WorldWideScience

Sample records for winning game plan

  1. Winning Cores in Parity Games

    DEFF Research Database (Denmark)

    Vester, Steen

    2016-01-01

    We introduce the novel notion of winning cores in parity games and develop a deterministic polynomial-time under-approximation algorithm for solving parity games based on winning core approximation. Underlying this algorithm are a number properties about winning cores which are interesting...... in their own right. In particular, we show that the winning core and the winning region for a player in a parity game are equivalently empty. Moreover, the winning core contains all fatal attractors but is not necessarily a dominion itself. Experimental results are very positive both with respect to quality...

  2. Quantum Chinos game: winning strategies through quantum fluctuations

    International Nuclear Information System (INIS)

    Guinea, F; Martin-Delgado, M A

    2003-01-01

    We apply several quantization schemes to simple versions of the Chinos game. Classically, for two players with one coin each, there is a symmetric stable strategy that allows each player to win half of the times on average. A partial quantization of the game (semiclassical) allows us to find a winning strategy for the second player, but it is unstable w.r.t. the classical strategy. However, in a fully quantum version of the game we find a winning strategy for the first player that is optimal: the symmetric classical situation is broken at the quantum level. (letter to the editor)

  3. Losses Disguised as Wins Affect Game Selection on Multiline Slots.

    Science.gov (United States)

    Graydon, Candice; Stange, Madison; Dixon, Mike J

    2018-05-05

    Multiline slots are exciting games that contain features which make them alluring. One such feature is a loss disguised as a win (LDW); wherein, players win less than they wager (e.g., bet 2 dollars, win back 50 cents), but this net loss is disguised by flashing graphics and winning sounds. Research to date concludes that LDWs are both rewarding and reinforcing. Here, we investigated whether LDWs affect players' game selection. Thirty-two undergraduate students with experience playing slot machines played 100 spins on four games-two had positive payback percentages (115%) and two had negative payback percentages (85%) after 100 spins. For each payback percentage condition, there was a game with no LDWs and a game with a moderate number of LDWs. For the 100 spins, players could choose to play whichever game they wished. They then rated their preference for each game following the 100-spins and chose a game to continue playing. The majority of players preferred playing the positive payback percentage game with LDWs and chose to continue playing this game over the three other games. We conclude that in addition to LDWs being reinforcing and rewarding, LDWs do in fact influence game selection. We conclude that responsible gambling initiatives should educate players about LDWs.

  4. Differences in game-related statistics of basketball performance by game location for men's winning and losing teams.

    Science.gov (United States)

    Gómez, Miguel A; Lorenzo, Alberto; Barakat, Rubén; Ortega, Enrique; Palao, José M

    2008-02-01

    The aim of the present study was to identify game-related statistics that differentiate winning and losing teams according to game location. The sample included 306 games of the 2004-2005 regular season of the Spanish professional men's league (ACB League). The independent variables were game location (home or away) and game result (win or loss). The game-related statistics registered were free throws (successful and unsuccessful), 2- and 3-point field goals (successful and unsuccessful), offensive and defensive rebounds, blocks, assists, fouls, steals, and turnovers. Descriptive and inferential analyses were done (one-way analysis of variance and discriminate analysis). The multivariate analysis showed that winning teams differ from losing teams in defensive rebounds (SC = .42) and in assists (SC = .38). Similarly, winning teams differ from losing teams when they play at home in defensive rebounds (SC = .40) and in assists (SC = .41). On the other hand, winning teams differ from losing teams when they play away in defensive rebounds (SC = .44), assists (SC = .30), successful 2-point field goals (SC = .31), and unsuccessful 3-point field goals (SC = -.35). Defensive rebounds and assists were the only game-related statistics common to all three analyses.

  5. Winning at Pocker and Games of Chance Winning at Pocker and Games of Chance

    Directory of Open Access Journals (Sweden)

