic Treaty Organization NS national security NSS National Security...all hazards, outcome driven, national security) of the person being asked. Some advocate a more holistic description that encompasses law enforcement...department rather than maintaining the artificial separation. 3. Create a Department of Prosperity The Preamble to the Constitution defines our federal

  3. Costing Household Surveys for Monitoring Progress Toward Ending Extreme Poverty and Boosting Shared Prosperity

    OpenAIRE

    Kilic, Talip; Serajuddin, Umar; Uematsu, Hiroki; Yoshida, Nobuo

    2017-01-01

    On October 15, 2015, World Bank Group President Jim Yong Kim announced the World Bank Group’s commitment to support the 78 poorest countries to implement a multi-topic household survey every three years between 2016 and 2030, for monitoring progress toward ending extreme poverty and boosting shared prosperity. This paper estimates the resource requirements to achieve the objectives of impl...

  4. U.S. Naval War College Strategic Plan 2014-2018

    Science.gov (United States)

    2014-06-01

    Weaknesses, Opportunities, and Threats ( SWOT ) ............ 23   Strengths...27   SWOT Net Assessment...enterprise underpins excellence in other mission endeavors. Sophisticated war gaming, research, and analysis will continue to support the Navy’s

  5. Vietnam: Historians at War

    Science.gov (United States)

    Moyar, Mark

    2008-01-01

    Although the Vietnam War ended more than thirty years ago, historians remain as divided on what happened as the American people were during the war. Mark Moyar maps the ongoing battle between "orthodox" and "revisionist" Vietnam War historians: the first group, those who depict Vietnam as a bad war that the United States should…

  6. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

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

  7. The World of Wars

    DEFF Research Database (Denmark)

    Harste, Gorm

    2014-01-01

    The world of the future will not be one without wars. The many hopes we have about a future peace governed by a more or less confederal state will not make wars obsolete. Regular wars and irregular wars will continue and probably about different subjects than we are used to. The article proposes...... that the form of war will be more about temporalities, i.e. fast interchanges or, rather, more risky protracted wars of attrition and exhaustion and less about tactical well defined territories. The West can neither dominate such wars nor establish one world that is ruled or even governed. The risk is that we...

  8. War and Power

    DEFF Research Database (Denmark)

    Carter, Dale

    2018-01-01

    Whether as context or prospect, reference or substance, warfare invariably features in Pynchon’s fiction: the war of American independence in Mason & Dixon; colonial wars in V.; world war one in Against the Day; world war two in Gravity’s Rainbow; the cold war in The Crying of Lot 49; various...... culture wars – hippies against straights, dopers versus The Man, nerds contra jocks – in Vineland and Inherent Vice; and the war on terror in Bleeding Edge. In these novels warfare occasions, illuminates and interrogates the lineaments of power, not only political or military but also social...... and representational – that mark the post-imperial, cold (and post-cold) war order; from the concentration camps and nuclear explosions of world war two to the ballistic missiles of the cold war, the irregular engagements of terrorism and counter-terrorism, and the digitalized fall-out of cyber-warfare....

  9. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

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

  10. [Game addiction].

    Science.gov (United States)

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

    2015-09-01

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

  11. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  12. Budaya Populer Game Pokemon Go Sebagai Soft Diplomacy Jepang

    OpenAIRE

    Iqbal, Chadijah Isfariani

    2016-01-01

    Pokemon Go is a smartphone game that blends the real and digital worlds, tasking players with exploring their neighborhoods to find creatures and treasure for in-game use. This research describes the ways Japan uses its soft power in International coorporation relations, particulary through Pokemon Go's game. Based on Joseph S. Nye, Jr, the soft power defined as the ability of country to achieve its goal using cultural attraction rather than coercion and violence. After the World War II, Japa...

  13. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

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

  14. [Georg Friedrich Nicolai: war physician against war].

    Science.gov (United States)

    van Bergen, L

    2017-01-01

    Georg Friedrich Nicolai was a German professor and heart specialist who was one of the few who protested against the war at the beginning of World War I. As a result, he lost his job and was convicted. After the war, right-wing nationalist students and lack of support from his university superiors made it impossible for him to teach. He left Germany in 1922, never to return. In his book, Die Biologie des Krieges (The Biology of War), which was published in neutral Switzerland in 1917, he contradicted the social Darwinist idea - supported by many physicians as well - that war strengthened humanity, people and races, physically and mentally. On the contrary, he argued, war is biologically counterproductive.

  15. Replication of LDL GWAs hits in PROSPER/PHASE as validation for future (pharmacogenetic analyses

    Directory of Open Access Journals (Sweden)

    Stott David J

    2011-10-01

    Full Text Available Abstract Background The PHArmacogenetic study of Statins in the Elderly at risk (PHASE is a genome wide association study in the PROspective Study of Pravastatin in the Elderly at risk for vascular disease (PROSPER that investigates the genetic variation responsible for the individual variation in drug response to pravastatin. Statins lower LDL-cholesterol in general by 30%, however not in all subjects. Moreover, clinical response is highly variable and adverse effects occur in a minority of patients. In this report we first describe the rationale of the PROSPER/PHASE project and second show that the PROSPER/PHASE study can be used to study pharmacogenetics in the elderly. Methods The genome wide association study (GWAS was conducted using the Illumina 660K-Quad beadchips following manufacturer's instructions. After a stringent quality control 557,192 SNPs in 5,244 subjects were available for analysis. To maximize the availability of genetic data and coverage of the genome, imputation up to 2.5 million autosomal CEPH HapMap SNPs was performed with MACH imputation software. The GWAS for LDL-cholesterol is assessed with an additive linear regression model in PROBABEL software, adjusted for age, sex, and country of origin to account for population stratification. Results Forty-two SNPs reached the GWAS significant threshold of p = 5.0e-08 in 5 genomic loci (APOE/APOC1; LDLR; FADS2/FEN1; HMGCR; PSRC1/CELSR5. The top SNP (rs445925, chromosome 19 with a p-value of p = 2.8e-30 is located within the APOC1 gene and near the APOE gene. The second top SNP (rs6511720, chromosome 19 with a p-value of p = 5.22e-15 is located within the LDLR gene. All 5 genomic loci were previously associated with LDL-cholesterol levels, no novel loci were identified. Replication in WOSCOPS and CARE confirmed our results. Conclusion With the GWAS in the PROSPER/PHASE study we confirm the previously found genetic associations with LDL-cholesterol levels. With this proof

  16. Tax war in Brazil: aspects and trends; Competicao fiscal no Brasil: aspectos e tendencias

    Energy Technology Data Exchange (ETDEWEB)

    Resende, Fabio Martins; Oliveira, David Brandao de [PETROBRAS S.A., Rio de Janeiro, RJ (Brazil)

    2008-07-01

    This paper issue aspects of tax war since the origin in Brazil until your apply after the tax reform with destiny principle. This work introduce with historical of tax system in Brazil. Besides approach the tax war with the game theory and practical examples to explain the advantage and disadvantage under fiscal responsibility law. Finally, we will discuss if will be continue the tax war developed in possible scenario the tax reform charging on the destiny state (author)

  17. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

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

  18. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

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

  19. Prosperous pacifists: The effects of development on initiators and targets of territorial conflict

    OpenAIRE

    Erik Gartzke; Dominic Rohner

    2010-01-01

    Scholars have suggested several ways in which economic development could affect interstate conflict. Supply side arguments view modern economies as more difficult to subdue or exploit through force (i.e., development creates states that are 'bitter pills'). The demand side perspective argues in contrast that development lessens the appeal of conquest among potential aggressors (i.e., development creates 'prosperous pacifists'). We offer a formal model that isolates contrasting consequences of...

  20. Material wealth in 3D: Mapping multiple paths to prosperity in low- and middle- income countries.

    Science.gov (United States)

    Hruschka, Daniel J; Hadley, Craig; Hackman, Joseph

    2017-01-01

    Material wealth is a key factor shaping human development and well-being. Every year, hundreds of studies in social science and policy fields assess material wealth in low- and middle-income countries assuming that there is a single dimension by which households can move from poverty to prosperity. However, a one-dimensional model may miss important kinds of prosperity, particularly in countries where traditional subsistence-based livelihoods coexist with modern cash economies. Using multiple correspondence analysis to analyze representative household data from six countries-Nepal, Bangladesh, Ethiopia, Kenya, Tanzania and Guatemala-across three world regions, we identify a number of independent dimension of wealth, each with a clear link to locally relevant pathways to success in cash and agricultural economies. In all cases, the first dimension identified by this approach replicates standard one-dimensional estimates and captures success in cash economies. The novel dimensions we identify reflect success in different agricultural sectors and are independently associated with key benchmarks of food security and human growth, such as adult body mass index and child height. The multidimensional models of wealth we describe here provide new opportunities for examining the causes and consequences of wealth inequality that go beyond success in cash economies, for tracing the emergence of hybrid pathways to prosperity, and for assessing how these different pathways to economic success carry different health risks and social opportunities.

  1. Material wealth in 3D: Mapping multiple paths to prosperity in low- and middle- income countries.

    Directory of Open Access Journals (Sweden)

    Daniel J Hruschka

    Full Text Available Material wealth is a key factor shaping human development and well-being. Every year, hundreds of studies in social science and policy fields assess material wealth in low- and middle-income countries assuming that there is a single dimension by which households can move from poverty to prosperity. However, a one-dimensional model may miss important kinds of prosperity, particularly in countries where traditional subsistence-based livelihoods coexist with modern cash economies. Using multiple correspondence analysis to analyze representative household data from six countries-Nepal, Bangladesh, Ethiopia, Kenya, Tanzania and Guatemala-across three world regions, we identify a number of independent dimension of wealth, each with a clear link to locally relevant pathways to success in cash and agricultural economies. In all cases, the first dimension identified by this approach replicates standard one-dimensional estimates and captures success in cash economies. The novel dimensions we identify reflect success in different agricultural sectors and are independently associated with key benchmarks of food security and human growth, such as adult body mass index and child height. The multidimensional models of wealth we describe here provide new opportunities for examining the causes and consequences of wealth inequality that go beyond success in cash economies, for tracing the emergence of hybrid pathways to prosperity, and for assessing how these different pathways to economic success carry different health risks and social opportunities.

  2. Environmental consequences of nuclear war

    International Nuclear Information System (INIS)

    Harwell, M.A.; Hutchinson, T.C.; Cropper, W.P. Jr.; Harwell, C.C.; Grover, H.D.

    1989-01-01

    This book addresses the ecological, agricultural, and human effects of nuclear war. The topics covered include: Ecological principles relevant to nuclear war; Vulnerability of ecological systems to climatic effects on nuclear war; Additional potential effects of nuclear war on ecological systems; Potential effects of nuclear war on agricultural productivity; Food availability after nuclear war; and Experiences and extrapolations from Hiroshima and Nagasaki

  3. Mathematicians at War

    CERN Document Server

    Mazliak, Laurent

    2009-01-01

    Italian mathematician Volterra struggled to carry Italy into the World War I in May 1915 and then developed a frenetic activity to support the war effort. This activity found an adequate echo what did his French colleagues Borel, Hadamard and Picard. This book proposes the transcription of the correspondence they exchanged during the war

  4. 13th Annual P3 Awards: A National Student Design Competition for Sustainability Focusing on People, Prosperity and the Planet

    Science.gov (United States)

    The EPA, as part of the P3-People, Prosperity and the Planet Award Program, is seeking applications proposing to research, develop, and design solutions to real world challenges involving the overall sustainability of human society.

  5. 14th Annual P3 Awards: A National Student Design Competition for Sustainability Focusing on People, Prosperity and the Planet

    Science.gov (United States)

    EPA as part of its People, Prosperity and the Planet (P3) Award Program – is seeking applications proposing to research, develop, and design solutions to real world challenges involving sustainability.

  6. 15th Annual P3 Awards: A National Student Design Competition Focusing on People, Prosperity and the Planet

    Science.gov (United States)

    The U.S. Environmental Protection Agency (EPA) – as part of its People, Prosperity and the Planet (P3) Award Program – is seeking applications proposing to research, develop, design, and demonstrate solutions to real world challenges

  7. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.

  8. Video Game Characters. Theory and Analysis

    Directory of Open Access Journals (Sweden)

    Felix Schröter

    2014-06-01

    Full Text Available This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012, the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011, and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014.

  9. First application of a partially automated road header at Prosper-Haniel colliery; Ersteinsatz einer teilautomatisierten Teilschnittmaschine auf dem Bergwerk Prosper-Haniel

    Energy Technology Data Exchange (ETDEWEB)

    Reinewardt, Klaus-Juergen [Bergwerk Prosper-Haniel, Bottrop (Germany). Betrieb Produktion; Achilles, Peter [RAG Deutsche Steinkohle AG, Herne (Germany). Abt. PPE-V Vorleistungstechnik

    2010-09-15

    Mechanical road heading in the RAG Deutsche Steinkohle mines makes use of AM 105 road headers. Within the scope of an EU-subsidised R and D project the machine has been subjected to an automation of its control features and an integration of sensors for seam position identification and for navigation. The focal points of the automation are: - the scheduled performance of automated cutting operations, - the adherence to a defined loading height due to seam position identification and - the incorporation of first auxiliary functions for navigation (position sensing). In addition, the machine is expected to determine its respective functional state and recognised potential functional faults by itself, and - subject to its present load condition - it is to deliver the basis for a maintenance scheme geared to its current condition. This paper describes above-mentioned development steps and reports on the experience gathered in the underground use of that machine in the Prosper-Haniel colliery. (orig.)

  10. Emotional Gaming

    OpenAIRE

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

    2013-01-01

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

  11. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

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

  12. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  13. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

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

  14. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

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

  15. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  16. War in European history

    International Nuclear Information System (INIS)

    Howard, M.

    1981-01-01

    War history as a modern historic discipline is by far no longer a mere history of arms technique or a chronicle of battles. It deals with the change of warfare, shows how the wars of the various ages had determined society, and vice versay investigates the influence of social, economic, and -concerning mentality-historical changes on war. With this survey, which covers the period between the Middle Ages and the recent past, the author has presented a small masterpiece of the history of war. A book like this is particularly important and instructive in a time when all depends on the preventing of wars. (orig.) [de

  17. Jemen - the Proxy War

    Directory of Open Access Journals (Sweden)

    Magdalena El Ghamari

    2015-12-01

    Full Text Available The military operation in Yemen is significant departure from Saudi Arabia's foreign policy tradition and customs. Riyadh has always relied on three strategies to pursue its interests abroad: wealth, establish a global network and muslim education and diplomacy and meadiation. The term "proxy war" has experienced a new popularity in stories on the Middle East. A proxy war is two opposing countries avoiding direct war, and instead supporting combatants that serve their interests. In some occasions, one country is a direct combatant whilst the other supporting its enemy. Various news sources began using the term to describe the conflict in Yemen immediately, as if on cue, after Saudi Arabia launched its bombing campaign against Houthi targets in Yemen on 25 March 2015. This is the reason, why author try to answer for following questions: Is the Yemen Conflict Devolves into Proxy War? and Who's fighting whom in Yemen's proxy war?" Research area includes the problem of proxy war in the Middle East. For sure, the real problem of proxy war must begin with the fact that the United States and its NATO allies opened the floodgates for regional proxy wars by the two major wars for regime change: in Iraq and Libya. Those two destabilising wars provided opportunities and motives for Sunni states across the Middle East to pursue their own sectarian and political power objectives through "proxy war".

  18. Emotional and Behavioral Problems of Afghan Refugees and War-Zone Adolescents

    Directory of Open Access Journals (Sweden)

    Jalil Babapour-Kheiroddin

    2009-02-01

    Full Text Available "nObjective: Wars' stress and violence can have tremendous effects on children's and adolescents' health and general well being; it may result in patterns of bio-psychosocial problems. The goal of this study was to compare emotional and behavioral problems in Afghan refugees and war-zone adolescents. "n Method: One hundred and eighty high school students (90 students in the refugee group and 90 in the war-zone group in Harat were included in this research. All participants completed the Youth Self-Report (YSR. War zone and refugee adolescents were compared based on their scores on different scales of behavioral and emotional problems. "n Results: War-zone adolescents scored significantly higher on Anxious/Depression, Withdrawn, Somatic Complaints, Attention Problems, and Internalizing Problems scales than refugee adolescents. In this study, no significant difference was found between the two groups on Social Problems, Thought Problems, Delinquent Behavior, Aggressive Behavior, and Externalizing scales. "nConclusion: Findings revealed that although asylum is not an ideal condition for children's and adolescents' psychological development and prosperity, it can have a protective role in comparison with war zone's circumstances. Further investigation is needed, however, to elucidate the lack of significant differences in externalizing scales among war zone and refugee adolescents

  19. Epistemic Games

    Science.gov (United States)

    Shaffer, David Williamson

    2005-01-01

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

  20. Prosperity without growth. Economics for a Finite Planet; Welvaart zonder groei. Economie voor een eindige planeet

    Energy Technology Data Exchange (ETDEWEB)

    Jackson, T.

    2010-07-01

    Is more economic growth the solution? Will it deliver prosperity and well-being for a global population projected to reach nine billion? In this explosive book, the author makes a compelling case against continued economic growth in developed nations. No one denies that development is essential for poorer nations. But in the advanced economies there is mounting evidence that ever-increasing consumption adds little to human happiness and may even impede it. More urgently, it is now clear that the ecosystems that sustain our economies are collapsing under the impacts of rising consumption. Unless we can radically lower the environmental impact of economic activity - and there is no evidence to suggest that we can - we will have to devise a path to prosperity that does not rely on continued growth. Economic heresy? Or an opportunity to improve the sources of well-being, creativity and lasting prosperity that lie outside the realm of the market? The author provides a credible vision of how human society can flourish - within the ecological limits of a finite planet. Fulfilling this vision is simply the most urgent task of our times. This book is a substantially revised and updated version of Jackson's controversial study for the Sustainable Development Commission, an advisory body to the UK Government. [Dutch] De auteur stelt de noodzaak van economische groei ter discussie en wat het betekent welvarend te zijn. Hij biedt ons alternatieven om vol aan het leven deel te nemen zonder een beroep te hoeven doen op een onhoudbare accumulatie van materiele dingen. Hij biedt ons een perspectief op een transitie naar een ecologisch geletterde macro-economie, een verzoening van een goed leven met een eindige planeet.

  1. A Prospective Study of Pravastatin in the Elderly at Risk (PROSPER): Screening Experience and Baseline Characteristics.

    LENUS (Irish Health Repository)

    Ford, Ian

    2002-05-20

    BACKGROUND: PROSPER was designed to investigate the benefits of treatment with pravastatin in elderly patients for whom a typical doctor might consider the prescription of statin therapy to be a realistic option. METHODS: The PROspective Study of Pravastatin in the Elderly at Risk (PROSPER) is a randomised, double blind, placebo-controlled trial to test the hypothesis that treatment with pravastatin (40 mg\\/day) will reduce the risk of coronary heart disease death, non-fatal myocardial infarction, and fatal or non-fatal stroke in elderly men and women with pre-existing vascular disease or with significant risk of developing this condition. RESULTS: In Scotland, Ireland, and the Netherlands, 23,770 individuals were screened, and 5,804 subjects (2,804 men and 3,000 women), aged 70 to 82 years (average 75 years) and with baseline cholesterol 4.0-9.0 mmol\\/l, were randomised. Randomised subjects had similar distributions with respect to age, blood pressure, and body mass index when compared to the entire group of screenees, but had a higher prevalence of smoking, diabetes, hypertension, and a history of vascular disease. The average total cholesterol level at baseline was 5.4 mmol\\/l (men) and 6.0 mmol\\/l (women). CONCLUSIONS: Compared with previous prevention trials of cholesterol-lowering drugs, the PROSPER cohort is significantly older and for the first time includes a majority of women. The study, having achieved its initial goal of recruiting more than 5,500 elderly high-risk men and women, aims to complete all final subject follow-up visits in the first half of 2002 with the main results being available in the fourth quarter of 2002.

  2. A Prospective Study of Pravastatin in the Elderly at Risk (PROSPER): Screening Experience and Baseline Characteristics

    Science.gov (United States)

    Ford, Ian; Blauw, Gerard Jan; Murphy, Michael B; Shepherd, James; Cobbe, Stuart M; Bollen, Edward LEM; Buckley, Brendan M; Jukema, J Wouter; Hyland, Michael; Gaw, Allan; Lagaay, A Margot; Perry, Ivan J; Macfarlane, Peter; Norrie, John; Meinders, A Edo; Sweeney, Brian J; Packard, Chris J; Westendorp, Rudi GJ; Twomey, Cillian; Stott, David J

    2002-01-01

    Background PROSPER was designed to investigate the benefits of treatment with pravastatin in elderly patients for whom a typical doctor might consider the prescription of statin therapy to be a realistic option. Methods The PROspective Study of Pravastatin in the Elderly at Risk (PROSPER) is a randomised, double blind, placebo-controlled trial to test the hypothesis that treatment with pravastatin (40 mg/day) will reduce the risk of coronary heart disease death, non-fatal myocardial infarction, and fatal or non-fatal stroke in elderly men and women with pre-existing vascular disease or with significant risk of developing this condition. Results In Scotland, Ireland, and the Netherlands, 23,770 individuals were screened, and 5,804 subjects (2,804 men and 3,000 women), aged 70 to 82 years (average 75 years) and with baseline cholesterol 4.0–9.0 mmol/l, were randomised. Randomised subjects had similar distributions with respect to age, blood pressure, and body mass index when compared to the entire group of screenees, but had a higher prevalence of smoking, diabetes, hypertension, and a history of vascular disease. The average total cholesterol level at baseline was 5.4 mmol/l (men) and 6.0 mmol/l (women). Conclusions Compared with previous prevention trials of cholesterol-lowering drugs, the PROSPER cohort is significantly older and for the first time includes a majority of women. The study, having achieved its initial goal of recruiting more than 5,500 elderly high-risk men and women, aims to complete all final subject follow-up visits in the first half of 2002 with the main results being available in the fourth quarter of 2002. PMID:12097148

  3. A Prospective Study of Pravastatin in the Elderly at Risk (PROSPER: Screening Experience and Baseline Characteristics

    Directory of Open Access Journals (Sweden)

    Lagaay A Margot

    2002-05-01

    Full Text Available Abstract Background PROSPER was designed to investigate the benefits of treatment with pravastatin in elderly patients for whom a typical doctor might consider the prescription of statin therapy to be a realistic option. Methods The PROspective Study of Pravastatin in the Elderly at Risk (PROSPER is a randomised, double blind, placebo-controlled trial to test the hypothesis that treatment with pravastatin (40 mg/day will reduce the risk of coronary heart disease death, non-fatal myocardial infarction, and fatal or non-fatal stroke in elderly men and women with pre-existing vascular disease or with significant risk of developing this condition. Results In Scotland, Ireland, and the Netherlands, 23,770 individuals were screened, and 5,804 subjects (2,804 men and 3,000 women, aged 70 to 82 years (average 75 years and with baseline cholesterol 4.0–9.0 mmol/l, were randomised. Randomised subjects had similar distributions with respect to age, blood pressure, and body mass index when compared to the entire group of screenees, but had a higher prevalence of smoking, diabetes, hypertension, and a history of vascular disease. The average total cholesterol level at baseline was 5.4 mmol/l (men and 6.0 mmol/l (women. Conclusions Compared with previous prevention trials of cholesterol-lowering drugs, the PROSPER cohort is significantly older and for the first time includes a majority of women. The study, having achieved its initial goal of recruiting more than 5,500 elderly high-risk men and women, aims to complete all final subject follow-up visits in the first half of 2002 with the main results being available in the fourth quarter of 2002.

  4. Pathways to Sustainability: 8-year follow-up from the PROSPER Project

    Science.gov (United States)

    Welsh, Janet A.; Chilenski, Sarah M.; Johnson, Lesley; Greenberg, Mark T.; Spoth, Richard L.

    2016-01-01

    The large-scale dissemination of evidence-based practices (EBPs) is often hindered by problems with sustaining initiatives past a period of initial grant funding. Communities often have difficulty generating resources needed to sustain and grow their initiatives, resulting in limited public health impact. The PROSPER project, initiated in 2001, provided community coalitions with intensive technical assistance around marketing, communications, and revenue generating strategies. Past reports from PROSPER have indicated that these coalitions were successful with sustaining their programming, and that sustainability could be predicted by early aspects of team functioning and leadership. The current study examines financial sustainability eight years following the discontinuation of grant funding, with an emphasis on sources of revenue and the relationships between revenue generation, team functioning, and EBP participation. This study used four waves of data related to resource generation collected between 2004-2010 by PROSPER teams in Iowa and Pennsylvania. Teams reported annually on the amount and sources of funding procured, as well as annual reports of team functioning and leadership and annual reports of EBP participation by youth and parents. Data revealed that teams' overall revenue generation increased over time. There was significant variation in success with revenue generation at both the community level and across the two states. Teams accessed a variety of sources. Cash revenue generation was positively and predictively associated with EBP participation, but relationships with team functioning and leadership ratings varied significantly by state. State level differences in in-kind support were also apparent. The results indicated that there are different pathways to sustainability, and that no one method works for all teams. The presence of state level infrastructures available to support prevention appeared to account for significant differences in

  5. An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis

    Directory of Open Access Journals (Sweden)

    Hui Chen

    2017-01-01

    Full Text Available The games industry has been growing prosperously with the development of information technology. Recently, with further advances in social networks and mobile services, playing mobile social gaming has gradually changed our daily life in terms of social connection and leisure time spending. What are the determinant factors which affect users intention to play such games? Therefore in this research we present an empirical study on WeChat, China’s most popular mobile social network, and apply a technology acceptance model (TAM to study the reasons beneath the popularity of games in mobile social networks. Furthermore, factors from social and mobile perspective are incorporated into the conventional TAM and their influence and relationships are studied. Experimental study on accumulated online survey data reveals several interesting findings and it is believed that this research offers the researchers in the community further insight in analysing the current popularity and future potential of mobile social games.

  6. Geo-economics and geo-strategic agendas in the Security and Prosperity Partnership of North America (SPPNA questioning the Neo-liberal model

    Directory of Open Access Journals (Sweden)

    Jaime Preciado Coronado

    2009-10-01

    Full Text Available Burn in 2005, in the context of post-9/11 crisis, and eleven years past of NAFTA’s beginning functions, the SPPNA emphasizes the security agenda of the United States of America, with a partial vision of anti terrorism, the preventive war, and the homeland security based upon anti immigrants policies and “sealed” frontiers. The results of that Partnership means an aggressive inter-American policy (geostrategics against the left inspired governments in Latin-America, it also means a struggle against narcotic dealers and producers, that ends in the criminalization of the protestors social movements, and finally means a hardest control of the immigration policies, through the enhancement of military forces at the frontiers space. In the other hand, the SPPNA has a perverse impact on the Latin-American integration by the way of a kind of geoeconomics of fragmentation. The “Prosperity” agenda, suppose to adopt the free trade agreements within the neo-liberal orthodoxy, which means without a social agenda and against the communitarian experiences that are growing at Latin America. Prosperity is the key word in the USA hegemony upon the energetic and natural resources of the region.

  7. Commemoration of a cold war

    DEFF Research Database (Denmark)

    Farbøl, Rosanna

    2015-01-01

    This article brings together the fields of Cold War studies and memory studies. In Denmark, a remarkable institutionalisation of Cold War memory has taken place in the midst of a heated ideological battle over the past and whether to remember the Cold War as a ‘war’. Using Danish Cold War museums...... and heritage sites as case studies, this article sheds new light on the politics of history involved in Cold War commemoration. It suggests that the Cold War is commemorated as a war, yet this war memory is of a particular kind: it is a war memory without victims....

  8. Legalisation of Civil Wars

    DEFF Research Database (Denmark)

    Buhl, Kenneth Øhlenschlæger

    2009-01-01

    This article is concerned with the legal challenges of regulating civil wars in international humanitarian law. Civil war is not a term used in international law; it falls however, withing the context of the legal term 'armed conflicts not of an international character', although the shorter 'non......-international armed conflict' is used here. Civil wars are usually limited to the territory of a state. Considering that international law is generally concerned with the legal relations between states – being a legal system based on the system of states with states as its subjects – the main question is how civil...... wars as internal conflicts have become subject to international humanitarian law....

  9. Arms Diffusion and War

    OpenAIRE

    Bas, Muhammet Ali; Coe, A. J.

    2012-01-01

    The authors present a model of the relationship between the spread of new military technologies and the occurrence of war. A new technology could shift the balance of power, causing anticipatory war as one side tries to prevent the other from obtaining it. When one side already has it, war is more likely when the shift in power is large, likely, and durable. When neither side has it, war is more likely when the expected shift is asymmetric (e.g., one side is more likely to get it) and when th...

  10. The Israeli Navy’s Application of Operational Art in the Yom Kippur War: A Study in Operational Design

    Science.gov (United States)

    2017-05-12

    thrusts, on night combat, on the indirect approach, on aggressively taking the war to the enemy, and on guerilla warfare.”35F36 These tenets of...and war gamed relentlessly by leadership, the Navy’s operational objectives were established before the rest of the IDF could even figure out what...post Six Day War, June 1967 Source: Center for online Judaic Studies. Accessed April 24, 2017. http://cojs.org/israel_after_1967/. include the

  11. Terminating America's wars : the Gulf War and Kosovo

    OpenAIRE

    Musser, William G.

    2002-01-01

    Approved for public release; distribution is unlimited This thesis asks two questions: 1) What factors have contributed to the termination of recent United States wars? and 2) How can elements of national power be applied successfully to terminate the future wars of the United States? To answer these questions, this thesis offers a model of war termination and applies it to cases of war termination, in the Gulf War and in Kosovo. These case studies indicate that termination of future wars ...

  12. Power law for the duration of recession and prosperity in Latin American countries

    Science.gov (United States)

    Redelico, Francisco O.; Proto, Araceli N.; Ausloos, Marcel

    2008-11-01

    Ormerod and Mounfield [P. Ormerod, C. Mounfield, Power law distribution of duration and magnitude of recessions in capitalist economies: Breakdown of scaling, Physica A 293 (2001) 573] and Ausloos et al. [M. Ausloos, J. Mikiewicz, M. Sanglier, The durations of recession and prosperity: Does their distribution follow a power or an exponential law? Physica A 339 (2004) 548] have independently analyzed the duration of recessions for developed countries through the evolution of the GDP in different time windows. It was found that there is a power law governing the duration distribution. We have analyzed data collected from 19 Latin American countries in order to observe whether such results are valid or not for developing countries. The case of prosperity years is also discussed. We observe that the power law of recession time intervals, see Ref. [1], is valid for Latin American countries as well. Thus an interesting point is discovered: the same scaling time is found in the case of recessions for the three data sets (ca. 1 year), and this could represent a universal feature. Other time scale parameters differ significantly from each other.

  13. Pravastatin and cognitive function in the elderly. Results of the PROSPER study.

    LENUS (Irish Health Repository)

    Trompet, Stella

    2010-01-01

    Observational studies have given conflicting results about the effect of statins in preventing dementia and cognitive decline. Moreover, observational studies are subject to prescription bias, making it hard to draw definite conclusions from them. Randomized controlled trials are therefore the preferred study design to investigate the association between statins and cognition. Here we present detailed cognitive outcomes from the randomized placebo-controlled PROspective Study of Pravastatin in the Elderly at Risk (PROSPER). Cognitive function was assessed repeatedly in all 5,804 PROSPER participants at six different time points during the study using four neuropsychological performance tests. After a mean follow-up period of 42 months, no difference in cognitive decline at any of the cognitive domains was found in subjects treated with pravastatin compared to placebo (all p > 0.05). Pravastatin treatment in old age did not affect cognitive decline during a 3 year follow-up period. Employing statin therapy in the elderly in an attempt to prevent cognitive decline therefore seems to be futile.

  14. The impact of a prevention delivery system on perceived social capital: the PROSPER project.

    Science.gov (United States)

    Chilenski, Sarah M; Ang, Patricia M; Greenberg, Mark T; Feinberg, Mark E; Spoth, Richard

    2014-04-01

    The current study examined the impact of the PROSPER delivery system for evidence-based prevention programs on multiple indicators of social capital in a rural and semi-rural community sample. Utilizing a randomized blocked design, 317 individuals in 28 communities across two states were interviewed at three time points over the course of 2.5 years. Bridging, linking, and the public life skills forms of social capital were assessed via community members' and leaders' reports on the perceptions of school functioning and the Cooperative Extension System, collaboration among organizations, communication and collaboration around youth problems, and other measures. Longitudinal mixed model results indicate significant improvements in some aspects of bridging and linking social capital in PROSPER intervention communities. Given the strength of the longitudinal and randomized research design, results advance prevention science by suggesting that community collaborative prevention initiatives can significantly impact community social capital in a rural and semi-rural sample. Future research should further investigate changes in social capital in different contexts and how changes in social capital relate to other intervention effects.

  15. Selected Jesus sayings on materialism according to the Sermon on the Mount (Matt. 5-7) in judging the so-called prosperity theology

    OpenAIRE

    2008-01-01

    Prosperity theology is a variegated movement that overlaps both the Charismatic and non-Charismatic spectrums. This theology certainly has a Charismatic flavouring, but it is by no means limited to Pentecostalism. The prosperity message is being preached world-wide on TBN Television, radio and printed media. This gospel focuses on human potential for successful living, emphasizing health and wealth. There is a clear shift notable from theocentric providence to anthropocentric prosperity in th...

  16. State-Building and Democracy: Prosperity Representation and Security in Kosovo

    OpenAIRE

    Silander, Daniel; Janzekovitz, John

    2012-01-01

    The traditional assumption of the state sovereignty norm has been that an international society of states will structure the international order to safeguard the interests of the state. The end of the Cold War era transformed international relations and led to a discussion on how states interacted with their populations. From the early 1990s, research on international relations, war and peace, and security studies identified the growing problem of failing states. Such states ar...

  17. Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating

    Science.gov (United States)

    Souders, Dustin J.; Boot, Walter R.; Charness, Neil; Moxley, Jerad H.

    2017-01-01

    Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided. PMID:29033698

  18. Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating.

    Science.gov (United States)

    Souders, Dustin J; Boot, Walter R; Charness, Neil; Moxley, Jerad H

    2016-01-01

    Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided.

  19. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

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

    2017-01-01

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

  20. On the Effectiveness of Military Institutions: Historical Case Studies from World War I, The Interwar Period and World War II. Volume 2. The Interwar Period

    Science.gov (United States)

    1986-04-01

    Orange Plan (Orange was the color assigned to Japan In war games and planning exercises, prior to World War Z; Mexico was "Green," I Great Britain "Red...204. Renato Cov:no, I Gianpaoio Galio and Enrico )lantovand, "L’industria dali’ economia dl guerra alla ricostruzione" In PIerluJqJ Clocca and Giani...Tonlolo, eds., V . economia Italiana nel periodo fascista (Bologna, 3 1976), p. 189. S ,, ...... ... ... .... ..... .. ..., -. ,.. .. ,, , , ._ 1 398. 5

  1. Natural games

    Science.gov (United States)

    Anttila, Jani; Annila, Arto

    2011-10-01

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

  2. Golden Games

    Institute of Scientific and Technical Information of China (English)

    LI XIAO

    2010-01-01

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

  3. Playing Games with Timed Games

    DEFF Research Database (Denmark)

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

    2009-01-01

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

  4. Natural games

    International Nuclear Information System (INIS)

    Anttila, Jani; Annila, Arto

    2011-01-01

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

  5. Game development tool essentials

    CERN Document Server

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

    2014-01-01

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

  6. Thucydides: Theorist of War

    Science.gov (United States)

    2013-01-01

    Karl Marx trumpeted in the nineteenth century and that contributed to the ruthless and mur- derous civil wars characterizing so much of the blood...occurs, in 431 bC, greece is teetering on the brink of a long-awaited war between athens and sparta. the thebans decide to capitalize on that fact to

  7. Paying for Hitler's War

    DEFF Research Database (Denmark)

    Lund, Joachim

    2017-01-01

    Book review of: Jonas Scherner & Eugene N. White (eds.), Paying for Hitler's War: The Consequenses of Nazi Hegemony for Europe (NY: Cambridge University Press, 2016)......Book review of: Jonas Scherner & Eugene N. White (eds.), Paying for Hitler's War: The Consequenses of Nazi Hegemony for Europe (NY: Cambridge University Press, 2016)...

  8. America's Holy War

    National Research Council Canada - National Science Library

    Parker, John

    2006-01-01

    .... He also contends that the Global War On Terrorism (GWOT) is intrinsically a strategy to combat a "tactic" used by Islamic Extremists versus focusing on the true enemy, the Muslim people who support this Holy War in the name of Islam...

  9. In Time of War.

    Science.gov (United States)

    Becker, Patti Clayton

    2003-01-01

    Examines the role of libraries, particularly public libraries, in times of war. Discusses similarities between responses after World War Two and the September 11, 2001 attacks; government restrictions on information; American Library Association responses, including propaganda and libraries; and the library and the community. (LRW)

  10. World War II Homefront.

    Science.gov (United States)

    Garcia, Rachel

    2002-01-01

    Presents an annotated bibliography that provides Web sites focusing on the U.S. homefront during World War II. Covers various topics such as the homefront, Japanese Americans, women during World War II, posters, and African Americans. Includes lesson plan sources and a list of additional resources. (CMK)

  11. War and public health

    National Research Council Canada - National Science Library

    Levy, Barry S; Sidel, Victor W

    2008-01-01

    ... and Prevention, the International Rescue Committee, and the International Physicians for the Prevention of Nuclear War, can reduce the impact of war and contribute to its prevention. The participation of respected and trustworthy intermediaries and the willingness of parties to communicate with each other are two key elements in preventing...

  12. Civil War and Inoperativity

    DEFF Research Database (Denmark)

    Flohr, Mikkel

    2017-01-01

    This article analyses the penultimate publication in Giorgio Agambens Homo Sacer-series Stasis: Civil War as a Political Paradigm. It compares and contrasts the paradigm of civil war with the preceding paradigm of the exception, and identifies a significant displacement in the relationship between...... civil war and the sovereign state, in spite of Agamben’s insistence on their continuity. Agamben’s decoupling of civil war and the sovereign state facilitates novel political possibilities that unfortunately remain underdeveloped in the book. The article proceeds to develop Agamben’s brief intimations...... of inoperativity towards a concept of destituent power drawing on his other writings. It makes the argument for thinking civil war and inoperativity – stasis and stasis – together to derive a concept of destituent power as a form of revolution against the sovereign state, which does not constitute a new sovereign...

  13. Terrorism, war, and peace

    Directory of Open Access Journals (Sweden)

    JÜRGEN STOLZENBER

    2006-01-01

    Full Text Available The article tries first to analyse the different use of the concept of war made by George W. Bush with reference to the terrorist attack of 09/11 and to the invasion of Afghanistan. In order to do this, the paper will start from an analysis of the concept of terrorism itself and from the question whether terrorist acts can be designed as acts of war. It turns secondly to the more philosophical aspects of the question of terrorism, war and peace, starting from questions about the applicability of just war theories to the so called “war on terrorism” and discussing finally what is called “The Kantian Project”, that is the Kantian arguments for the establishment of “eternal peace” among the states of the world.

  14. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

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

  15. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

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

  16. A Simulated Learning Environment of History Games for Enhancing Players' Cultural Awareness

    Science.gov (United States)

    Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun

    2015-01-01

    This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…

  17. From cold power strategies to hot wars about raw materials? Game of chess of the world power between preventive war and futurable raw material politics in the age of the greenhouse; Von kalten Energiestrategien zu heissen Rohstoffkriegen? Schachspiel der Weltmaechte zwischen Praeventivkrieg und zukunftsfaehiger Rohstoffpolitik im Zeitalter des globalen Treibhauses

    Energy Technology Data Exchange (ETDEWEB)

    Roithner, T. (comp.)