    Anita Flanders Rebelo

    2008-04-01

    Full Text Available It's the modern consumer mind - compete to eat, save to the grave, throw to the wind to win! Never the game that's im portant - it's the beer , the fag. . . and if you're broke it's just the "odds" to turn you on. "Socrates didn't play dice games. He drank a lot. And when he was drunk he would go watch the game and give advice. It was because of bad advice that he was eventually sentenced to death. . . Back then it was more fun. Nobody knew anything about odds. It was just put down your money, you toss the dice, you laugh, you take another drink." - to Cassidy,it's knowing the odds that's put everybody on pot. Rack Cassidy's Winning at Poker and Games of Chance lampoons the illogic logic of modern "instructed" man. It is a disturbingly funny caricature of a nonsensical consumer's mind trying to ratio nalize the game of life, and what comes out is "hash" - not meat and potatoes. The book is high philosophical slapstick comedy ila Charlie Chaplin on paper in today's scene. To Cassidy, consumer thinking has made intellectual nitwits of us. We're always ex plaining in detail about what we don't have the slightest real understanding of, but we go on and on like automats spitting out words and words which in the long run make no sense to our__ selves and much less to the other poor broken down human calculat ing machines - especially when we try to give logic to our il/logical vices and fears.

  6. Winning strategies for pseudo-telepathy games using single non-local box

    International Nuclear Information System (INIS)

    Kunkri, S.; Kar, G.; Ghosh, S.; Roy, A.

    2006-12-01

    Using a single NL-box, a winning strategy is given for the impossible colouring pseudo-telepathy game for the set of vectors having Kochen-Specker property in four dimension. A sufficient condition given regarding the structure of the impossible colouring pseudo-telepathy game for general d-dimension. A winning strategy for this game is then described with single use of NL-box. (author)

  7. Connes' embedding problem and winning strategies for quantum XOR games

    Science.gov (United States)

    Harris, Samuel J.

    2017-12-01

    We consider quantum XOR games, defined in the work of Regev and Vidick [ACM Trans. Comput. Theory 7, 43 (2015)], from the perspective of unitary correlations defined in the work of Harris and Paulsen [Integr. Equations Oper. Theory 89, 125 (2017)]. We show that the winning bias of a quantum XOR game in the tensor product model (respectively, the commuting model) is equal to the norm of its associated linear functional on the unitary correlation set from the appropriate model. We show that Connes' embedding problem has a positive answer if and only if every quantum XOR game has entanglement bias equal to the commuting bias. In particular, the embedding problem is equivalent to determining whether every quantum XOR game G with a winning strategy in the commuting model also has a winning strategy in the approximate finite-dimensional model.

  8. GAME-RELATED STATISTICS THAT DISCRIMINATED WINNING, DRAWING AND LOSING TEAMS FROM THE SPANISH SOCCER LEAGUE

    Directory of Open Access Journals (Sweden)

    Carlos Lago-Peñas

    2010-06-01

    Full Text Available The aim of the present study was to analyze men's football competitions, trying to identify which game-related statistics allow to discriminate winning, drawing and losing teams. The sample used corresponded to 380 games from the 2008-2009 season of the Spanish Men's Professional League. The game-related statistics gathered were: total shots, shots on goal, effectiveness, assists, crosses, offsides commited and received, corners, ball possession, crosses against, fouls committed and received, corners against, yellow and red cards, and venue. An univariate (t-test and multivariate (discriminant analysis of data was done. The results showed that winning teams had averages that were significantly higher for the following game statistics: total shots (p < 0.001, shots on goal (p < 0.01, effectiveness (p < 0.01, assists (p < 0.01, offsides committed (p < 0.01 and crosses against (p < 0.01. Losing teams had significantly higher averages in the variable crosses (p < 0.01, offsides received (p < 0. 01 and red cards (p < 0.01. Discriminant analysis allowed to conclude the following: the variables that discriminate between winning, drawing and losing teams were the total shots, shots on goal, crosses, crosses against, ball possession and venue. Coaches and players should be aware for these different profiles in order to increase knowledge about game cognitive and motor solicitation and, therefore, to evaluate specificity at the time of practice and game planning

  9. WIN Chapters: Milestones and Future Plans

    Energy Technology Data Exchange (ETDEWEB)

    Castro, P.; Pelegrí, M.

    2015-07-01

    In this paper the WIN Chapters: milestones and future plans are presented. WIN-IAEA has rewarded-in the three last years - to Australia-2014, South-Africa-2013 and Sweden-2012. WIN-Global -specially WiN IAEA- can collaborate a lot with the CTBTO presenting the content of the Treaty on the Non-Proliferation of Nuclear Weapons actually increasing the signatory members in 2015. Historical decisions on NTP are already affecting WiN IAEA. The research reactors or high flux reactors are important in the field of medical applications and other future applications. In Australia women-scientist of OPAL, can become WiN. Between the OPAL applications there is a production of silicon plates to be used in laptops/mobiles. WIN-Europe activities related with the climatic change and with the academic promotion. 2015 is also a very important year due the celebration of 20th Anniversary of WIN-Spain; plans of this Chapter and Conferences of WIN-Global are presented. In addition there are women working in ITER, in some activities in the EU, China, India, Japan, South Korea, USA and Russia both in the academic (R+D) field and into the Industry. (Author)

  10. Game Related Statistics Which Discriminate Between Winning and Losing Under-16 Male Basketball Games

    Science.gov (United States)

    Lorenzo, Alberto; Gómez, Miguel Ángel; Ortega, Enrique; Ibáñez, Sergio José; Sampaio, Jaime

    2010-01-01

    The aim of the present study was to identify the game-related statistics which discriminate between winning and losing teams in under-16 years old male basketball games. The sample gathered all 122 games in the 2004 and 2005 Under-16 European Championships. The game-related statistics analysed were the free-throws (both successful and unsuccessful), 2- and 3-points field-goals (both successful and unsuccessful) offensive and defensive rebounds, blocks, assists, fouls, turnovers and steals. The winning teams exhibited lower ball possessions per game and better offensive and defensive efficacy coefficients than the losing teams. Results from discriminant analysis were statistically significant and allowed to emphasize several structure coefficients (SC). In close games (final score differences below 9 points), the discriminant variables were the turnovers (SC = -0.47) and the assists (SC = 0.33). In balanced games (final score differences between 10 and 29 points), the variables that discriminated between the groups were the successful 2-point field-goals (SC = -0.34) and defensive rebounds (SC = -0. 36); and in unbalanced games (final score differences above 30 points) the variables that best discriminated both groups were the successful 2-point field-goals (SC = 0.37). These results allowed understanding that these players' specific characteristics result in a different game-related statistical profile and helped to point out the importance of the perceptive and decision making process in practice and in competition. Key points The players' game-related statistical profile varied according to game type, game outcome and in formative categories in basketball. The results of this work help to point out the different player's performance described in U-16 men's basketball teams compared with senior and professional men's basketball teams. The results obtained enhance the importance of the perceptive and decision making process in practice and in competition. PMID

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

    OpenAIRE

    Wladimir Andreff

    2012-01-01

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

  12. DIFFERENCES IN GAME STATISTICS BETWEEN WINNING AND LOSING RUGBY TEAMS IN THE SIX NATIONS TOURNAMENT

    Directory of Open Access Journals (Sweden)

    José M. Palao

    2009-12-01

    Full Text Available The objective of the present study was to analyze the differences in rugby game statistics between winning and losing teams. The data from 58 games of round robin play from the Six Nations tournament from the 2003-2006 seasons were analyzed. The groups of variables studied were: number of points scored, way in which the points were scored; way teams obtained the ball and how the team used it; and technical and tactical aspects of the game. A univariate (t-test and multivariate (discriminant analysis of data was done. Winning teams had average values that were significantly higher in points scored, conversions, successful drops, mauls won, line breaks, possessions kicked, tackles completed, and turnovers won. Losing teams had significantly higher averages for the variables scrums lost and line-outs lost. The results showed that: a in the phases of obtaining the ball and more specifically in scrummage and line-out, winning teams lose fewer balls than losing teams (winning teams have an efficacy of 90% in both actions; b the winning team tends to play more with their feet when they obtain the ball, to utilize the maul as a way of attacking, and to break the defensive line more often than the losing team does; and c On defence, winning teams recovered more balls and completed more tackles than losing teams, and the percentage of tackles completed by winning teams was 94%. The value presented could be used as a reference for practice and competition in peak performance teams

  13. Win-stay-lose-learn promotes cooperation in the spatial prisoner's dilemma game.

    Directory of Open Access Journals (Sweden)

    Yongkui Liu

    Full Text Available Holding on to one's strategy is natural and common if the later warrants success and satisfaction. This goes against widespread simulation practices of evolutionary games, where players frequently consider changing their strategy even though their payoffs may be marginally different than those of the other players. Inspired by this observation, we introduce an aspiration-based win-stay-lose-learn strategy updating rule into the spatial prisoner's dilemma game. The rule is simple and intuitive, foreseeing strategy changes only by dissatisfied players, who then attempt to adopt the strategy of one of their nearest neighbors, while the strategies of satisfied players are not subject to change. We find that the proposed win-stay-lose-learn rule promotes the evolution of cooperation, and it does so very robustly and independently of the initial conditions. In fact, we show that even a minute initial fraction of cooperators may be sufficient to eventually secure a highly cooperative final state. In addition to extensive simulation results that support our conclusions, we also present results obtained by means of the pair approximation of the studied game. Our findings continue the success story of related win-stay strategy updating rules, and by doing so reveal new ways of resolving the prisoner's dilemma.