    2008-07-01

    The 24th international summer academy, held in Stadtschlaining (Burgenland, Austria) between 8th July and 13th July, 2007, is engaged with the reasons to the conflicts and military conflicts at the end of the fossil energy age. The following lectures are held: (a) From cold power strategies to hot wars about raw materials? (Thomas Roithner); (b) Inauguration of the 24th international summer academy 2007 (Gerald Mader); (c) A change of consciousness also changes unconsciously the being (Hans Lukits); (d) Oil in fire - Conflicts of resources as a fuel for global discord (Wolfgang Sachs); (e) Safety discourses on both sides of the Atlantic - in times o peak oil and climatic change (Elmar Altvater); (f) From energy security to the war of resources: the resource politics of China, Russia and India (Andreas Zumach); (g) Why is there no alternative to the retreat from Afghanistan? (Peter Strutynski); (h) Do ''Peak Oil'' and nuclear energy solve the climate problem? (Helga Kromp-Kolb, Wolfgang kromp); (i) Water - the material from that conflicts consist? (Juerg Staudenmann, Karin Scheurer); (j) US strategy for the regions of Middle East and Caucasus in the unipolar world order (Matin Baraki); (k) What are the influences of oil on the conflict with Iran? (Udo Steinbach); (l) Geopolicy and resources: The grasp of the USA at Africa (Werner Ruf); (m) New colonization of Africa: China, USA and Europe in the struggle for resources (Karin Kneissl); (n) Securing resources and energy politics in Latin America: US politics, EU politics or independent world politics (Peter Stania); (o) More scarcely becoming raw materials - a source for armament and war planning? (Luehr Henken); (p) Battle groups - intervening groups for securing resources (Gunther Hauser); (q) Organization of the globalization as fateful question - which future lies before us? (Franz-Josef Radermacher); (r) No peace without change of renewable resources (Hermann Scheer); (s) Peaceable, forced or

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

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

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

  19. Methane for Power Generation in Muaro Jambi: A Green Prosperity Model Project

    Energy Technology Data Exchange (ETDEWEB)

    Moriarty, K.; Elchinger, M.; Hill, G.; Katz, J.; Barnett, J.

    2014-07-01

    NREL conducted eight model projects for Millennium Challenge Corporation's (MCC) Compact with Indonesia. Green Prosperity, the largest project of the Compact, seeks to address critical constraints to economic growth while supporting the Government of Indonesia's commitment to a more sustainable, less carbon-intensive future. This study evaluates electricity generation from the organic content of wastewater at a palm oil mill in Muaro Jambi, Sumatra. Palm mills use vast amounts of water in the production process resulting in problematic waste water called palm oil mill effluent (POME). The POME releases methane to the atmosphere in open ponds which could be covered to capture the methane to produce renewable electricity for rural villages. The study uses average Indonesia data to determine the economic viability of methane capture at a palm oil mill and also evaluates technology as well as social and environmental impacts of the project.

  20. Interwar-Period Gaming Today for Conflicts Tomorrow: Press Start to Play

    Science.gov (United States)

    2016-04-11

    provided by the late Francis J. McHugh , an influential game designer at the US Naval War College: “A simulation of selected aspects of a military...2015). http://warontherocks.com/2015/12/revitalizing-wargaming-is-necessary-to-be-prepared-for- future-wars/. 2 Francis J. McHugh , Fundamentals of...10 McHugh , Fundamentals of War Gaming, 2. 11 Red “cells” and red “teams” are frequently confused for each other. A red cell is an entity

  1. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

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

  2. Aeschylus and War

    DEFF Research Database (Denmark)

    This volume brings together a group of interdisciplinary experts who demonstrate that Aeschylus’ Seven Against Thebes is a text of continuing relevance and value for exploring ancient, contemporary and comparative issues of war and its attendant trauma. The volume features contributions from...... an international cast of experts, as well as a conversation with a retired U.S. Army Lt. Col., giving her perspectives on the blending of reality and fiction in Aeschylus’ war tragedies and on the potential of Greek tragedy to speak to contemporary veterans. This book is a fascinating resource for anyone...... interested in Aeschylus, Greek tragedy and its reception, and war literature....

  3. The Civil War Diet

    OpenAIRE

    Brennan, Matthew Philip

    2005-01-01

    The soldierâ s diet in the Civil War has been known as poor, and a number of illnesses and disorders have been associated with it. However, a nutritional analysis placed within the context of mid-nineteenth century American nutrition has been lacking. Such an approach makes clear the connection between illness and diet during the war for the average soldier and defines the importance of nutritionâ s role in the war. It also provides a bridge from the American diet to the soldier diet, ou...

  4. Revisiting and renegotiating Wars

    DEFF Research Database (Denmark)

    Gade, Solveig

    2014-01-01

    Alley in order to avoid the bullets of the Bosnian Serbian snipers positioned around the city. Based on a close reading of Sala’s work, this article will scrutinize how subjectivating techniques of power, during times of war, affectively work to create boundaries between those excluded from and those...... included within humanity. Conversely, focusing on how these techniques are being questioned within the work, I will discuss the resistance potential of what I will refer to as practices of subjectivization. Eventually, I will seek to position the “war-critical” strategy of the work within a broader context...... of the late modern war paradigm....

  5. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

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

  6. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

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

  7. State Strategies for Sustaining and Scaling Grades 9-14 Career Pathways: Toward a Policy Set for Pathways to Prosperity

    Science.gov (United States)

    Cahill, Charlotte; Hoffman, Nancy; Loyd, Amy; Vargas, Joel

    2014-01-01

    This brief begins with a discussion of the composition of state leadership teams and organizing structures for supporting a Pathways to Prosperity Network initiative, and then describes effective strategies currently at play in the network states for jumpstarting work in the regions. It goes on to review state policies that support 9-14…

  8. The public knowledge challenge:Where the management of cities and business converge towards innovation and prosperity

    NARCIS (Netherlands)

    Rijn, van S.; Tissen, R.J.

    2009-01-01

    The creative and innovative power of cities and regions is of decisive importance in materializing the Knowledge Based Economy on such a scale, that it will ultimately have a positive impact on the prosperity of citizens. (Grotenhuis 2007, Van Winden, Van den Berg en Pol 2007, Florida 2005, Landers

  9. The public knowledge challenge : Where the management of cities and businesses converge towards creativity, innovation and prosperity

    NARCIS (Netherlands)

    Rijn, van S.; Tissen, R.J.

    2010-01-01

    The creative and innovative power of cities and regions is of decisive importance in materialising the knowledge-based economy on such a scale, that it will ultimately have a positive impact on the prosperity of citizens (Grotenhuis 2007, Van Winden et al. 2007, Florida 2005). Similar to what

  10. The Vietnam War

    DEFF Research Database (Denmark)

    Godbolt, James; Larsen, Chris Holmsted; Rasmussen, Søren Hein

    2009-01-01

    This article investigates the role of the Vietnam War in Danish and Norwegian politics. We argue that Danish and Norwegian membership in NATO and an unstable parliamentary situation may explain why these countries, unlike Sweden, did not take on the lead in the international protest against the war....... Non-socialistic coalitions came to power in Norway and Denmark in the latter half of the 1960s which to an extent explains why the social democratic parties in both countries became more critical of the US. By the end of the 1960s, foreign policy as well as public attitudes towards the war converged...... in Denmark, Sweden and Norway, and in all three countries powerful protest movements emerged that were remarkably similar. The Vietnam War strengthened the left in general and promoted a leftist politics of solidarity that influenced Swedish, Danish and Norwegian foreign policy-making of the 1970s....

  11. adicating African Wars:

    African Journals Online (AJOL)

    countries, African decision makers nonetheless began to reconsider the role and place of military ..... challenged the war—fighting paradigm for armed forces or the 2003 Gulf ..... Carlisle: Strategic Studies Institute, US Army War College. Evans ...

  12. Children of War.

    Science.gov (United States)

    Rosenblatt, Roger

    1984-01-01

    Reflects upon two attributes common to children from many countries who have known nothing but war--the absence of revenge and the belief in God. Considers how they differ from the older generation in these respects. (CMG)

  13. The war hero

    Directory of Open Access Journals (Sweden)

    Raffaele Menarini

    2014-06-01

    Full Text Available The article explains the phenomenon of war through the transpersonal perspective as an existential way which is independent from subject's intentionality. Therefore war not as a pondered product but as a reproduction of an unthinkable aggressiveness. Within the transpersonal dynamic, those that Bion defined 'basic assumptions' prevail: dependency, attack-escape and pairing. Bion finds in the myth of Palinuro the typical pattern of destructiveness that prevents the birth of the thinkable. Menarini continues Bion's speculation working on the myth of hero Achilles as an archetypal which founds imagery of war and on the figure of Elena as a motor for the destructive act. In fact Elena is considered as a simulacrum, an object that, through the appearance, gives meaning to what would not make sense in absence of it, that is the transpersonal destructiveness. Like Elena every war has its simulacrum, such as the Washington Mall, and history is full of them.

  14. Masculinity, War and Violence

    DEFF Research Database (Denmark)

    Addressing the relationship between masculinity, war and violence, the book covers these themes broadly and across disciplines. The ten contributions encompass four recurring themes: violent masculinities and how contemporary societies and regimes cope with them; popular written and visual fiction...

  15. Serious Games: Video Games for Good?

    Science.gov (United States)

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

    2015-01-01

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

  16. Computer game marketing from the view of youtuber

    OpenAIRE

    Gause, Matěj

    2015-01-01

    The goal of the dissertation Marketing of PC game from the view of Youtuber is to characterize the latest practices in influencing masses of players of War Thunder PC game through video service Youtube and social network Facebook. This is a real project during which author created a large community of fans around the game counting more than 10 000 people on Youtube and almost 4 500 people on Facebook. Author applied the latest trends and the most innovative practices in connection with a trad...

  17. Prevention of nuclear war

    International Nuclear Information System (INIS)

    Anon.

    1990-01-01

    Removing the threat of a nuclear war-as the General Assembly formally stated in the Final Document of its first special session devoted to disarmament, in 1978-is considered to be the task of the present day. In that Document, the General Assembly sought to establish principles, guidelines and procedures for preventing nuclear war. It declared that to that end, it was imperative to remove the threat of nuclear weapons, to halt and reverse the nuclear-arms race until the total elimination of nuclear weapons and their delivery systems had been achieved (see chapter iv), and to prevent the proliferation of nuclear weapons (see chapter VII). At the same time, it called for other measures designed to prevent the outbreak of nuclear war and to lessen the danger of the treat or use of nuclear weapons. The Assembly's clear call for action was dictated by the awareness that there was no insuperable barrier dividing peace from war and that, unless nations brought the spiralling nuclear-arms race to an end, the day might come when nuclear weapons would actually be used, with catastrophic consequences. In adopting the Final Document, the international community achieved, for the first time, a consensus on an international disarmament strategy having as its immediate goal the elimination of the danger of a nuclear war and the implementation of measures to halt and reverse the arms race. The General Assembly, at its second special session on disarmament, in 1982, reaffirmed the validity of the 1978 Final Document. This paper reports that nuclear issues and in particular the prevention of nuclear war remain, however, major concerns of all States. Undoubtedly, all nations have a vital interest in the negotiation of effective measures for her prevention of nuclear war, since nuclear weapons pose a unique threat to human survival. If nuclear war were to occur, its consequences would be global, not simple regional

  18. Maslow, Needs, and War

    Science.gov (United States)

    2012-02-28

    for individual‟s remains equally true for groups and nations.ŗ Abraham H. Maslow did groundbreaking work on a hierarchy of needs; he identified five...Penguin Press, 1991), 48. 3 Ibid, 49. 4 Abraham H. Maslow , Motivation and Personality, Second Edition. (New York: Harper and Row, 1970), 35-58. 5... Maslow , Needs, and War by Lieutenant Colonel John P. Baker United States Air Force United States Army War College

  19. War, violence and masculinities

    DEFF Research Database (Denmark)

    Christensen, Ann-Dorte; Rasmussen, Palle Damkjær

    2015-01-01

    The evolution and social constitution of masculinities are intimately linked to violence and to warfare as an organised field of violent practices. The mutual influences between violence, war and masculinities have taken different forms these have taken in different social and cultural contexts....... In this introductory article we present four key themes in this field and discuss perspectives and challenges for the study of violence, war and masculinities....

  20. The American Home Front. Revolutionary War, Civil War, World War 1, World War 2

    Science.gov (United States)

    1983-01-01

    Union officer become Supreme Court Justice, spoke of the Civil War’s psychic effect on those who had fought. Determined to act greatly, Holmes and his...than psychic and hardiy limited to those who, like himself, had served in the Union armies. Institutions as well as individuals had emerged from the war...to match unemployed workers with vacant jobs. 39 If by the close of 1918, the government reacted to possible strikes with threatened removal of a

  1. Being at war: Cognitive Approaches to Observational War Documentaries

    DEFF Research Database (Denmark)

    Bondebjerg, Ib

    2017-01-01

    : Janus Metz’s Danish ‘Armadillo’ (2010) following a group of soldiers to Afghanistan, and Andreas Dalsgaard and Obiada Zytoon’s Danish-Syrian ‘The War Show’ following a group of young Syrians during the Syrian spring to the civil war and beyond. Based on theories of cognition and emotion and evolutionary......In this article I primarily analyse observational war documentaries in order to deal with how this particular form of documentary contribute to our understanding of how it is to be at war as a soldier or as a civilian in a war zone. I analyse two very different observational war documentaries...... biology the article argues for the importance of this type of documentaries in developing and understanding of what war really is and it is experience, how it is to be at war. The article also puts the films in the broader context of both fictional and documentary war genres trying to map how...

  2. From Star Wars to 'turf wars'.

    Science.gov (United States)

    1999-09-01

    Just as we are witnessing the re-emergence of Star Wars, it seems the 'turf wars' that have dogged A&E care are back. Since its inception as a specialty, A&E nurses have been accused of being 'Jacks (and Jill's, to be politically correct) of all trades and masters of none'. The inference being that all we do is 'mind' patients until they receive definitive care. Clearly this is not the case. As A&E nurses have demonstrated over the years, our skills are in the recognition and management of acute illness or injury, regardless of the patient's age, physical or psychological condition. Rather than being a 'master of none' we are masters of immediate care.

  3. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

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

  4. Urban Games

    DEFF Research Database (Denmark)

    Nielsen, Rune; Løssing, Tobias

    2004-01-01

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

  5. Gaming conservation

    NARCIS (Netherlands)

    Fletcher, Robert

    2017-01-01

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

  6. [Lecture Games] Python programming game

    OpenAIRE

    Johnsen, Andreas Lyngstad; Ushakov, Georgy

    2011-01-01

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

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

    OpenAIRE

    Robert Baade; Robert Baumann; Victor Matheson

    2008-01-01

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

  8. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

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

  9. Children and war.

    Science.gov (United States)

    Pearn, J

    2003-04-01

    Children bear disproportionate consequences of armed conflict. The 21st century continues to see patterns of children enmeshed in international violence between opposing combatant forces, as victims of terrorist warfare, and, perhaps most tragically of all, as victims of civil wars. Innocent children so often are the victims of high-energy wounding from military ordinance. They sustain high-energy tissue damage and massive burns - injuries that are not commonly seen in civilian populations. Children have also been deliberately targeted victims in genocidal civil wars in Africa in the past decade, and hundreds of thousands have been killed and maimed in the context of close-quarter, hand-to-hand assaults of great ferocity. Paediatricians serve as uniformed military surgeons and as civilian doctors in both international and civil wars, and have a significant strategic role to play as advocates for the rights and welfare of children in the context of the evolving 'Laws of War'. One chronic legacy of contemporary warfare is blast injury to children from landmines. Such blasts leave children without feet or lower limbs, with genital injuries, blindness and deafness. This pattern of injury has become one of the post-civil war syndromes encountered by all intensivists and surgeons serving in four of the world's continents. The continued advocacy for the international ban on the manufacture, commerce and military use of antipersonnel landmines is a part of all paediatricians' obligation to promote the ethos of the Laws of War. Post-traumatic stress disorder remains an undertreated legacy of children who have been trapped in the shot and shell of battle as well as those displaced as refugees. An urgent, unfocused and unmet challenge has been the increase in, and plight of, child soldiers themselves. A new class of combatant comprises these children, who also become enmeshed in the triad of anarchic civil war, light-weight weaponry and drug or alcohol addiction. The

  10. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

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

  11. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

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

  12. Teaching Using Computer Games

    Science.gov (United States)

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

    2011-01-01

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

  13. Alena Lidzhieva, About Games

    OpenAIRE

    Dovurkaev, Karu; Churyumov, Anton

    2015-01-01

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

  14. Neopentecostalism and Prosperity Theology in Latin America: A Religion for Late Capitalist Society

    Directory of Open Access Journals (Sweden)

    Virginia Garrard-Burnett

    2013-02-01

    Full Text Available La iglesia brasileña 'Igreja Universal do Reino de Dios '(IURD es una de las denominaciones con más rápido crecimiento en el siglo XXI. La IURD es muy innovadora en sus creencias y en su liturgia, utilizando música de alabanza contemporánea. El culto es altamente participativo, y agresivamente incorpora técnicas modernas de ‘marketing’ en la evangelización. Esta es una variación moderna del Pentecostalismo que hace hincapié en la transformación milagrosa de la vida, no sólo en términos de espíritu y cuerpo, pero a veces incluso de forma de vida y patrones de consumo (teología de la prosperidad. La IURD se dirige a las necesidades materiales y los deseos de las personas que viven en un mundo donde el éxito se mide casi exclusivamente por la riqueza y el consumo, donde el pecado y la gracia se definen, respectivamente, por la pobreza y la riqueza. En este artículo se estudiará la ampliación de la teología de la prosperidad a través de la lente de la IURD como una respuesta a los desafíos de las políticas neoliberales económicas y las presiones de la economía global. English: The Brazilian-based 'Igreja Universal do Reino de Deus '(IURD is one of the most rapidly growing denominations in the early twenty-first century. Like most of the fast-growing mega-churches denominations the IURD is Pentecostal in its beliefs and practice and innovative in its liturgy, utilizing contemporary praise music, highly participatory worship, and it aggressively incorporates modern marketing techniques in evangelization. This is a modern-day variation of Pentecostalism that stresses miraculous transformation of life, in terms not only of spirit and body, but sometimes even of lifestyle and patterns of consumption (prosperity theology. The IURD speaks to the material wants and needs of people living in a world in which success is measured almost exclusively by affluence and consumption, where sin and grace are defined, respectively, by

  15. Massively Multiplayer Online Games as a Sandbox for Leadership: The Relationship between in and out of Game Leadership Behaviors

    Science.gov (United States)

    Mendoza, Sean Henry Veloria

    2014-01-01

    Given society's increasingly technology centric play and workplace environment, Massively Multiplayer Online Games (MMOs) can be an excellent sandbox to develop future leaders of teams, which are the lifeblood of any organization. MMOs like World of WarCraft provide rich immersive experiences that allow leaders and followers the ability to create…

  16. Forms of War

    Energy Technology Data Exchange (ETDEWEB)

    Vogel, H. [Asklepios Klinik St. Georg, Roentgenabteilung, Lohmuehlenstrasse 5, 20099 Hamburg (Germany)], E-mail: Hermann.vogel@ak-stgeorg.lbk-hh.de; Bartelt, D. [Asklepios Klinik St. Georg, Roentgenabteilung, Lohmuehlenstrasse 5, 20099 Hamburg (Germany)

    2007-08-15

    Purpose: Under war conditions, employed weapons can be identified on radiographs obtained in X-ray diagnostic. The analysis of such X-ray films allows concluding that there are additional information about the conditions of transport and treatment; it shall be shown that there are X-ray findings which are typical and characteristic for certain forms of warfare. Material and method: The radiograms have been collected during thirty years; they come from hospitals, where war casualties had been treated, and personal collections. Results: The material is selected, because in war X-ray diagnostic will be limited and the interest of the opposing parties influence the access to the material; furthermore the possibilities to publish or to communicate facts and thoughts are different. Citizens of the USA, GB, France, or Israel will have easier access to journals than those of Vietnam, Chad, and Zimbabwe. Under war conditions, poor countries, like North Vietnam may develop own concepts of medical care. There are X-ray findings which are typical or even characteristic for air warfare, guerrilla warfare, gas war, desert warfare, conventional warfare, and annihilation warfare, and city guerrilla warfare/civil war. The examples demonstrate that weapons and the conditions of transport and treatment can be recognized by X-ray findings. The radiogram can be read like a document. Conclusion: In War, there are differences between a treatment and imaging diagnostic in countries, which control the air space and in those who do not. Medical care of the poor, i.e. in countries (in general those opposing the western nations) will hardly be published, and poverty has no advocate.

  17. Forms of War

    International Nuclear Information System (INIS)

    Vogel, H.; Bartelt, D.

    2007-01-01

    Purpose: Under war conditions, employed weapons can be identified on radiographs obtained in X-ray diagnostic. The analysis of such X-ray films allows concluding that there are additional information about the conditions of transport and treatment; it shall be shown that there are X-ray findings which are typical and characteristic for certain forms of warfare. Material and method: The radiograms have been collected during thirty years; they come from hospitals, where war casualties had been treated, and personal collections. Results: The material is selected, because in war X-ray diagnostic will be limited and the interest of the opposing parties influence the access to the material; furthermore the possibilities to publish or to communicate facts and thoughts are different. Citizens of the USA, GB, France, or Israel will have easier access to journals than those of Vietnam, Chad, and Zimbabwe. Under war conditions, poor countries, like North Vietnam may develop own concepts of medical care. There are X-ray findings which are typical or even characteristic for air warfare, guerrilla warfare, gas war, desert warfare, conventional warfare, and annihilation warfare, and city guerrilla warfare/civil war. The examples demonstrate that weapons and the conditions of transport and treatment can be recognized by X-ray findings. The radiogram can be read like a document. Conclusion: In War, there are differences between a treatment and imaging diagnostic in countries, which control the air space and in those who do not. Medical care of the poor, i.e. in countries (in general those opposing the western nations) will hardly be published, and poverty has no advocate

  18. Replication of LDL GWAs hits in PROSPER/PHASE as validation for future (pharmaco)genetic analyses

    LENUS (Irish Health Repository)

    Trompet, Stella

    2011-10-06

    Abstract Background The PHArmacogenetic study of Statins in the Elderly at risk (PHASE) is a genome wide association study in the PROspective Study of Pravastatin in the Elderly at risk for vascular disease (PROSPER) that investigates the genetic variation responsible for the individual variation in drug response to pravastatin. Statins lower LDL-cholesterol in general by 30%, however not in all subjects. Moreover, clinical response is highly variable and adverse effects occur in a minority of patients. In this report we first describe the rationale of the PROSPER\\/PHASE project and second show that the PROSPER\\/PHASE study can be used to study pharmacogenetics in the elderly. Methods The genome wide association study (GWAS) was conducted using the Illumina 660K-Quad beadchips following manufacturer\\'s instructions. After a stringent quality control 557,192 SNPs in 5,244 subjects were available for analysis. To maximize the availability of genetic data and coverage of the genome, imputation up to 2.5 million autosomal CEPH HapMap SNPs was performed with MACH imputation software. The GWAS for LDL-cholesterol is assessed with an additive linear regression model in PROBABEL software, adjusted for age, sex, and country of origin to account for population stratification. Results Forty-two SNPs reached the GWAS significant threshold of p = 5.0e-08 in 5 genomic loci (APOE\\/APOC1; LDLR; FADS2\\/FEN1; HMGCR; PSRC1\\/CELSR5). The top SNP (rs445925, chromosome 19) with a p-value of p = 2.8e-30 is located within the APOC1 gene and near the APOE gene. The second top SNP (rs6511720, chromosome 19) with a p-value of p = 5.22e-15 is located within the LDLR gene. All 5 genomic loci were previously associated with LDL-cholesterol levels, no novel loci were identified. Replication in WOSCOPS and CARE confirmed our results. Conclusion With the GWAS in the PROSPER\\/PHASE study we confirm the previously found genetic associations with LDL-cholesterol levels. With this proof

  19. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

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

  20. Effect of direct reciprocity and network structure on continuing prosperity of social networking services.

    Science.gov (United States)

    Osaka, Kengo; Toriumi, Fujio; Sugawara, Toshihauru

    2017-01-01

    Social networking services (SNSs) are widely used as communicative tools for a variety of purposes. SNSs rely on the users' individual activities associated with some cost and effort, and thus it is not known why users voluntarily continue to participate in SNSs. Because the structures of SNSs are similar to that of the public goods (PG) game, some studies have focused on why voluntary activities emerge as an optimal strategy by modifying the PG game. However, their models do not include direct reciprocity between users, even though reciprocity is a key mechanism that evolves and sustains cooperation in human society. We developed an abstract SNS model called the reciprocity rewards and meta-rewards games that include direct reciprocity by extending the existing models. Then, we investigated how direct reciprocity in an SNS facilitates cooperation that corresponds to participation in SNS by posting articles and comments and how the structure of the networks of users exerts an influence on the strategies of users using the reciprocity rewards game. We run reciprocity rewards games on various complex networks and an instance network of Facebook and found that two types of stable cooperation emerged. First, reciprocity slightly improves the rate of cooperation in complete graphs but the improvement is insignificant because of the instability of cooperation. However, this instability can be avoided by making two assumptions: high degree of fun, i.e. articles are read with high probability, and different attitudes to reciprocal and non-reciprocal agents. We then propose the concept of half free riders to explain what strategy sustains cooperation-dominant situations. Second, we indicate that a certain WS network structure affects users' optimal strategy and facilitates stable cooperation without any extra assumptions. We give a detailed analysis of the different characteristics of the two types of cooperation-dominant situations and the effect of the memory of

  1. The Fukushima War

    International Nuclear Information System (INIS)

    Pelletier, Philippe

    2012-01-01

    We know that henceforth there will be a 'before' and an 'after' Fukushima, just as there is a before and an after Hiroshima-Nagasaki. However, these two nuclear-related events are quite different in nature, and the characteristics they do share are not those we might expect. Although atomic fission is the common denominator, the consequences of their respective origins diverge - an industrial accident for Fukushima, military attacks for Hiroshima-Nagasaki - even (paradoxically, as we shall see) with respect to radioactivity. Yet their catastrophic proportions and geopolitical implications draw them together. Represented in Japan by well-known numbers that refer to the dates on which they occurred - 3.11 for March 11, 2011; 8.6 and 8.9 for August 6 and 9, 1945 - Fukushima and Hiroshima-Nagasaki are geopolitical markers, each having both a temporal and a spatial dimension. In other words, to quote the late Pierre Gentelle, these are major spatial events generating widespread repercussions, both locally and globally, and affecting political action and ideological discourse in a number of countries. Their geography is fully fledged in that it comprises a physical and geophysical dimension, thus reflecting natural phenomena, nature itself, and the individualized perception that everyone has of it - scientists, individuals, and populations alike. This is also about war. An actual war that ended with Hiroshima and Nagasaki. And a war now being fought against the invisible enemy of radiation at Fukushima and in other areas of Japan, with the country's 'hot spots' (hotto supoto), 'evacuation zones' (hinan kuiki), and other such 'exclusion zones' (haijo kuiki). A war with devastated landscape, theoretically unaffected hinterland, and a division of the land dictated by emerging battlefields; and with its front lines and a population caught in the crossfire or forced to leave. In this war against radiation, the 2011 US military (Japan's occupiers in 1945) limited Operation

  2. An Overture for eCAM: Science, Technology and Innovation Initiation for Prosperous, Healthy Nepal.

    Science.gov (United States)

    Kaphle, Krishna; Bhuju, Dinesh Raj; Jha, Pramod Kr; Bhattarai, Hom Nath

    2011-01-01

    Nepal the "Shangri-La" in the lap of the Himalayas is gearing up for modern times as it starts rebuilding after a decade of senseless violence and destruction. The nation one of the poorest in the global development index is rich in natural resources and biodiversity. Reports of medicinal plants far exceeding those recorded and reported so far are encouraging and at the same time concerns for medicinal plants under threat as a result of overexploitation are emerging from Nepal. The harsh mountain terrains, lack of industrialization and harnessing potentiality of its areas of strength; water; natural resources and tourism make it poor in per capita income which averages ~ 300 US$, with half the population living under >1$ a day. Nepal is beginning to realize that the way ahead is only possible through the path of Science and Technology (ST). Nepal Academy of Science and Technology formerly known as Royal Academy of Science and Technology organized the fifth national conference held every 4 years that took place in the capital Kathmandu during November 10-12, 2008. The ST initiation event saw the participation of ~ 1400 people representing over 150 organizations from the country and experts from abroad. The theme for the fifth national meet was "Science, Technology and Innovation for Prosperous Nepal". Complementary and Alternative Medicine (CAM) was an important theme in the event as the realization for the need of ST research focused in CAM for harnessing the chemo diversity potential was univocally approved.

  3. An Overture for eCAM: Science, Technology and Innovation Initiation for Prosperous, Healthy Nepal

    Directory of Open Access Journals (Sweden)

    Krishna Kaphle

    2011-01-01

    Full Text Available Nepal the “Shangri-La” in the lap of the Himalayas is gearing up for modern times as it starts rebuilding after a decade of senseless violence and destruction. The nation one of the poorest in the global development index is rich in natural resources and biodiversity. Reports of medicinal plants far exceeding those recorded and reported so far are encouraging and at the same time concerns for medicinal plants under threat as a result of overexploitation are emerging from Nepal. The harsh mountain terrains, lack of industrialization and harnessing potentiality of its areas of strength; water; natural resources and tourism make it poor in per capita income which averages ~ 300 US$, with half the population living under >1$ a day. Nepal is beginning to realize that the way ahead is only possible through the path of Science and Technology (ST. Nepal Academy of Science and Technology formerly known as Royal Academy of Science and Technology organized the fifth national conference held every 4 years that took place in the capital Kathmandu during November 10-12, 2008. The ST initiation event saw the participation of ~ 1400 people representing over 150 organizations from the country and experts from abroad. The theme for the fifth national meet was “Science, Technology and Innovation for Prosperous Nepal”. Complementary and Alternative Medicine (CAM was an important theme in the event as the realization for the need of ST research focused in CAM for harnessing the chemo diversity potential was univocally approved.

  4. Towards a sustainable America: advancing prosperity, opportunity, and a healthy environment for the 21st century

    Energy Technology Data Exchange (ETDEWEB)

    None

    1999-05-01

    Humanity faces an unprecedented challenge as our numbers grow, while Earth and its capacity to support us do not. People across the United States and around the world aspire to better lives for themselves and for their children: food, shelter, a safe and healthy environment, education, jobs, and other material needs and conveniences. Industries strive to produce more goods, farmers to grow more crops; and human demands on forests, fields, rivers, and oceans increase. Our challenge is to create a future in which prosperity and opportunity increase while life flourishes and pressures on oceans, earth, and atmosphere - the biosphere - diminish; to create, as the Council's vision suggests, "a life- sustaining Earth that supports "a dignified, peaceful, and equitable existence." It is a powerful vision, and the two co-chairs of the President's Council on Sustainable Development (PCSD), fervently believe it is achievable - a unifying and necessary goal for the boundless capacity of human ingenuity so manifest in America. This document addresses climate change, environmental management, metropolitan and rural strategies, and international leadership.

  5. Towards a sustainable America: advancing prosperity, opportunity, and a healthy environment for the 21st century

    International Nuclear Information System (INIS)

    1999-01-01

    Humanity faces an unprecedented challenge as our numbers grow, while Earth and its capacity to support us do not. People across the United States and around the world aspire to better lives for themselves and for their chil- dren: food, shelter, a stie and healthy environment, education, jobs, and other material needs and conveniences. Industries strive to produce more goods, farmers to grow more crops; and human demands on forests, fields, rivers, and oceans increase. Our challenge is to create a future in which prosperity and opportunity increase while life flourishes and pressures on oceans, earth, and atmosphere - the biosphere - diminish; to create, as the Council's vision suggests, ''a life- sustaining Ear and that supports ''a dignified, peaceful, and equitable existence. '' It is a powerful vision, and the two of us, brought together as co-chairs of the President's Council on Sustainable Development (PCS D), fervently believe it is achievable - a uniting and necessary goal for the boundless capacity of human ingenuity so manifest in America. This document addresses climate change, environmental management, metropolitan and rural strategies, and international leadership

  6. A key to prosperity in hypercompetitive markets: organizational “hyperflexibility”

    Directory of Open Access Journals (Sweden)

    James Carlopio

    2012-12-01

    Full Text Available Today’s global business mindset requires flexibility and the ability to make changes to our organization, at all levels, quickly. Organizational flexibility is achieved when any component of an organization, and any individual within an organization, can be flexible if and when needed We have been limiting ourselves by equating organizational flexibility with specific, narrowly conceived types of flexibility, such as strategic, operational or labor flexibility. In this paper, we apply the classic Katz and Kahn1 open systems conceptualization of an organization and its subsystems in order to more broadly conceive the concept of organizational flexibility. We then illustrate how the types of flexibility that have been discussed in the literature to date fit into these subsystems, and that the application of the open systems framework both grounds the concept of organizational flexibility in open systems theory and illuminates the ways in which organizations and individuals need to be flexible in order to prosper in today’s hypercompetitive markets.

  7. Magical fetish about prosperity Os fetiches mágicos da prosperidade

    Directory of Open Access Journals (Sweden)

    José de Arimathéia Cordeiro Custódio

    2010-08-01

    Full Text Available This study turns its attention to an arranged set of arbitrated signs – a code – quite specific: the typically neopentecostal stage objects used on Igreja Universal do Reino de Deus´ TV programs. Such objects are divided in two categories – sacred and profane – and analyzed according its outcome meaning. Firstly, in order to give the aspect of sanctity and spirituality, even with magical powers. Profane´ signs symbolize the prosperity of the ones whom embraced the church. Nine programs broadcasted at night were analyzed in different channels, besides the consultation of IURD´s sites in the search for complementary information. Este estudo volta sua atenção para um conjunto sistematizado de signos arbitrados – um código – bastante específicos: os objetos de cena de programas de TV da Igreja Universal do Reino de Deus, tipicamente neopentecostal. São objetos aqui divididos em duas categorias – sagrados e profanos – e analisados conforme o sentido gerado. No primeiro caso, para revestir os programas com uma aura de sacralidade e espiritualidade, e até poderes mágicos. Os signos profanos simbolizam a prosperidade de quem aderiu à igreja. Foram observados nove programas transmitidos na madrugada, em canais diferentes, além de consultados sites da IURD, para informações complementares.

  8. Flow Game

    DEFF Research Database (Denmark)

    Olsen, Jesper Lind

    2003-01-01

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

  9. The Game of Tri

    Science.gov (United States)

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

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

  10. Play the MRI Game

    Science.gov (United States)

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

  11. Play the Electrocardiogram Game

    Science.gov (United States)

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

  12. PROSPER guidelines: Guidelines for peer review and for plant self-assessment of operational experience feedback process

    International Nuclear Information System (INIS)

    2003-01-01

    Effective use of operational performance information is an important element in any plant operator's arrangements for enhancing the operational safety of a nuclear power plant (NPP). This has been recognized in the IAEA Safety Fundamental, The Safety of Nuclear Installations (Safety Series No. 110). Under the technical aspects of safety, one of the principles of operation and maintenance is that the operating organization and the regulatory body shall establish complementary programmes to analyse operating experience to ensure that lessons are learned and acted upon. Such experience shall be shared with relevant national and international bodies. The Convention on Nuclear Safety, which entered into force in July 1996, also recognized the importance of operational experience feedback as a tool of high importance for the safety of nuclear plant operation and its further enhancement. It follows that the arrangements and results achieved under the operation experience feedback process in Member States will be covered by the national report under the Convention and will be subject to periodical review. These principles are further expanded in the IAEA Safety Standards Safety of Nuclear Power Plants: Operation (Safety Standard Series No. NS-R-2, year 2000) under the Feedback of The IAEA-led Peer Review of the effectiveness of the Operational Safety Performance Experience Review process (PROSPER) and associated guidelines have been developed to provide advice and assistance to utilities or individual power plants to strengthen and enhance the effectiveness of operational experience programmes in achieving these fundamental objectives. The objectives of the former IAEA Assessment of Significant Safety Events Team (ASSET) service have been expanded to include an evaluation of the effective use of all operating performance information available to the plant (e.g. external operating experience, internal low-level and near miss event reports and other relevant operating

  13. Negotiation Games

    OpenAIRE

    Philipp Hoffmann

    2015-01-01

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

  14. Sovereignty Games

    DEFF Research Database (Denmark)

    Gammeltoft-Hansen, Thomas

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

  15. Board game

    International Nuclear Information System (INIS)

    Brennan, N.S.

    1982-01-01

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

  16. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

    This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....

  17. Computer Games and Instruction

    Science.gov (United States)

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  18. PROOF BY GAMES

    Science.gov (United States)

    2016-03-01

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

  19. Mechanizing Exploratory Game Design

    OpenAIRE

    Smith, Adam Marshall

    2012-01-01

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

  20. The Thirty Years War as a prototype of hybrid wars

    Directory of Open Access Journals (Sweden)

    A. V. Bagaeva

    2015-01-01

    Full Text Available The idea of the article is to show that the phenomenon of hybrid war, which confidently entered the scientific and official discourse, has a long history. In author’s opinion, the Thirty Years’ War in Central Europe can be characterized as one of the first historical examples of hybrid war.

  1. The Thirty Years War as a prototype of hybrid wars

    OpenAIRE

    A. V. Bagaeva

    2015-01-01

    The idea of the article is to show that the phenomenon of hybrid war, which confidently entered the scientific and official discourse, has a long history. In author’s opinion, the Thirty Years’ War in Central Europe can be characterized as one of the first historical examples of hybrid war.

  2. Being at war: Cognitive Approaches to Observational War Documentaries

    DEFF Research Database (Denmark)

    Bondebjerg, Ib

    2017-01-01

    biology the article argues for the importance of this type of documentaries in developing and understanding of what war really is and it is experience, how it is to be at war. The article also puts the films in the broader context of both fictional and documentary war genres trying to map how...... the different genres address different parts of our cognition and emotion....

  3. United Campuses to Prevent Nuclear War: Nuclear War Course Summaries.

    Science.gov (United States)

    Journal of College Science Teaching, 1983

    1983-01-01

    Briefly describes 46 courses on nuclear war available from United Campuses to Prevent Nuclear War (UCAM). These courses are currently being or have been taught at colleges/universities, addressing effects of nuclear war, arms race history, new weapons, and past arms control efforts. Syllabi (with assignments/reading lists) are available from UCAM.…

  4. Cultural War of Values

    DEFF Research Database (Denmark)

    Hervik, Peter

    2014-01-01

    Cultural War of Values: The Proliferation of Moral Identities In the Danish Public Sphere Peter Hervik (Aalborg University) This chapter looks at the drastic shift in the construction of minority others that came with the emergence of neo-nationalism, neo-racism and radical right populism...... in the post-1989 world. Through an analysis of a political philosophy launched in Denmark in the 1990s called the “Cultural War of Values”, I show that the moral identities proliferating in the Danish public sphere are fundamentally anti-political correct, anti-multiculturalist, and anti......-Marxist as confrontation is also directed at political adversaries. Thus, the chapter’s key argument is that the social construction of thick minority identities can only be understood in relation to the cultural war of value strategy aimed at domestic political opponents....

  5. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.

  6. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition

  7. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat

  8. Korean War Veterans by State

    Data.gov (United States)

    Department of Veterans Affairs — The spreadsheet of Korean War Veterans by State includes the total Korean War Veteran population for each state and broken out by age and gender. It also includes...