  14. The Bamberg Trucking Game: A Paradigm for Assessing the Detection of Win-Win Solutions in a Potential Conflict Scenario.

    Science.gov (United States)

    Nalis, Dario; Schütz, Astrid; Pastukhov, Alexander

    2018-01-01

    In win-win solutions, all parties benefit more from the solution than they would if they each pursued their own individual goals. Such solutions are beneficial at individual and collective levels and thus represent optimal solutions. Win-win solutions are desirable but often difficult to find. To allow the study of individual differences and situational factors that help or hinder the detection of win-win solutions, we created a paradigm that fills a gap in the repertoire of psychological instruments used to assess collaboration, cooperation, negotiation, and prosocial behavior. The new paradigm differs from previous ones in two aspects: (a) In existing paradigms that focus on social motivation, possible strategies are evident, whereas we focused here on the question of whether people can detect the solution and thus disentangle ability from motivation, (b) Paradigms that focus on cooperation typically entail a risk associated with the partner's defection, whereas cooperation in our paradigm is not associated with risk. We adjusted the Trucking Game-a method for assessing bargaining-to include a situation in which two parties can help each other achieve their respective goals and thus benefit over and above the pursuit of individual goals or compromising. We tested scenario-based and interaction-based versions with samples of 154 and 112 participants, respectively. Almost one third of the participants or dyads found the win-win solution. General mental abilities were not related to detecting the win-win solution in either version. The paradigm provides a way to extend research on cooperation and conflict and can thus be useful for research and training.

  15. Analysis of Decision Making Process in Moneyball: The Art of Winning an Unfair Game

    Directory of Open Access Journals (Sweden)

    Mochamad Sandy Triady

    2015-03-01

    Full Text Available Billy Beanes’s success in using data-driven decision making in baseball industry is wonderfully written by Michael Lewis in Moneyball. As a general manager in baseball team that were in the bottom position of the league from the financial side to acquire the players, Beane, along with his partner, explored the use of data in choosing the team’s player. They figured out how to determine the worth of every player.The process was not smooth, due to the condition of baseball industry that was not common with using advanced statistic in acquiring   players. Many teams still use the old paradigm that rely on experts’ judgments, intuition, or experience in decision making process. Moneyball approached that using data-driven decision making gave excellent result for Beane’s team. The team won 20 gamessequently in the 2002 season and also spent the lowest cost per win than other teams.This paper attempts to review the principles of Moneyball – The Art of Winning an Unfair Game as a process of decision making and gives what we can learn from the story in order to win the games, the unfair games.

  16. Analysis of the one-dimensional Yut-Nori game: Winning strategy and avalanche-size distribution

    Science.gov (United States)

    Park, Hye Jin; Sim, Hasung; Jo, Hang-Hyun; Kim, Beom Jun

    2013-10-01

    In the Korean traditional board game Yut-Nori, teams compete by moving their pieces on a two-dimensional game board, and the team whose all pieces complete a round trip on the board wins. In every round, teams throw four wooden sticks of the shape of half-cut cylinders and the number of sticks that show belly sides, i.e., the flat sides, determines the number of steps the team's piece can advance on the board. It is possible to pile up one team's pieces if their sites are identical so that pieces as a group can move together afterwards (piling). If a team's piece(s) arrives at a site occupied by an opponent's piece(s), it is caught and removed from the board, and the team is given one more chance to throw the sticks and proceed (catching). For simplicity, we simulate this game on a one-dimensional board with the same number of sites as the original game and show that catching is a more advantageous strategy than piling to win. We also study the avalanche-size distribution in the thermodynamic limit and find that it follows an exponential form.

  17. Windows Calorimeter Control (WinCal) program computer software test plan

    International Nuclear Information System (INIS)

    Pertzborn, N.F.