  9. An Evaluative Look Behind the Curtain : World Bank Group Staff's Early Experience with the Shared Prosperity Goal

    OpenAIRE

    Smets, Lodewijk; Bogetic, Zeljko

    2018-01-01

    In 2013, the Board of Executive Directors of the World Bank Group endorsed two ambitious goals: eliminating extreme poverty in the world by 2030 and boosting shared prosperity. The latter is defined as fostering the growth in the income of the poorest 40 percent of the population in each country. In 2016-17, the World Bank's Independent Evaluation Group conducted an evaluation on how well ...

  10. Nuclear war effects studied

    Science.gov (United States)

    Widespread starvation resulting from changes in climate in the aftermath of a large-scale nuclear war could kill far more people than would the bombs themselves. That prediction was made in a recent study by the Scientific Committee on Problems of the Environment (SCOPE), an a rm of the International Council of Scientific Unions (ICSU). “Noncombatant and combatant countries alike” would risk mass starvation; SCOPE predicted that all told, 2.5 billion people could die as a result of crop failures and breakdowns in food distribution after a nuclear war.

  11. From Campus Tug-of-War to Pulling Together: Using the Lean Approach

    Science.gov (United States)

    MacIntyre, Stephen; Meade, Kelly; McEwen, Melissa

    2009-01-01

    Some days seem like bouts in an endless game of tug-of-war. At one end of the rope, facilities professionals must do more--tackle deferred maintenance, develop a climate strategy, and meet the energy and operational needs for a complex mix of building types and stakeholders. Tugging on the other end are the obstacles of less money, staff, and…

  12. WHY NATIONS GO TO WAR

    African Journals Online (AJOL)

    Francois Vrey

    This 11th edition of Why nations go to war analyses ten case studies covering major ... of the time (Germany, Russia, Serbia and Austria in particular), Stoessinger depicts ... The section on the war in Vietnam depicts how five consecutive American ... to war. The nuclear option is available to both countries and the strategic.

  13. Iowa and World War I.

    Science.gov (United States)

    Hardesty, Carolyn, Ed.

    1989-01-01

    This issue of the children's quarterly magazine, "The Goldfinch," focuses on World War I. A brief discussion of how the United States came to enter the War is followed by a discussion of propaganda. An article on the use of posters to encourage citizens to participate in the war effort is illustrated with reproductions of several of…

  14. The Great War: Online Resources.

    Science.gov (United States)

    Duncanson, Bruce

    2002-01-01

    Presents an annotated bibliography of Web sites about World War I. Includes: (1) general Web sites; (2) Web sites with information during the war; (3) Web sites with information about post-World War I; (4) Web sites that provide photos, sound files of speeches, and propaganda posters; and (5) Web sites with lesson plans. (CMK)

  15. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide....... This makes sense, but also demands that play and non-play can be easily separated. I will examine how games make use of space, and show that the magic circle not only is a viable, though criticized, concept but should be understood as a spatial concept. In order to do this several games are examined, leading...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games....

  16. Combining AI Methods for Learning Bots in a Real-Time Strategy Game

    OpenAIRE

    Robin Baumgarten; Simon Colton; Mark Morris

    2009-01-01

    We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have implemented an AI-bot that uses these techniques to form a novel approach for planning fleet movements and attacks in DEFCON, a nuclear war simulation strategy game released in 2006 by Introversion Software Ltd. The AI-bot retrieves plans from a case-base of recorded games, then uses these to generat...

  17. Brain activity and desire for Internet video game play.

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F

    2011-01-01

    Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, "War Rock" (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal

  18. Using Self-Adaptive Evolutionary Algorithms to Evolve Dynamism-Oriented Maps for a Real Time Strategy Game

    OpenAIRE

    Lara-Cabrera, Raúl; Cotta, Carlos; Fernández Leiva, Antonio J.

    2013-01-01

    This work presents a procedural content generation system that uses an evolutionary algorithm in order to generate interesting maps for a real-time strategy game, called Planet Wars. Interestingness is here captured by the dynamism of games (i.e., the extent to which they are action-packed). We consider two different approaches to measure the dynamism of the games resulting from these generated maps, one based on fluctuations in the resources controlled by either player and another one based ...

  19. [Quantitative models between canopy hyperspectrum and its component features at apple tree prosperous fruit stage].

    Science.gov (United States)

    Wang, Ling; Zhao, Geng-xing; Zhu, Xi-cun; Lei, Tong; Dong, Fang

    2010-10-01

    Hyperspectral technique has become the basis of quantitative remote sensing. Hyperspectrum of apple tree canopy at prosperous fruit stage consists of the complex information of fruits, leaves, stocks, soil and reflecting films, which was mostly affected by component features of canopy at this stage. First, the hyperspectrum of 18 sample apple trees with reflecting films was compared with that of 44 trees without reflecting films. It could be seen that the impact of reflecting films on reflectance was obvious, so the sample trees with ground reflecting films should be separated to analyze from those without ground films. Secondly, nine indexes of canopy components were built based on classified digital photos of 44 apple trees without ground films. Thirdly, the correlation between the nine indexes and canopy reflectance including some kinds of conversion data was analyzed. The results showed that the correlation between reflectance and the ratio of fruit to leaf was the best, among which the max coefficient reached 0.815, and the correlation between reflectance and the ratio of leaf was a little better than that between reflectance and the density of fruit. Then models of correlation analysis, linear regression, BP neural network and support vector regression were taken to explain the quantitative relationship between the hyperspectral reflectance and the ratio of fruit to leaf with the softwares of DPS and LIBSVM. It was feasible that all of the four models in 611-680 nm characteristic band are feasible to be used to predict, while the model accuracy of BP neural network and support vector regression was better than one-variable linear regression and multi-variable regression, and the accuracy of support vector regression model was the best. This study will be served as a reliable theoretical reference for the yield estimation of apples based on remote sensing data.

  20. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

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

  1. Linking Political Systems and War Systems

    DEFF Research Database (Denmark)

    Harste, Gorm

    2009-01-01

    Decisive parts of the Western political system have demonstrated a seemingly surprising misinterpretation of military might. As Madelaine Albright has suggested, the mighty perceived themselves as "almighty". Political power seems to have invested in instrumental coercive power relations and found...... military coercion to be the appropriate mean. Using the system theory and the theory of systemic risks displayed by the German sociologist Niklas Luhmann the article demonstrates how military systems due to their own autonomy and autopoiesis do not fit into the idea of political government....... The Clausewitzian ideal of a political system that could continue its power games by means of war was moderated by Clausewitz' own analysis of "friction". How can a political system be so blind towards the possibilities of another system? What are the risks of systemic blind spots? The argument of the paper...

  2. Commentary: Warring ants

    Indian Academy of Sciences (India)

    Home; Journals; Journal of Biosciences; Volume 27; Issue 2. Commentary: Warring ants: Lessons from Lanchester's laws of combat? Renee M Borges. Volume 27 Issue 2 March 2002 pp 75-78. Fulltext. Click here to view fulltext PDF. Permanent link: https://www.ias.ac.in/article/fulltext/jbsc/027/02/0075-0078 ...

  3. Castles at War

    DEFF Research Database (Denmark)

    April 29th-30th 2013, its topic was "Castles at War" in particular during the period AD 1000–1660. For the last 20 years, archaeological and historic research has dealt with many aspects of castles, their function as a noble family's seat, their role each as an administrative unit's centre...

  4. Fighting the Last War

    DEFF Research Database (Denmark)

    Harmsen, Peter

    Today the conflicts of the 1930s are generally seen as preludes to World War II, but for the contemporaries they were late echoes of the Great War. Few could have known that they lived not in the “postwar era” but the “interwar years”, and that an even bigger cataclysm was approaching. The battle...... between Chinese and Japanese forces for Shanghai from August to November 1937 is a case in point. It took place just 19 years after the end of World War I, reflected in a widespread tendency to look at the hostilities in China’s largest city through the prism of the global conflict two decades earlier....... Many of the German advisors to the Chinese Army had been through the war in the trenches and took the tactics they had honed there with them to Shanghai. This resulted in near-impregnable Chinese defenses in and around the city, and it also manifested itself in the introduction of shock tactics...

  5. The theatre of war

    Directory of Open Access Journals (Sweden)

    Brigitte M Holzner

    2007-01-01

    Full Text Available Narrating the fate of the women of Troy, the Greek playwright Euripides provided the script for modern warfare: the murdered children of Hekuba, the sexual slavery of Briseis, Andromache as war prey, Polyxena burned as a sacrifice and Kassandra raped and made bed-maid of the Greek warlord, Agamemnon.

  6. Recent Cold War Studies

    Science.gov (United States)

    Pineo, Ronn

    2003-01-01

    Cold War historiography has undergone major changes since the 1991 collapse of the Soviet Union. For two years (1992-1993) the principal Soviet archives fell open to scholars, and although some of the richest holdings are now once again closed, new information continues to find its way out. Moreover, critical documentary information has become…

  7. Education and War

    Science.gov (United States)

    Blair, Elizabeth E., Ed.; Miller, Rebecca B., Ed.; Tieken, Mara Casey, Ed.

    2009-01-01

    This book examines the complex and varied relations between educational institutions and societies at war. Drawn from the pages of the "Harvard Educational Review," the essays provide multiple perspectives on how educational institutions support and oppose wartime efforts. As the editors of the volume note, the book reveals how people…

  8. Wars of Forms

    DEFF Research Database (Denmark)

    Clausen, Lars

    2013-01-01

    , both political and military, war between the two forms, the post-napoleonic, Fichtean notion of nationality (1807-8) and the historical notion of imperium. “Nationality” entered the political semantics witch such a force and shook the existing political order of empires to the ground because of its...

  9. Can war foster cooperation?

    Czech Academy of Sciences Publication Activity Database

    Bauer, Michal; Blattman, C.; Chytilová, Julie; Henrich, J.; Miguel, E.; Mitts, T.

    2016-01-01

    Roč. 30, č. 3 (2016), s. 249-274 ISSN 0895-3309 R&D Projects: GA ČR(CZ) GBP402/12/G130 Institutional support: RVO:67985998 Keywords : war * conflict * cooperation Subject RIV: AH - Economics Impact factor: 5.727, year: 2016

  10. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

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

  11. Mobile Game for Learning Bacteriology

    Science.gov (United States)

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

    2014-01-01

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

  12. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

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

  13. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

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

  14. Nested Potential Games

    OpenAIRE

    Hiroshi Uno

    2007-01-01

    This paper proposes a new class of potential games, the nested potential games, which generalize the potential games defined in Monderer and Shapley (1996), as well as the pseudo-potential games defined in Dubey et al. (2006). We show that each maximizer of a nested potential is a Nash equilibrium.

  15. Patience of matrix games

    DEFF Research Database (Denmark)

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

    2013-01-01

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

  16. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

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

  17. Play the Mosquito Game

    Science.gov (United States)

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

  18. Preprint of the Cloud Impacts on DoD Operations and Systems 1997 Conference (CIDOS-97), U.S. Naval War College - Sims Hall, Nolt Auditorium Newport, Rhode Island, 23-25 September 1997

    National Research Council Canada - National Science Library

    Tattelman, Paul

    1997-01-01

    .... The theme of CIDOS-97 is 'Cloud Effects in War Gaming, Modeling and Simulation.' Three days of CIDOS-97 were devoted to oral and poster presentations in seven sessions: (1) Introduction; (2) Program Reviews; (3) Cloud...

  19. Marketing in Game Design

    OpenAIRE

    Nurminen, Emilia

    2013-01-01

    In my thesis, Marketing in Game Design, I wanted to inspect how developing a game from a purely commercial perspective affects on the game design. The purpose of this thesis is to define the valid aspects of product marketing for games, how they are perceived in game industry and how those aspects affect to the game design. The question I am asking is how to make marketing a fluent part of indie game development process. Through my thesis project, Puzzleplatform, I study how the marketing asp...

  20. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

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

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

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

  2. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

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

    2008-01-01

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

  3. When Zealots Wage War.

    Science.gov (United States)

    Dennis, Bruce L.

    1997-01-01

    Since Spring 1995, a Bedford, New York superintendent and her district have been virulently attacked by two parents who initially accused them of promoting Satanism, exemplified in an after-school game called Magic: The Gathering. These parents are now attacking drug prevention programs, various homework assignments, and literature selections. The…

  4. [The war at home: "war amenorrhea" in the First World War].

    Science.gov (United States)

    Stukenbrock, Karin

    2008-01-01

    In 1917, the Göttingen gynaecologist Dietrich published a short article about a phenomenon which he called "war amenorrhea" ("Kriegsamenorrhoe"). The article attracted the attention of his colleagues. While the affected women did not pay much attention to their amenorrhea, the physicians considered the phenomenon a new disease which was mainly caused by the war. This new disease gave the gynaecologists the opportunity to present their specialty as a discipline with high relevance for medicine in times of war. Nevertheless, there was no consensus about the importance, the incidence, the diagnostic criteria, the causes and the appropriate therapy of"war amenorrhea". Although the gynaecologists failed to define a uniform clinical syndrome, they maintained the construction of "war amenorrhea" after the war and subsumed it under well known types of amenorrhea. We can conclude that under the conditions of war a new disease emerged which was not sharply defined.

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

    OpenAIRE

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

    2016-01-01

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

  6. Brain activity and desire for internet video game play

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A.; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F.

    2010-01-01

    Objective Recent studies have suggested that the brain circuitry mediating cue induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for internet video games during cue presentation would activate similar brain regions to those which have been linked with craving for drugs or pathological gambling. Methods This study involved the acquisition of diagnostic MRI and fMRI data from 19 healthy male adults (ages 18–23 years) following training and a standardized 10-day period of game play with a specified novel internet video game, “War Rock” (K-network®). Using segments of videotape consisting of five contiguous 90-second segments of alternating resting, matched control and video game-related scenes, desire to play the game was assessed using a seven point visual analogue scale before and after presentation of the videotape. Results In responding to internet video game stimuli, compared to neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (FDR video game (MIGP) cohort showed significantly greater activity in right medial frontal lobe, right and left frontal pre-central gyrus, right parietal post-central gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the internet video game in the MIGP cohort was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. Discussion The present findings suggest that cue-induced activation to internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathological gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex, parahippocampal gyrus, and thalamus. PMID:21220070

  7. No way out? The double-bind in seeking global prosperity alongside mitigated climate change

    Directory of Open Access Journals (Sweden)

    T. J. Garrett

    2012-01-01

    Full Text Available In a prior study (Garrett, 2011, I introduced a simple economic growth model designed to be consistent with general thermodynamic laws. Unlike traditional economic models, civilization is viewed only as a well-mixed global whole with no distinction made between individual nations, economic sectors, labor, or capital investments. At the model core is a hypothesis that the global economy's current rate of primary energy consumption is tied through a constant to a very general representation of its historically accumulated wealth. Observations support this hypothesis, and indicate that the constant's value is λ = 9.7 ± 0.3 milliwatts per 1990 US dollar. It is this link that allows for treatment of seemingly complex economic systems as simple physical systems. Here, this growth model is coupled to a linear formulation for the evolution of globally well-mixed atmospheric CO2 concentrations. While very simple, the coupled model provides faithful multi-decadal hindcasts of trajectories in gross world product (GWP and CO2. Extending the model to the future, the model suggests that the well-known IPCC SRES scenarios substantially underestimate how much CO2 levels will rise for a given level of future economic prosperity. For one, global CO2 emission rates cannot be decoupled from wealth through efficiency gains. For another, like a long-term natural disaster, future greenhouse warming can be expected to act as an inflationary drag on the real growth of global wealth. For atmospheric CO2 concentrations to remain below a "dangerous" level of 450 ppmv (Hansen et al., 2007, model forecasts suggest that there will have to be some combination of an unrealistically rapid rate of energy decarbonization and nearly immediate reductions in global civilization wealth. Effectively, it appears that civilization may be in a double-bind. If civilization does not collapse quickly this century, then CO2

  8. People, planet, prosperity - how a welsh nuclear generating site is tackling the challenge of sustainability

    Energy Technology Data Exchange (ETDEWEB)

    Jones, Iwan W.; Young, Einir M. [Welsh Institute for Natural Resources, Bangor University, Deiniol Road, Bangor, LL57 2UW (United Kingdom); JONES, JOHN IDRIS [Magnox North, Wylfa Site, Cemaes, LL67 0DH (United Kingdom)

    2010-07-01

    reported in this paper suggest that many of the actions required are happening already as part of good business management, but the reporting needs to be coordinated in a cohesive way. Furthermore, by encouraging the site to promote the 'good things' to its customers and staff, the brand value and perceptions of the company are enhanced. A staff member from Bangor University was posted to Wylfa specifically to facilitate this process. There is a growing recognition, not only from Wylfa, but also from other Magnox North sites, that sustainability means more than recycling and installing low energy light bulbs. It means achieving a realistic balance between 'people, planet and prosperity' tailored, in this instance to the nuclear site's needs. (authors)

  9. The Circle of Prosperity: Tribal Colleges, Tradition, and Technology -- Building Synergistic Cross-Community Collaborations

    Science.gov (United States)

    Billy, C. L.

    2003-12-01

    For more than three decades, American Indian Tribal Colleges and Universities have been working to sustain what is ours: our land, our language, our communities, and our culture. Tribal Colleges have achieved success by helping our communities, located in some of the poorest and most geographically remote areas of the country, develop systems for higher education, research, and economic development that are accessible, culturally responsive, and place-based. American Indian higher education is holistic, focused on the mind, body, spirit, and family. Research is respectful of culture, mindful of community values, and essential to community well-being. Economic development strategies are based on national and international trends, but focused on relationships between local people and their land. In this environment, applied research flourishes and new knowledge, integrating traditional ways of knowing with western science, is created and used. In the 1990s, the American Indian Higher Education Consortium, which is composed of 35 Tribal Colleges and Universities in the U.S. and Canada, launched a major initiative to expand and enhance this capacity through new collaborations and state-of-the-art information and communications technologies. Through a multi-phase effort, the Tribal Colleges developed and are currently implementing a dynamic and broad-based strategic plan. The goal: to reach a "Circle of Prosperity," a place where tribal traditions and new technologies are woven together to build stronger and more sustainable communities through enhanced STEM education and research programs. Our plan, the "Tribal College Framework for Community Technology," is a framework of strategic partnerships, resources, and tools that is helping us create locally based economic and social opportunities through information and communications technology and use of the Internet. During this presentation, we will: (a) discuss the innovative collaborative process we are using to build

  10. People, planet, prosperity - how a welsh nuclear generating site is tackling the challenge of sustainability

    International Nuclear Information System (INIS)

    Jones, Iwan W.; Young, Einir M.; JONES, JOHN IDRIS

    2010-01-01

    required are happening already as part of good business management, but the reporting needs to be coordinated in a cohesive way. Furthermore, by encouraging the site to promote the 'good things' to its customers and staff, the brand value and perceptions of the company are enhanced. A staff member from Bangor University was posted to Wylfa specifically to facilitate this process. There is a growing recognition, not only from Wylfa, but also from other Magnox North sites, that sustainability means more than recycling and installing low energy light bulbs. It means achieving a realistic balance between 'people, planet and prosperity' tailored, in this instance to the nuclear site's needs. (authors)

  11. The oil world war

    International Nuclear Information System (INIS)

    Lafargue, F.

    2008-01-01

    Since the beginning of the 21. century, a war has started between the USA, China and India. The USA, first oil consuming and importing country in the world, has now to take into account the increasing energy consumption of China and India. China is now, just behind Japan, the third oil importing country and India ranked number seven. From the Gulf of Guinea to the Arabic peninsula, from the Orenoque basin to the Caspian sea banks, Washington, Beijing and New Delhi covet the same oil fields. This rivalry exacerbates the political tensions in many regions of the Earth and already provokes a latent food crisis. This black gold war is changing the World's face and should provoke serious armed conflicts. (J.S.)

  12. A social theory of war: Clausewitz and war reconsidered

    DEFF Research Database (Denmark)

    Sharma, Vivek

    2014-01-01

    of war. I then show how this framework helps us understand some key problems in the political science literature on war and conflict. I attempt to show two main things: (1) that there are different types of wars (and that these differences are not necessarily related to the standing of the actors, i......This article presents a new theory of war that is grounded in the insights of Clausewitz on the social nature of conflict. Clausewitz had argued that war is a political process; he therefore distinguished between ‘war’—understood in political terms—and warfare—understood as fighting. He...... then created a typology covering a spectrum of war ranging from total to limited, the political stakes of a conflict determining where it would fall on the spectrum. I develop and modify this basic framework by arguing that the social organization of the actors has a determining role in predicting the stakes...

  13. Negotiation Games

    Directory of Open Access Journals (Sweden)

    Philipp Hoffmann

    2015-09-01

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

  14. Game Changers

    DEFF Research Database (Denmark)

    Helms, Niels Henrik

    2012-01-01

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

  15. The $-game

    Science.gov (United States)

    Vitting Andersen, J.; Sornette, D.

    2003-01-01

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

  16. Peace and nuclear war

    International Nuclear Information System (INIS)

    Schweitzer, A.

    1981-01-01

    In the fifties and sixties, Albert Schweitzer fought for a policy of peace and warned of the dangers of nuclear war in speeches and publications. Reading his appeals again today, we find that they have lost nothing of their uncanny up-to-dateness. Just the opposite: The disaster predicted by Albert Schweitzer is a stronger threat now than it was at his time. (orig./HP) [de

  17. Technology of nuclear war

    International Nuclear Information System (INIS)

    Broda, E.

    1973-01-01

    This Article is the Note of a lecture, which was hold by Engelbert Borda at the Catholic-Theological Faculty of the University of Vienna in 27. 03. 1973. The author describes the development of modern nuclear weapon systems and the resulting war strategies. He is concerned about a possible end of the ‚balance of terror’ and the development in automation of nuclear strike back strategies. (rössner) [de

  18. Australia and nuclear war

    International Nuclear Information System (INIS)

    Denborough, M.A.

    1985-01-01

    This volume compiles the papers presented in the conference held in May 1983 under the auspices of the Center for Continuing Education at the Australian National University. It also includes some previously unpublished scientific research. The papers range from analyses of the atmospheric and medical consequences of nuclear war to summaries of the efforts of people in all walks of life to prevent a global catastrophe

  19. Military Adaptation in War

    Science.gov (United States)

    2009-06-01

    war, there was little role for air defense. In a 1924 memorandum, the air staff explicitly stated “as a principle that the bombing squa- drons ...pulling his squa- drons back from southeastern England, if the pressure on them became too great and then redeploying them forward again, if the...minute as more and more British air- craft arrived in the area. Before reality set in, the controllers had scrambled three squa- drons of Hurricanes and

  20. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

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

  1. CACDA JIFFY III War Game. Volume II. Methodology

    Science.gov (United States)

    1980-09-01

    heliEopter assessments of ground forces is: - SSKPI ROUNDSiJk - ADUSTi - ABORTi GFKILL I - all k ,. TGT (9-39 where, for ordnance type .i fired by...probability. ABORTI - the probability that the missile will not be aborted during its flight because of loss of line of sight to target, suppression...values extracted from the table. The number of rounds, ROUNDSIjk, is modified by the ABORTI and ADUSTI factors only when the ordnance type i is a missile

  2. Why Nations Fail? Daron Acemoglu: The Role of Inclusive and Extractive Institutions on Shaping Technological Change, Innovation, and Prosperity

    Directory of Open Access Journals (Sweden)

    Shlair Abdulkhaleq Al-Zanganee

    2015-12-01

    Full Text Available Professor Daron Acemoglu argues in his book Why Nations Fail? The Origin of Power, Prosperity, and Poverty (2012, coauthored with James A. Robinson that the role played by inclusive and extractive institution is the main reason behind the huge gap in the standards of living between poor and rich nations. Such institutions emerge within the contextual political, economic, and social environment and they shape technological progress and innovation. By taking the United States as an example, Acemoglu argues that extractive institutions are enabling both economic and political inequality and contribute to the negative consequences of such types of inequality.

  3. Information War in Syria

    Directory of Open Access Journals (Sweden)

    Nikita A. Smirnov

    2015-01-01

    Full Text Available In recent years, in many countries around the world the role of society in political decision making quickly strengthened, and the population is increasingly affects the position of the state leaders. For countries pretending to have the support of its policies in other regions, public diplomacy is an essential tool. Today, public diplomacy is regularly used in various conflicts, one of which is the civil war in Syria. Media, Internet, social networks and other tools are used daily to cover the events and create the necessary views of the population in different countries. At the beginning of the article the reasons for the outbreak of the war are discussed from the standpoints of the main actors - the current Syrian government and its opposition, as well as their allies and enemies. The causes of the conflict are essential for further evaluation of the evs, so diametrically opposite points of view of the main actors of the events are analyzed in the material. Then we consider the coverage of the war, because period of direct military action is important to assess the behavior of its members. Among the most important and controversial topics covered by the international media in the conflict, are the use of prohibited weapons, killing of civilians, a violation of international agreements. Determination of the prospects of civil war in Syria is also critical when planning further action by all these events. To get the necessary public support, the parties are trying to have different interpretation of further scenarios. Much depends on this: whether the country's population supports the direction of further assistance or troops, how residents of other countries would react to a further continuation of the conflict, or how the representatives of international organizations would answer the question about the legitimacy of any move. The formation of public opinion in different countries aimed at obtaining approval of its policy on the part of the

  4. The Aftermath of Civil War

    OpenAIRE

    Chen, Siyan; Loayza, Norman V.; Reynal-Querol, Marta

    2007-01-01

    Using an event-study methodology, the article analyzes the aftermath of civil war in a cross-section of countries. It focuses on cases where the end of conflict marks the beginning of relatively lasting peace. The analysis considers 41 countries involved in internal wars over the period 1960--2003. To provide a comprehensive evaluation of the aftermath of war, a range of social areas is considered: basic indicators of economic performance, health and education, political development, demograp...

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

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

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

  6. Pro Android Games

    CERN Document Server

    Silva, Vladimir

    2010-01-01

    Do you remember landmark games like Wolfenstein 3D, Doom, and Asteroids? Well, here's an exciting opportunity to build and/or port these games to one of the hottest mobile and netbooks platforms today: Google's Android. Pro Android Games teaches you how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. This book also shows you how to port other classic freeware/shareware games like Doom and Wolfenstein 3D from C using the Java Native Interface (JNI) for Android. This book is all about a unique perspective in Android game development:

  7. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative...... study we conclude that both board games and computer games are actors that produce experiences by exercising power over the user’s abilities, for example their cognitive functions. Games are designed to take advantage of the characteristics of the human players....

  8. Introduction: Changing the Game

    DEFF Research Database (Denmark)

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

    2013-01-01

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

  9. Social Network Gaming Trends

    Directory of Open Access Journals (Sweden)

    Michael Gathwright

    2010-01-01

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

  10. Ageing and digital games

    DEFF Research Database (Denmark)

    Iversen, Sara Mosberg

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

  11. Quantum repeated games revisited

    International Nuclear Information System (INIS)

    Frąckiewicz, Piotr

    2012-01-01

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

  12. On a Markov chain roulette-type game

    International Nuclear Information System (INIS)

    El-Shehawey, M A; El-Shreef, Gh A

    2009-01-01

    A Markov chain on non-negative integers which arises in a roulette-type game is discussed. The transition probabilities are p 01 = ρ, p Nj = δ Nj , p i,i+W = q, p i,i-1 = p = 1 - q, 1 ≤ W < N, 0 ≤ ρ ≤ 1, N - W < j ≤ N and i = 1, 2, ..., N - W. Using formulae for the determinant of a partitioned matrix, a closed form expression for the solution of the Markov chain roulette-type game is deduced. The present analysis is supported by two mathematical models from tumor growth and war with bargaining

  13. Tug-of-War Injuries: A Case Report and Review of the Literature

    Directory of Open Access Journals (Sweden)

    Pranit N. Chotai

    2014-01-01

    Full Text Available We report a case of a 10-year-old boy presenting with radial nerve palsy due to injury during a tug-of-war game. Patient was managed nonoperatively and regained radial nerve function. Tug-of-war is a globally popular noncontact sport. Injuries during this game are inevitable and may range from simple sprains to life and limb threatening trauma. Combined hip and knee injuries and soft-tissue injuries involving the back are most frequent. Most injuries occur when tug-of-war was played in an informal setting and where the tug-of-war International Federation rules were less likely to be followed. Measures should be taken to increase the awareness about these safety rules and prevention of consequent injuries. Sports physicians, pediatricians, orthopedic surgeons, general physicians, and athletic trainers should be aware of potential injuries resulting from this game while caring for these athletes, so as to be well prepared for apt management of the injuries associated with TOW.

  14. Video Games and the Militarisation of Society: Towards a Theoretical and Conceptual Framework

    OpenAIRE

    Martino , John

    2012-01-01

    Part 4: Section 3: ICT for Peace and War; International audience; This paper outlines the relationship between military themed or oriented video and computer games and the process of militarisation. A theoretical and analytical framework which draws on elements of sociology, cultural studies and media analysis is required to help to understand the complex interplay between entertainment in the form of playable media, the military and the maintenance of Empire. At one level games can be descri...

  15. The Macroeconomic Effects of War Finance in the United States: World War II and the Korean War.

    OpenAIRE

    Ohanian, Lee E

    1997-01-01

    During World War II, government expenditures were financed primarily by issuing debt. During the Korean War, expenditures were financed almost exclusively by higher taxes, reflecting President Truman's preference for balanced budgets. This paper evaluates quantitatively the economic effects of the different policies used to finance these two wars. Counterfactual experiments are used to explore the implications of financing World War II like the Korean War, and financing the Korean War like Wo...

  16. Athenian fiscal expansionary policy and peace versus war strategy

    OpenAIRE

    Economou, Emmanouel/Marios/Lazaros; Kyriazis, Nicholas

    2015-01-01

    In the present essay, we develop at first a model of choice by actors to show how a society can take decisions on specific issues according to how flexible or rigid it is in new ideas and trends. Then, by utilizing game theory we explain how the Athenian society abandoned war in favour of a peace grand strategy during the second half of the 4th century BCE. To achieve this, two visionary Athenian policymakers Eubulus and Lycurgus introduced fiscal expansionary policy programs which proved ben...

  17. Hoarding and community in Star Wars Card Trader

    Directory of Open Access Journals (Sweden)

    Jeremy Groskopf

    2016-09-01

    Full Text Available Transitioning collectibles from the physical to the digital sphere changes the culture of collecting by increasing the accessibility of trading partners and adding digital limitations on personal interaction. In this analysis, I examine the collecting game Star Wars Card Trader (2015 and its culture of mass hoarding—the collecting of vast quantities of a single, valueless digital object—through which players reintroduce elements of personality, camaraderie, and nonrivalrous collecting into a system designed primarily for anonymous profitable acquisition. Via an analysis of player behaviors both within the game itself and in online venues, I argue that mass hoarding—a user invention—acts as the central community-building behavior in this digital realm. Mass hoarding is thus a clear indication that even in the digital realm, human personalities and relationships are vital to the construction of collecting as a pastime that is more complex than an investment opportunity.

  18. War Without Politics: A Critique of Clausewitz

    National Research Council Canada - National Science Library

    Sellers, Robin B

    1997-01-01

    Perhaps no aspect of Carl von Clausewitz's classic "On War" has more continuing relevance for strategists than his assertion that war "is an act of policy" and further that "war is not merely an act...

  19. Airpower in Three Wars (WWII, Korea, Vietnam)

    National Research Council Canada - National Science Library

    Momyer, William

    2003-01-01

    ... (Operation Allied Force), and the war in Afghanistan (Operation Enduring Freedom). It is not my intent to analyze air operations in these wars but to see if there are trends that might be appropriate for another war...

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

    OpenAIRE

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

    2017-01-01

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

  1. Reexamining Fourth Generation War as a Paradigm for Future War

    Science.gov (United States)

    2014-12-04

    Charter of the League of Nations and the subsequent Kellogg -Briand Pact “to renounce war as an instrument of national policy.” To demonstrate...twenty-years after the Kellogg -Briand Pact. Although the 1945-1991 period did see a decline in major interstate war relative to the immediately

  2. Enhanced individual selection for selecting fast growing fish: the "PROSPER" method, with application on brown trout (Salmo trutta fario

    Directory of Open Access Journals (Sweden)

    Vandeputte Marc

    2004-11-01

    Full Text Available Abstract Growth rate is the main breeding goal of fish breeders, but individual selection has often shown poor responses in fish species. The PROSPER method was developed to overcome possible factors that may contribute to this low success, using (1 a variable base population and high number of breeders (Ne > 100, (2 selection within groups with low non-genetic effects and (3 repeated growth challenges. Using calculations, we show that individual selection within groups, with appropriate management of maternal effects, can be superior to mass selection as soon as the maternal effect ratio exceeds 0.15, when heritability is 0.25. Practically, brown trout were selected on length at the age of one year with the PROSPER method. The genetic gain was evaluated against an unselected control line. After four generations, the mean response per generation in length at one year was 6.2% of the control mean, while the mean correlated response in weight was 21.5% of the control mean per generation. At the 4th generation, selected fish also appeared to be leaner than control fish when compared at the same size, and the response on weight was maximal (≈130% of the control mean between 386 and 470 days post fertilisation. This high response is promising, however, the key points of the method have to be investigated in more detail.

  3. Gaias Game

    Directory of Open Access Journals (Sweden)

    Niklas Schrape

    2014-09-01

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

  4. Exact Algorithms for Solving Stochastic Games

    DEFF Research Database (Denmark)

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

    2012-01-01

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

  5. War Journalism and 'Objectivity'

    Directory of Open Access Journals (Sweden)

    Annabel McGoldrick

    2006-10-01

    Full Text Available This article opens by considering an apparent paradox. Many professional journalists, working on many media in many countries, consider themselves 'objective'. They do not, at least, set out to skew their coverage of important issues in favour of one side or the other. And yet much of their coverage of conflicts shows a discernible dominant pattern of War Journalism - biased in favour of war. This is not because of a lack of objectivity, the article suggests, but a surfeit. The set of conventions many editors and reporters regard as defining 'objective' journalism arose in response to economic and political conditions which rewarded news that could commend itself as unobjectionable to the maximum number of potential customers. Three of the most important conventions privilege official sources; a dualistic construction of stories and event, over process. Each of these, when applied to the representation of conflicts, leads readers and audiences - or leaves them - to over-value violent, reactive responses and under-value non-violent, developmental responses. Industry conventions sit uneasily alongside equally time-honoured expectations of journalism. These are encoded in rules and regulations governing the content of broadcast news, in many jurisdictions which have a public service concept for radio and television. In some respects, War Journalism can be shown to make it more difficult for broadcast news services to fulfil their public service obligations. Awareness is now growing, of the tension between these two pressures on journalism and its influence on the way pressing public debates are shaped and mediated. More Peace Journalism would help to bring public service news back into line with legitimate public expectations.

  6. Leveraging Game Consoles for the Delivery of TBI Rehabilitation

    Science.gov (United States)

    Super, Taryn; Mastaglio, Thomas; Shen, Yuzhong; Walker, Robert

    2011-01-01

    Military personnel are at a greater risk for traumatic brain injury (TBI) than the civilian population. In addition, the increase in exposure to explosives, i.e. , improvised explosive devices, in the Afghanistan and Iraq wars, along with more effective body armor, has resulted in far more surviving casualties suffering from TBI than in previous wars. This effort presents the results of a feasibility study and early prototype of a brain injury rehabilitation delivery system (BIRDS). BIRDS is designed to provide medical personnel treating TBI with a capability to prescribe game activities for patients to execute using a commercially available game console, either in a clinical setting or in their homes. These therapeutic activities will contribute to recovery or remediation of the patients' cognitive dysfunctions. Solutions such as this that provide new applications for existing platforms have significant potential to address the growing incidence of TBI today.

  7. The Cost of War

    Directory of Open Access Journals (Sweden)

    Jibey Asthappan

    2016-03-01

    Full Text Available Spending almost US$700 billion to combat insurgents in Afghanistan, the U.S. population should be hopeful that they “bought” something of value as the Afghan War concludes. This exploratory study focuses on evaluating operations within Afghanistan by accounting for enemy and civilian losses. Integration of civilian losses offers an opportunity to evaluate operations that represent societal losses to the Afghan people. Regression estimates using zero-inflated negative-binomial models indicate that military operations resulted in more civilian casualties than enemy losses.

  8. Penetrating cardiothoracic war wounds.

    Science.gov (United States)

    Biocina, B; Sutlić, Z; Husedzinović, I; Rudez, I; Ugljen, R; Letica, D; Slobodnjak, Z; Karadza, J; Brida, V; Vladović-Relja, T; Jelić, I

    1997-03-01

    Penetrating cardiothoracic war wounds are very common among war casualties. Those injuries require prompt and specific treatment in an aim to decrease mortality and late morbidity. There are a few controversies about the best modality of treatment for such injuries, and there are not many large series of such patients in recent literature. We analysed a group of 259 patients with penetrating cardiothoracic war wounds admitted to our institutions between May 1991 and October 1992. There were 235 (90.7%) patients with thoracic wounds, 14 (5.4%) patients with cardiac, wounds and in 10 (3.7%) patients both heart and lungs were injured. The cause of injury was shrapnel in 174 patients (67%), bullets in 25 patients (9.7%), cluster bomb particles in 45 patients (17.3%) and other (blast etc.) in 15 patients (6%). Patients, 69, had concomitant injuries of various organs. The initial treatment in 164 operated patients was chest drainage in 76 (46.3%) patients, thoracotomy and suture of the lung in 71 (43.2%) patients, lobectomy in 12 (7.3%) patients and pneumonectomy in 5 (3%) patients. Complications include pleural empyema and/or lung abscess in 20 patients (8.4%), incomplete reexpansion of the lung in 10 patients (4.2%), osteomyelitis of the rib in 5 patients (2.1%) and bronchopleural fistula in 1 patient (0.4%). Secondary procedures were decortication in 12 patients, rib resection in 5 patients, lobectomy in 2 patients, pneumonectomy in 4 patients, reconstruction of the chest wall in 2 patients and closure of the bronchopleural fistula in 1 patient. The cardiac chamber involved was right ventricle in 12 patients, left ventricular in 6 patients, right atrium in 7 patients, left atrium in 3 patients, ascending aorta in 2 patients and 1 patient which involved descending aorta, right ventricle and coronary artery (left anterior descending) and inferior vena cava, respectively. The primary procedure was suture in 17 patients (in 10 patients with the additional suture of the

  9. Fear of nuclear war

    International Nuclear Information System (INIS)

    Radil, T.

    1987-01-01

    Problem of psychological consequences of nuclear war threat is considered. Two categories of persons are distinguished: persons who are not decision-making but whose life is threatened, and persons who make decisions but are not responsible for them. An active approach to problems, related to a possible nuclear disaster, appears to be a powerfull socio-political means against nuclear danger and also has both psychotherapeutic and preventive meaning from the viewpoint of at least a partial liberation and protecion of people against the fear of nuclear death. By their effective activity among people, physicians and psychologists can effectively struggle against the fear of nuclear death

  10. Culture Wars in Denmark

    DEFF Research Database (Denmark)

    Ørum, Tania

    2016-01-01

    In the 1960s high and low culture were brought into sharp conflict i Denmark. In 1961 a Ministry of Culture was established for the first time. The first minister of culture, the social democrat Julius Bomholt, saw art and culture as an important part of education for democracy that should be made...... available to everyone. The general public, however, raised demands for more popular and relaxing entertainment. The confrontation between the cultural elite and popular opinion escalated to a series of veritable culture wars....

  11. Stinging Insect Matching Game

    Science.gov (United States)

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

  12. Polymorphic Evolutionary Games.

    Science.gov (United States)

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  13. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

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

  14. Big Game Reporting Stations

    Data.gov (United States)

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

  15. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

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

  16. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

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

  17. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

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

  18. Serious Games Network

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2013-11-01

    Full Text Available “Serious games” can be defined as (digital games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network will create a Community of Practice on the Serious Games subject. The main objective is to create a stable (but expanding consortium to exchange ideas and experiences related to Serious Games. The SEGAN Network invites the people of the community of Archaeology, Cultural Heritage and Ancient History interested in Serious Games to join the net and to participate in their activities.

  19. Robot Games for Elderly

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg

    2011-01-01

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

  20. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

    We present a quantum approach to a signaling game; a special kind of extensive game of incomplete information. Our model is based on quantum schemes for games in strategic form where players perform unitary operators on their own qubits of some fixed initial state and the payoff function is given by a measurement on the resulting final state. We show that the quantum game induced by our scheme coincides with a signaling game as a special case and outputs nonclassical results in general. As an example, we consider a quantum extension of the signaling game in which the chance move is a three-parameter unitary operator whereas the players' actions are equivalent to classical ones. In this case, we study the game in terms of Nash equilibria and refine the pure Nash equilibria adapting to the quantum game the notion of a weak perfect Bayesian equilibrium. (paper)

  1. Play the Tuberculosis Game

    Science.gov (United States)

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

  2. Quantum game theory

    Science.gov (United States)

    Stohler, Michael Lehman

    2002-01-01

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

  3. Storytelling in serious games

    DEFF Research Database (Denmark)

    Kampa, Antonia; Haake, Susanne; Burelli, Paolo

    2015-01-01

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

  4. Cooperative Trust Games

    Science.gov (United States)

    2013-01-01

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

  5. COMPUTER GAMES AND EDUCATION

    OpenAIRE

    Sukhov, Anton

    2018-01-01

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

  6. In-game marketing

    OpenAIRE

    Neuheisl, Lukáš

    2017-01-01

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

  7. Computer games addiction

    OpenAIRE

    Nejepínský, Adam

    2010-01-01

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

  8. Petrol war in Nijmegen, Netherlands

    International Nuclear Information System (INIS)

    De Jong, E.; Kramer, I.

    2000-01-01

    Since April 2000 a petrol war rages in Nijmegen and surroundings (Netherlands) whereby considerable discounts are given to the national retail prices. The cause of the war is a new unmanned petrol station of the enterprise Tango. In this article the development and the consequences of the discount at petrol stations in Nijmegen and surroundings are analyzed 3 refs

  9. Children of War. [Lesson Plan].

    Science.gov (United States)

    Discovery Communications, Inc., Bethesda, MD.

    This lesson plan presents activities in which students read, analyze, and discuss excerpts from children's war diaries; and create a storyboard for a public service announcement on children's rights in wartime. It includes objectives, materials, procedures, extension activities, excerpts of children's war diaries, suggested readings, and web…

  10. War, Journalism, and Oral History.

    Science.gov (United States)

    Rice, Gary

    2000-01-01

    Describes a project where students conducted oral history with either a war correspondent or a U.S. combat veteran for the course "War and the News Media: From Vietnam through Desert Storm and Beyond." Discusses how the students prepared for the interviews and the evaluation of their projects. (CMK)

  11. Critique of the War Reason

    DEFF Research Database (Denmark)

    Harste, Gorm

    was soldier and prisoner of war from age 15-17, would not write a “Der Krieg der Gesellschaft”. Yet the attempt to narrow this lacuna is indeed a heavy burden and a difficult task, in which, firstly, it is methodologically decisive to get the basic distinctions right about a second order observation of war......, and in social theory and sociology as well, there is a missing link in the lack of a sociology of war. A number of German systems theoreticians use Luhmann’s theory to fulfil that gap (Gertrud Brücher; Krysztof Matuszek; Rasmus Beckmann; Barbara Kuchler; Tobias Kohl; Klaus Dammann) Luhmann (born 1927), who...... as a conflict system – to be distinct from a military organisational system. This, I do initially with a reconceptualization of Carl von Clausewitz’ form analysis and self-description of war from Vom Kriege (1832). The central point, then, is to observe the self-reference of war, or how war became war about war...

  12. War and Memory in Lebanon

    DEFF Research Database (Denmark)

    Haugbølle, Sune

    From 1975 to 1990, Lebanon endured one of the most protracted and bloody civil wars of the twentieth century. Sune Haugbolle's timely and poignant book chronicles the battle over ideas that emerged from the wreckage of that war. While the Lebanese state encouraged forgetfulness and political part...

  13. Behavior, society, and nuclear war

    International Nuclear Information System (INIS)

    Tetlock, P.E.; Husbands, J.L.; Jervis, R.; Stern, P.C.; Tilly, C.

    1989-01-01

    This book contains chapters on the following topics related to nuclear arms and nuclear war: crisis decision making; behavioral aspects of negotiations on mutual security; democracy, public opinion, and nuclear weapons; the case of wars; A review of theories; methodological themes and variations

  14. Encyclopedia of the Cold War

    NARCIS (Netherlands)

    van Dijk, R.

    2008-01-01

    Between 1945 and 1991, tension between the USA, its allies, and a group of nations led by the USSR, dominated world politics. This period was called the Cold War - a conflict that stopped short to a full-blown war. Benefiting from the recent research of newly open archives, the Encyclopedia of the

  15. Convex Interval Games

    NARCIS (Netherlands)

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

    2008-01-01

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

  16. Protective Behavior in Games

    OpenAIRE

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

    1996-01-01

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

  17. Playing the Cell Game.

    Science.gov (United States)

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

    1980-01-01

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

  18. Being a Game Changer

    Science.gov (United States)

    Herrig, Brian; Taranto, Greg

    2012-01-01

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

  19. An Extended Duopoly Game.

    Science.gov (United States)

    Eckalbar, John C.

    2002-01-01

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

  20. Protective Behavior in Games

    NARCIS (Netherlands)

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

    1996-01-01

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

  1. Games and Platform Decisions

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan

    2007-01-01

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

  2. Online Strategy Games.

    Science.gov (United States)

    Dye, Bryan

    2002-01-01

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

  3. Dynamic Gaming Platform (DGP)

    Science.gov (United States)

    2009-04-01

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

  4. Implementing Game Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2015-01-01

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

  5. Semantic Game Worlds

    NARCIS (Netherlands)

    Tutenel, T.

    2012-01-01

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

  6. GameSalad essentials

    CERN Document Server

    DeQuadros, Miguel

    2015-01-01

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

  7. Learning Mathematics through Games

    Science.gov (United States)

    Gough, John

    2015-01-01

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

  8. Understanding Video Games

    DEFF Research Database (Denmark)

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

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

  9. Game theory in philosophy

    NARCIS (Netherlands)

    de Bruin, B.P.

    2005-01-01

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

  10. Brain Games for Babies.

    Science.gov (United States)

    Silberg, Jackie

    2001-01-01

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

  11. Educational Games for Learning

    Science.gov (United States)

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

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

  12. The Game Experience Questionnaire

    NARCIS (Netherlands)

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

    2013-01-01

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

  13. Game Literacy, Gaming Cultures and Media Education

    Science.gov (United States)

    Partington, Anthony

    2010-01-01

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

  14. Suicide among War Veterans

    Directory of Open Access Journals (Sweden)

    Vsevolod Rozanov

    2012-07-01

    Full Text Available Studies aiming to identify if war veterans are at higher risk of suicide have often produced inconsistent results; this could be due to the complexity of comparisons and different methodological approaches. It should be noted that this contingent has many risk factors, such as stressful exposures, wounds, brain trauma and pain syndrome. Most recent observations confirm that veterans are really more likely to die of suicide as compared to the general population; they are also more likely to experience suicidal ideation and suffer from mental health problems. Suicides are more frequent in those who develop PTSD, depression and comorbid states due to war exposure. Combat stress and its’ frequency may be an important factor leading to suicide within the frame of the stress-vulnerability model. According to this model, the effects of stress may interact with social factors, interpersonal relations and psychological variables producing suicidal tendencies. Modern understanding of stress-vulnerability mechanisms based on genetic predispositions, early life development, level of exposure to stress and stress-reactivity together with interpersonal aspects may help to build more effective suicide prevention programs based on universal/selective/indicated prevention principles.

  15. Suicide among war veterans.

    Science.gov (United States)

    Rozanov, Vsevolod; Carli, Vladimir

    2012-07-01

    Studies aiming to identify if war veterans are at higher risk of suicide have often produced inconsistent results; this could be due to the complexity of comparisons and different methodological approaches. It should be noted that this contingent has many risk factors, such as stressful exposures, wounds, brain trauma and pain syndrome. Most recent observations confirm that veterans are really more likely to die of suicide as compared to the general population; they are also more likely to experience suicidal ideation and suffer from mental health problems. Suicides are more frequent in those who develop PTSD, depression and comorbid states due to war exposure. Combat stress and its' frequency may be an important factor leading to suicide within the frame of the stress-vulnerability model. According to this model, the effects of stress may interact with social factors, interpersonal relations and psychological variables producing suicidal tendencies. Modern understanding of stress-vulnerability mechanisms based on genetic predispositions, early life development, level of exposure to stress and stress-reactivity together with interpersonal aspects may help to build more effective suicide prevention programs based on universal/selective/indicated prevention principles.

  16. Designing Game Analytics For A City-Builder Game

    OpenAIRE

    Korppoo, Karoliina

    2015-01-01

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

  17. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

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

  18. Commemorating a war that never came

    DEFF Research Database (Denmark)

    Farbøl, Rosanna

    2017-01-01

    and activated in the representations stem from cultural memories of the Second World War. In the proccesses of establishing this Cold War cultural memory as a war memory, it has become part of a transcultural passion for memories of traumatic pasts, but the Cold War as cultural memory is a counter-factual war......The Cold War never became the global World War III. It was a war that never broke out. Nevertheless, in some countries like for instance Denmark it is commemorated as exactly that: a war. This is particularly apparent at museums and heritage sites, where the narrative and mnemonic frame works used...... memory. Because the war never broke out, it is a malleable and usable past with a great potential for contestation – and counter-factuality. In Denmark, the Cold War has, moreover, become part of a fierce competition between rivaling memory communities, preventing a common commemoration culture...

  19. Turn-Based War Chess Model and Its Search Algorithm per Turn

    Directory of Open Access Journals (Sweden)

    Hai Nan

    2016-01-01

    Full Text Available War chess gaming has so far received insufficient attention but is a significant component of turn-based strategy games (TBS and is studied in this paper. First, a common game model is proposed through various existing war chess types. Based on the model, we propose a theory frame involving combinational optimization on the one hand and game tree search on the other hand. We also discuss a key problem, namely, that the number of the branching factors of each turn in the game tree is huge. Then, we propose two algorithms for searching in one turn to solve the problem: (1 enumeration by order; (2 enumeration by recursion. The main difference between these two is the permutation method used: the former uses the dictionary sequence method, while the latter uses the recursive permutation method. Finally, we prove that both of these algorithms are optimal, and we analyze the difference between their efficiencies. An important factor is the total time taken for the unit to expand until it achieves its reachable position. The factor, which is the total number of expansions that each unit makes in its reachable position, is set. The conclusion proposed is in terms of this factor: Enumeration by recursion is better than enumeration by order in all situations.

  20. PROSPERE (SPM 211) - A code for spectrum and effective cross-section calculations in a cell with several media and with one or two moderators

    International Nuclear Information System (INIS)

    Tran Tuc Vi

    1969-12-01

    The PROSPERE code uses the CADILHAC model for neutron thermalization and the so-called 'zone-source' method for space treatment. First flight collision probabilities are calculated rapidly enough to allow fuel to be divided in concentric annuli. The ABH method is still used in the moderator (except in the case of thin moderators). Two moderators can be treated: one of them can be introduced in any media, eventually with variable densities. The PROSPERE code simplifies energy and space treatment and, as such, brings considerable computer-time savings with respect to THERMOS, in most cases with an accuracy of the same order. (author) [fr

  1. Learn Grammar in Games

    Institute of Scientific and Technical Information of China (English)

    孟静

    2007-01-01

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

  2. Clockwork game design

    CERN Document Server

    Burgun, Keith

    2015-01-01

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

  3. New paradigms of Game Theory from globalization

    Directory of Open Access Journals (Sweden)

    Francisco Javier Esquivel

    2015-06-01

    Full Text Available Games Theory constitutes a model by means every player tries to predict what they will make the other players in reply to his own actions, and to optimize the result of the above mentioned actions in his benefit knowing that the others are thinking to about the same form. The development of the theory supposed a boom after the World War II, which happened of analyzing exclusively competitive behaviors to considering situations with competitive and cooperative characteristics. Nevertheless, the advance of the humanity and the disappearance of both geopolitical blocks have eliminated the balance of power and have produced the emergence of a world the most based on the exclusive conquest of the power. This has originated the model change and dilemmas, happening from the most cooperative models (Prisoner’s Dilemma or from the models of the Cold War (Dilemma of the Gallina up to reaching the dilemmas of the Leader or of the Hero. This change of paradigm owes to the extension of the globalization, which originates an immeasurable loss of economic, social, political power, of human rights, which they have affected negatively to the poor people. In this paper is studied the change of paradigm caused by the consequences of the globalization and the geopolitical transformations in a monopolar world, analyzing the consequences on the basis of the Theory of Games.

  4. Serious games: design and development

    OpenAIRE

    Barbosa, André Filipe Santos

    2011-01-01

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

  5. Shapley's value for fuzzy games

    Directory of Open Access Journals (Sweden)

    Raúl Alvarado Sibaja

    2009-02-01

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

  6. Analisis Semiotika Komunikasi Virtual Player Game Dota 2 dalam Menerapkan Strategi Psywar

    OpenAIRE

    Andreyano, Dimas; ", Suyanto

    2017-01-01

    DotA 2 game is one of the online game played by millions of people around the world. That vast scale led to the birth of huge online community so that the only way for them to communicate with each other is through virtual communication. Dota 2 players assume that winning the game is their priority so that they will do various way to be win, one of those is by applying psywar strategy that means war by words through the chat and interaction through the web. This study aimed to fiind out the m...

  7. Simulation gaming in nursing education.

    Science.gov (United States)

    Ulione, M S

    1983-10-01

    Simulation games can be used in nursing education to promote problem solving or to impart information. Most games focus upon one of the two areas: cognitive knowledge or affective knowledge. We call these types of games content games and process games, respectively. Simulation games of both types are used in nursing education. Since simulation gaming in nursing education is a relatively new teaching strategy much of its use has been haphazard. In order for a simulation game to be an effective teaching strategy; there must be a "fit" between the game and the instructional objectives. The game operator should analyze the components of each game used prior to playing the game, so he will be able to use the game appropriately. One disadvantage of gaming is that there is a risk of experiencing untoward reactions in the gaming experience. For this reason, the operator should support all the participants throughout the game. Finally, the game operator should assess the effectiveness of the gaming process through the debriefing session and through research. To extend our knowledge of the effects of simulation games, game operators can research the effect of simulation gaming on student motivation, cognitive learning, and affective learning.

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

    NARCIS (Netherlands)

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

    2016-01-01

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

  9. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

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

  10. Emergency Physicians at War.

    Science.gov (United States)

    Muck, Andrew E; Givens, Melissa; Bebarta, Vikhyat S; Mason, Phillip E; Goolsby, Craig

    2018-05-01

    Operation Enduring Freedom (OEF-A) in Afghanistan and Operation Iraqi Freedom (OIF) represent the first major, sustained wars in which emergency physicians (EPs) fully participated as an integrated part of the military's health system. EPs proved invaluable in the deployments, and they frequently used the full spectrum of trauma and medical care skills. The roles EPs served expanded over the years of the conflicts and demonstrated the unique skill set of emergency medicine (EM) training. EPs supported elite special operations units, served in medical command positions, and developed and staffed flying intensive care units. EPs have brought their combat experience home to civilian practice. This narrative review summarizes the history, contributions, and lessons learned by EPs during OEF-A/OIF and describes changes to daily clinical practice of EM derived from the combat environment.

  11. Atomic war field Europe

    International Nuclear Information System (INIS)

    Calder, N.

    1980-01-01

    Progressive atomic weapons, results of a perfect and perfidious technology face each other in the centre of a possible crisis - in Europe. The strategists of the Warszhaw Pact and of Nato seem very optimistic, which they owe to their professions, the population's increasing fear of a war, however, can no longer be denied. Nervous military personnel, political and religions fanatics and perplexed politicians sit at the switches of fear - without a concept and without alternatives. Despite this alarming conditions, Nigel Calder who has investigated in the USA and in the USSR, and in Europe, managed to remain a calm spectator of the imminent apocalypse. Without compromises and clearly he analyses the nearly hopeless consequences resulting from the changed world-political situation, the tremendously fast development of the arms technology, and the crazy strategical doctrines in East and West and in the Third World. (orig./UA) [de

  12. Water and wars

    Science.gov (United States)

    Gleick, Peter H.

    In “Challenging the Rhetoric of Water Wars” (Eos, In Brief, September 5, 2000, p. 410) Randy Showstack reported on the speech given by Minister Kader Asmal upon receiving the 2000 Stockholm Water Prize. This prize was well deserved for the tremendous progress South Africa has made under Minister Asmal's leadership in addressing basic water needs after apartheid. Indeed, I was one of his nominators for this prize and am an ardent fan of his bold programs. But his remarks about water-related conflicts need to be qualified. In his speech, Minister Asmal noted that water scarcity is a “crisis of biblical proportion,” but also suggested “there is not a shred of evidence” to back up arguments that there are water “wars.”

  13. Emergency Physicians at War

    Directory of Open Access Journals (Sweden)

    Melissa Givens

    2018-03-01

    Full Text Available Operation Enduring Freedom (OEF-A in Afghanistan and Operation Iraqi Freedom (OIF represent the first major, sustained wars in which emergency physicians (EPs fully participated as an integrated part of the military’s health system. EPs proved invaluable in the deployments, and they frequently used the full spectrum of trauma and medical care skills. The roles EPs served expanded over the years of the conflicts and demonstrated the unique skill set of emergency medicine (EM training. EPs supported elite special operations units, served in medical command positions, and developed and staffed flying intensive care units. EPs have brought their combat experience home to civilian practice. This narrative review summarizes the history, contributions, and lessons learned by EPs during OEF-A/OIF and describes changes to daily clinical practice of EM derived from the combat environment.

  14. War and society

    Directory of Open Access Journals (Sweden)

    Upeniece V.

    2016-01-01

    Full Text Available A discussion of effects of war on society is desirable as it can stimulate nations and their politicians to refrain in their international and non-international relations from the threat or use of force against the territorial integrity or political independence of the state. The prohibition of the use of force is a valid norm of customary international law and is fixed in the Charter of the United Nations. Any specific use of force can be lawful only if it is based on exceptions of this rule (action of self-defence under the Article 51 or action under specific authorization by the Security Council under Chapter VII. However the main issue is how to ensure that the other states respect this principle of non-use of force.

  15. The cultural dimension of hybrid wars

    Directory of Open Access Journals (Sweden)

    V. V. Kochetkov

    2015-01-01

    Full Text Available Present article introduces the concept of the culture wars. Reviewed the features and characteristics of the culture wars. Described the basic methods of the culture wars. Сoncluded that the theoretical design concept of the culture wars can be a uniting point for a number of important areas of the science of international relations.

  16. American Women and the Great War.

    Science.gov (United States)

    Dumenil, Lynn

    2002-01-01

    Provides information on the idealized images of women during World War I. Features the use of posters and propaganda during the war. Focuses on voluntary activities in which women participated, the fight for women's suffrage during the war, and the effect of the war on women working. Includes poster reproductions. (CMK)

  17. The Lessons of the Vietnam War.

    Science.gov (United States)

    Starr, Jerold M., Ed.

    This text book on the Vietnam War is to be used in teaching high students. Each of the volume's 12 chapters is a self-contained unit on an aspect of the War. The chapters are: (1) Introduction to Vietnam: land, history, and culture; (2) America at war in Vietnam: decisions and consequences; (3) Was the Vietnam War legal? (4) who fought for the…

  18. The "War Poets": Evolution of a Literary Conscience in World War I.

    Science.gov (United States)

    Galambos, Ellen

    1983-01-01

    Pre-World War I poetry often used picturesque images which blinded people to the actual horrors of war. The war poets, who experienced the destruction of World War I, led the way in expressing new images of the devastation and death of war, rather than focusing on honor and glory. (IS)

  19. The Falkland Islands War: An Image of War in the 21st Century

    National Research Council Canada - National Science Library

    Allard, J

    1997-01-01

    .... By any reckoning, it was a war that should never have been fought. It was a war unlike any other war in the twentieth century, and since 1945 it was the first war to erupt outside the construct of the Cold War paradigm...

  20. The War on War League: A South African pacifist movement, 1914 ...

    African Journals Online (AJOL)

    ... of the Communist Party. This article however contends that it needs to be understood in its own terms, as a pacifist movement, reflecting a political moment of resistance to the plunge into global war. Keywords: War on War League, South Africa, Pacifism, Anti-War Movement, First World War, Syndicalism, Internationalism, ...

  1. 77 FR 43117 - Meeting of the Cold War Advisory Committee for the Cold War Theme Study

    Science.gov (United States)

    2012-07-23

    ... the Cold War Advisory Committee for the Cold War Theme Study AGENCY: National Park Service, Interior... Committee Act, 5 U.S.C. Appendix, that the Cold War Advisory Committee for the Cold War Theme Study will... National Park Service (NPS) concerning the Cold War Theme Study. DATES: The teleconference meeting will be...

  2. Wars of Ideas and the War of Ideas

    National Research Council Canada - National Science Library

    Echevarria, II, Antulio J

    2008-01-01

    ... as such. With that in mind, this monograph offers a brief examination of four common types of wars of ideas, and uses that as a basis for analyzing how the United States and its allies and strategic partners...

  3. Biological consequences of nuclear war

    International Nuclear Information System (INIS)

    Dubinin, N.P.

    1986-01-01

    Irradiation probability due to radionuclide fallout is shown to exceed 1 Gy even for the territories which have not been affected by nuclear weapons direct explosions. If some people survive in the nuclear war, their heredity would be affected. Genetic consequences of nuclear war complete the process of Homo sapiens disappearance from the Earth. Space weapons development will deteriorate the prospects of civilization ruin as a result of biological aftereffects of nuclear war and possible application of new arms, as well as chemical and biologic weapons

  4. From War to Financial Crisis

    DEFF Research Database (Denmark)

    Harste, Gorm

    2014-01-01

    The present article analyzes the transformation of the long-term risks of protracted wars from the battlefield to the economic system. Major wars, supplied with strong capacities due to extended manpower resources, advanced logistic capabilities and permanency of campaign, expose their states...... to extremely costly engagements. This includes heavy long-term costs for war veterans. Accordingly, the center of gravity on the battlefield (Clausewitz) is transformed to the financial systems of taxes and credit systems. This is a classical historical lesson; but this story is indeed central to understanding...

  5. Mapping the Sorrows of War

    OpenAIRE

    West, Philip; Philip, West

    2007-01-01

    The two keywords in this essay, mapping and sorrows, are used as heuristic devices to explore the sticky problems of reconciliation among former enemies from the Asia Pacific War, 1931-1945, primarily Japan and China, but also Korea and the United States. Sorrows, as a word and concept, offers an innovative approach to healing the wounds of war by countering the powerful influence of war memories in the familiar narratives of self-pity and self-glorification. In the language of politics and d...

  6. Minority Games

    International Nuclear Information System (INIS)

    Metzler, R

    2005-01-01

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

  7. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

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

  8. 77 FR 5566 - Indian Gaming

    Science.gov (United States)

    2012-02-03

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

  9. World War I psychoneuroses: hysteria goes to war.

    Science.gov (United States)

    Tatu, Laurent; Bogousslavsky, Julien

    2014-01-01

    During the First World War, military physicians from the belligerent countries were faced with soldiers suffering from psychotrauma with often unheard of clinical signs, such as camptocormia. These varied clinical presentations took the form of abnormal movements, deaf-mutism, mental confusion, and delusional disorders. In Anglo-Saxon countries, the term 'shell shock' was used to define these disorders. The debate on whether the war was responsible for these disorders divided mobilized neuropsychiatrists. In psychological theories, war is seen as the principal causal factor. In hystero-pithiatism, developed by Joseph Babinski (1857-1932), trauma was not directly caused by the war. It was rather due to the unwillingness of the soldier to take part in the war. Permanent suspicion of malingering resulted in the establishment of a wide range of medical experiments. Many doctors used aggressive treatment methods to force the soldiers exhibiting war neuroses to return to the front as quickly as possible. Medicomilitary collusion ensued. Electrotherapy became the basis of repressive psychotherapy, such as 'torpillage', which was developed by Clovis Vincent (1879-1947), or psychofaradism, which was established by Gustave Roussy (1874-1948). Some soldiers refused such treatments, considering them a form of torture, and were brought before courts-martial. Famous cases, such as that of Baptiste Deschamps (1881-1953), raised the question of the rights of the wounded. Soldiers suffering from psychotrauma, ignored and regarded as malingerers or deserters, were sentenced to death by the courts-martial. Trials of soldiers or doctors were also held in Germany and Austria. After the war, psychoneurotics long haunted asylums and rehabilitation centers. Abuses related to the treatment of the Great War psychoneuroses nevertheless significantly changed medical concepts, leading to the modern definition of 'posttraumatic stress disorder'.

  10. SIMULATIONS AND GAMES IN MANAGEMENT EDUCATION: TOWARDS A MULTI-DIMENSIONAL EXPERIENCE

    Directory of Open Access Journals (Sweden)

    Jorge Paulo Sequeira

    2013-06-01

    Full Text Available Games and simulations have been used in the field of education for many years, particularly in the areas of business, training staff in financial and economic skills, combat training and war gaming. Internet-based games are also commonly used in the areas of education, business and policy to provide a safe but realistic experience of the real world. This paper explores some of the rationale that a team of lecturers at the Lisbon School of Accounting and Administration (ISCAL think should underpin simulation and game usage in an educational context, specifically in management education. Our aim with this work is about promoting learning and knowledge building through one of the latest evolved socio-cultural artifact: online simulations and games.

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

    African Journals Online (AJOL)

    Back translation reliability of TEOSQ in team game, individual game and gender category. ... team and individual game with a specific focus to the dispositional approach on the athlete's performance in task and ... AJOL African Journals Online.

  12. The War on Illegal Drug Production and Trafficking: An Economic Evaluation of Plan Colombia

    OpenAIRE

    Daniel Mejía; Pascual Restrepo

    2008-01-01

    This paper provides a thorough economic evaluation of the anti-drug policies implemented in Colombia between 2000 and 2006 under the so-called Plan Colombia. The paper develops a game theory model of the war against illegal drugs in producer countries. We explicitly model illegal drug markets, which allows us to account for the feedback effects between policies and market outcomes that are potentially important when evaluating large scale policy interventions such as Plan Colombia. We use ava...

  13. Failed catharsis after the Second World War

    OpenAIRE

    Bijelić Biljana

    2002-01-01

    The Second World War is not relevant only in historical and political context. Its unsolved character is usually mentioned as one of the causes of the 1990 war. The after war policy of identity is especially relevant for today’s difficulties in consideration of collective responsibility and achieving reconciliation between communities which were in conflict. Croatian example of war crimes against Serbs in the Second World War is especially illustrative. However, that is only one of many Yugos...

  14. Lessons from World War I

    Directory of Open Access Journals (Sweden)

    John Scales Avery

    2014-05-01

    Full Text Available The history of World War I is reviewed, starting with a discussion of the development of nationalist movements in Europe. It is pointed out that the global disaster started with a seemingly small operation by Austria, which escalated uncontrollably into an all-destroying conflagration. A striking feature of the war was that none of the people who started it had any idea of what it would be like. Technology had changed the character of war, but old patterns of thought remained in place. We also examine the roots of the war in industrial and colonial competition, and in an arms race. Finally, parallels with current events, and the important lessons for today’s world are discussed.

  15. Environmental consequences of nuclear war

    Energy Technology Data Exchange (ETDEWEB)

    Toon, Owen B. [Department of Atmospheric and Oceanic Sciences, Laboratory for Atmospheric and Space Physics, University of Colorado, Boulder, Colorado (United States); Robock, Alan [Department of Environmental Sciences, Rutgers University, New Brunswick, New Jersey (United States); Turco, Richard P. [Department of Atmospheric and Oceanic Sciences, University of California, Los Angeles, Los Angeles, California (United States)

    2014-05-09

    A regional war involving 100 Hiroshima-sized weapons would pose a worldwide threat due to ozone destruction and climate change. A superpower confrontation with a few thousand weapons would be catastrophic.

  16. Religious ethics, Christianity, and war

    Directory of Open Access Journals (Sweden)

    Henrik Syse

    2009-05-01

    Full Text Available This article discusses elements within Christian ethics and anthropology that have ramifications for the ethics and laws of war. The author argues that several distinctively Christian conceptions of morality and of human beings contribute importantly to the idea of just war, namely the Christian (and more specifically Augustinian view of history, the Christian view of killing, and the Christian view of sin and grace. While other religious and philosophical traditions also offer significant contributions to a normative discussion about armed force, it remains a fact that Christian thought, historically speaking, has furnished much of the groundwork of what we today know as the ethics and laws of war, and that the experience of being a Christian in the world has important ramifications for thinking about war and the use of armed force.http://dx.doi.org/10.5324/eip.v3i1.1708

  17. Clausewitz Nuclear War and Deterrence

    National Research Council Canada - National Science Library

    Barr, Alan W

    1991-01-01

    .... The advent of nuclear weapons and their role in the evolving east-west struggle following the second world war created a situation, however, unforeseen by Clausewitz, where the most basic political...

  18. The Justice of Preventive War

    National Research Council Canada - National Science Library

    Stephenson, Henry

    2004-01-01

    In response to the 9/11 attacks and continuing threats of mass-casualty terrorism, the United States has adopted a new security strategy that emphasizes anticipatory actions, including preventive war...

  19. Algeria: An Uncivilized Civil War

    National Research Council Canada - National Science Library

    Robling, Terry

    1995-01-01

    .... Moderates on both sides are seeking peace from the undeclared civil war that resulted when the military-backed regime canceled elections that Islamic fundamentalists were certain to win in 1992...

  20. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

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

    2013-01-01

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

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

    OpenAIRE

    Yan, Jingjing

    2010-01-01

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

  2. Proliferation after the Iraq war

    International Nuclear Information System (INIS)

    Daguzan, J.F.

    2004-09-01

    This article uses the Iraq war major event to analyze the approach used by the US to fight against proliferation. It questions the decision and analysis process which has led to the US-British intervention and analyzes the consequences of the war on the proliferation of other countries and on the expected perspectives. Finally, the future of proliferation itself is questioned: do we have to fear more threat or is the virtuous circle of non-proliferation well started? (J.S.)

  3. Minority Games

    Energy Technology Data Exchange (ETDEWEB)

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

    2005-02-25

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

  4. The Angolan Proxy War: A Study of Foreign Intervention and Its Impact on War Fighting

    National Research Council Canada - National Science Library

    Bissonnette, Brian

    2008-01-01

    .... This study examines the influence of foreign intervention on war fighting during the Angolan Civil War and analyzes how the various levels of support impacted the successes and failures of the internal warring factions...

  5. Combinatorial optimization games

    Energy Technology Data Exchange (ETDEWEB)

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

    1997-06-01

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

  6. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

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

  7. Archetypal Game Recommender Systems

    DEFF Research Database (Denmark)

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

    2014-01-01

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

  8. Game theory, alive

    CERN Document Server

    Karlin, Anna R

    2016-01-01

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

  9. An Adaptive Robot Game

    DEFF Research Database (Denmark)

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

    2010-01-01

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

  10. Context effects in games

    Directory of Open Access Journals (Sweden)

    Ivo Vlaev

    2007-12-01

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

  11. Concerned with computer games

    DEFF Research Database (Denmark)

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

    2018-01-01

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

  12. Quantum correlation games

    International Nuclear Information System (INIS)

    Iqbal, Azhar; Weigert, Stefan

    2004-01-01

    A new approach to play games quantum mechanically is proposed. We consider two players who perform measurements in an EPR-type setting. The payoff relations are defined as functions of correlations, i.e. without reference to classical or quantum mechanics. Classical bi-matrix games are reproduced if the input states are classical and perfectly anti-correlated, that is, for a classical correlation game. However, for a quantum correlation game, with an entangled singlet state as input, qualitatively different solutions are obtained. For example, the Prisoners' Dilemma acquires a Nash equilibrium if both players apply a mixed strategy. It appears to be conceptually impossible to reproduce the properties of quantum correlation games within the framework of classical games

  13. Three wars that never happened.

    Science.gov (United States)

    Russell, W M S

    2002-01-01

    This article discusses three serious wars that were averted and the three men who averted them. In 1478-79, Pope Sixtus IV's hatred of the Medici culminated in aggressive war against Florence, supported by his powerful ally King Ferrante of Naples. The initial stags of this war were indecisive, but it was about to become much more serious, probably involving all the Italian states and possibly meaning the total destruction of Florence. Lorenzo il Magnifico sailed to Naples, convinced Ferrante this more serious war was against his interests and obtained a generous peace. In 1861, the British Government responded to the boarding of a British ship by a vessel of the American North with a peremptory letter. Albert, Prince Consort, though dying of typhoid fever amended the letter to save Lincoln's face and thus averted war with the North. From 1871 to 1890, Otto von Bismarck worked for a stable peace between the European powers to be attained by arranging meetings of most or all of them to accustom them to solving disputes by negotiation. Two such meetings in Berlin secured 36 years of peace between the powers, despite many disputes, and in particular averted war for possessions in Africa, which could have involved them all.

  14. Fun and Games: The Suppression of Architectural Authoriality and the Rise of the Reader

    Directory of Open Access Journals (Sweden)

    Elizabeth Keslacy

    2015-12-01

    Full Text Available Between the Roarkian caricature of the heroic modernist and the spectre of the contemporary starchitect, there was a period of resistance in which architectural authoriality came under fire. One of the most explicit challenges was issued through the use of gaming and simulation in both architectural education and practice in the 1960s and the 1970s, particularly in the work of Juan Pablo Bonta and Henry Sanoff - both of them architectural scholars, educators, and game enthusiasts.  By tracing the importation of gaming and simulation techniques into architecture, this paper will show how architectural games sought to refigure the architect as a collaborative figure embedded in a network of experts, participants and constituents, and to modulate the architect’s design authority by foregrounding the contributions of viewer-interpreters to the creation of meaning. Situating their work within gaming precedents, from war and business games to urban planning gaming-simulations, I show how architecture games - particularly design games - worked to develop the architectural reader as a creative force, in some quarters going so far as to posit interpretation as the basis of design. 

  15. Play the Blood Typing Game

    Science.gov (United States)

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

  16. Quantum games with decoherence

    International Nuclear Information System (INIS)

    Flitney, A P; Abbott, D

    2005-01-01

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

  17. Video Design Games

    DEFF Research Database (Denmark)

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

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

  18. Games and Creativity Learning

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2006-01-01

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

  19. Predictive Game Theory

    Science.gov (United States)

    Wolpert, David H.

    2005-01-01

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

  20. Game-based telerehabilitation.

    Science.gov (United States)

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

    2009-03-01

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

  1. Biomarker Discovery in Gulf War Veterans: Development of a War Illness Diagnostic Panel

    Science.gov (United States)

    2016-12-01

    Award Number: W81XWH-12-1-0382 TITLE: Biomarker Discovery in Gulf War Veterans: Development of a War Illness Diagnostic Panel PRINCIPAL...SUBTITLE Biomarker Discovery in Gulf War Veterans: Development of a War Illness Diagnostic Panel 5a. CONTRACT NUMBER W81XWH-12-1-0382 5b. GRANT...of the 1990-1991 Gulf War are affected by Gulf War illness (GWI), the chronic condition currently defined only by veterans’ self-reported symptoms

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

    Science.gov (United States)

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

    2011-01-01

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

  3. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

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

    2011-01-01

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

  4. A Narrative Theory of Games

    DEFF Research Database (Denmark)

    Aarseth, Espen

    2012-01-01

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

  5. Mobile Game Probes

    DEFF Research Database (Denmark)

    Borup Lynggaard, Aviaja

    2006-01-01

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

  6. Validation of Serious Games

    Directory of Open Access Journals (Sweden)

    Katinka van der Kooij

    2015-09-01

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

  7. Advances in Dynamic Games

    CERN Document Server

    Breton, Michele

    2011-01-01

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

  8. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

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

    2012-01-01

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

  9. Pro Android games

    CERN Document Server

    Nardone, Massimo

    2016-01-01

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

  10. Game user experience evaluation

    CERN Document Server

    Bernhaupt, Regina

    2015-01-01

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

  11. Digital Experience: Serious Games

    DEFF Research Database (Denmark)

    2006-01-01

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

  12. Anger, fear and games

    DEFF Research Database (Denmark)

    Mortensen, Torill

    2016-01-01

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

  13. 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....

  14. Action Investment Energy Games

    DEFF Research Database (Denmark)

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

    2012-01-01

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

  15. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

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

  16. Works of Game

    DEFF Research Database (Denmark)

    Sharp, John

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

  17. Challenges of serious games

    Directory of Open Access Journals (Sweden)

    B. Fernández-Manjón

    2015-11-01

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

  18. The Just War or Just a War? A Proposal for Ethical Joint Doctrine of War

    National Research Council Canada - National Science Library

    Schultz, Sarah J

    2005-01-01

    .... It is the foundation of joint professional military education and training, forming the basis for how the warfighter will prosecute a war, and is a reflection of the judgments of senior military leadership...

  19. Innominate artery war injury

    Directory of Open Access Journals (Sweden)

    Ilić Radoje

    2005-01-01

    Full Text Available Aim. A case is reported of successfully surgically treated explosive war injury to the innominate artery. Case report. A 26 - year-old soldier was injured in combat by a fragment of mortar shell. In the field hospital, the wound gauze packing was applied, followed by orotracheal intubation and thoracic drainage. The soldier was admitted to MMA six hours later. Physical examination, on admission, revealed huge swelling of the neck, the absence of pulse in the right arm and the right common carotid artery. Chest x-ray revealed hemopneumothorax of the right side and the foreign metal body in the projection of the right sternoclavicular joint. Due to the suspicion of large vessel injury, a median sternotomy was immediately performed. Surgery revealed disrupted bifurcation of the right innominate artery, so the ligation was performed. Aortography was performed postoperatively, followed by the reconstruction of innominate bifurcation with synthetic grafts. Control aortography showed good graft patency, and the patient was discharged from the hospital in good general condition with palpable pulses and mild anisocoria as a sole neurological sequela. Conclusion. A rare and life-threatening injury was successfully managed, mainly due to the rational treatment carried out in the field hospital that helped the injured to survive and arrive to the institution capable of performing the most sophisticated diagnostic and therapeutic procedures.

  20. Prevention of nuclear war

    Energy Technology Data Exchange (ETDEWEB)

    Lifton, R.J.

    1980-10-01

    Physicians are exercising their responsibility as healers in their efforts to prevent nuclear war. Death for Hiroshima survivors was experienced in four stages: the immediate impact of destruction, the acute impact of radiation, delayed radiation effects, and later identification as an atomic bomb survivor. Each phase had its physical and psychological impacts and negates Hiroshima as a model for rational behavior despite those who claim survival is possible for those who are prepared. The psychic effects of modern nuclear, chemical, and germ warfare need to be challenged with a symbolization of life and immortality. Studies of psychological reactions to the terror children felt during practice air-raid drills indicate that the fears can be surpressed and re-emerge in adult life as a linking of death with collective annihilation. Other themes which emerge are feelings of impermanence, craziness, identification with the bomb, and a double existence. Psychic numbing and the religion of nuclearism cause dangerous conflicts with the anxieties caused by increasing awareness of death. (DCK)