    1997-01-01

    This document provides the information and guidelines necessary to conduct all the required testing of the Windows Calorimeter Control (WinCal) system. The strategy and essential components for testing the WinCal System Project are described in this test plan. The purpose of this test plan is to provide the customer and performing organizations with specific procedures for testing the specified system's functions

  18. Discriminatory power of water polo game-related statistics at the 2008 Olympic Games.

    Science.gov (United States)

    Escalante, Yolanda; Saavedra, Jose M; Mansilla, Mirella; Tella, Victor

    2011-02-01

    The aims of this study were (1) to compare water polo game-related statistics by context (winning and losing teams) and sex (men and women), and (2) to identify characteristics discriminating the performances for each sex. The game-related statistics of the 64 matches (44 men's and 20 women's) played in the final phase of the Olympic Games held in Beijing in 2008 were analysed. Unpaired t-tests compared winners and losers and men and women, and confidence intervals and effect sizes of the differences were calculated. The results were subjected to a discriminant analysis to identify the differentiating game-related statistics of the winning and losing teams. The results showed the differences between winning and losing men's teams to be in both defence and offence, whereas in women's teams they were only in offence. In men's games, passing (assists), aggressive play (exclusions), centre position effectiveness (centre shots), and goalkeeper defence (goalkeeper-blocked 5-m shots) predominated, whereas in women's games the play was more dynamic (possessions). The variable that most discriminated performance in men was goalkeeper-blocked shots, and in women shooting effectiveness (shots). These results should help coaches when planning training and competition.

  19. The birth of a community, the death of the win: Player production of the Middle-earth Collectible Card Game [symposium

    Directory of Open Access Journals (Sweden)

    Joe Bisz

    2009-03-01

    Full Text Available Collectible card games (CCGs are at the midpoint of the spectrum of gameplaying: half game, half story. An examination of a CCG based on Tolkien's Middle-earth illustrates the ways in which fans of the story have changed the game, especially in removing the focus on winning.

  20. Problem gamblers are hyposensitive to wins: an analysis of skin conductance responses during actual gambling on electronic gaming machines.

    Science.gov (United States)

    Lole, Lisa; Gonsalvez, Craig J; Barry, Robert J; Blaszczynski, Alex

    2014-06-01

    Physiological arousal is purportedly a key determinant in the development and maintenance of gambling behaviors, with problem gambling conceptualized in terms of abnormal autonomic responses. Theoretical conceptualizations of problem gambling are discordant regarding the nature of deficit in this disorder; some accounts posit that problem gamblers are hypersensitive to reward, and others that they are hyposensitive to reward and/or punishment. Previous research examining phasic electrodermal responses in gamblers has been limited to laboratory settings, and reactions to real gaming situations need to be examined. Skin conductance responses (SCRs) to losses, wins, and losses disguised as wins (LDWs) were recorded from 15 problem gamblers (PGs) and 15 nonproblem gamblers (NPGs) while they wagered their own money during electronic gaming machine play. PGs demonstrated significantly reduced SCRs to reward. SCRs to losses and LDWs did not differ for either PGs or NPGs. This hyposensitivity to wins may reflect abnormalities in incentive processing, and may represent a potential biological marker for problem gambling. Copyright © 2014 Society for Psychophysiological Research.

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

    Science.gov (United States)

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

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

  2. Release the Prisoners Game

    Science.gov (United States)

    Van Hecke, Tanja

    2011-01-01

    This article presents the mathematical approach of the optimal strategy to win the "Release the prisoners" game and the integration of this analysis in a math class. Outline lesson plans at three different levels are given, where simulations are suggested as well as theoretical findings about the probability distribution function and its mean…

  3. Win the game of Googleopoly unlocking the secret strategy of search engines

    CERN Document Server

    Bradley, Sean V

    2015-01-01

    Rank higher in search results with this guide to SEO and content building supremacy Google is not only the number one search engine in the world, it is also the number one website in the world. Only 5 percent of site visitors search past the first page of Google, so if you're not in those top ten results, you are essentially invisible. Winning the Game of Googleopoly is the ultimate roadmap to Page One Domination. The POD strategy is what gets you on that super-critical first page of Google results by increasing your page views. You'll learn how to shape your online presence for Search Engine

  4. Video lottery: winning expectancies and arousal.

    Science.gov (United States)

    Ladouceur, Robert; Sévigny, Serge; Blaszczynski, Alexander; O'Connor, Kieron; Lavoie, Marc E

    2003-06-01

    This study investigates the effects of video lottery players' expectancies of winning on physiological and subjective arousal. Participants were assigned randomly to one of two experimental conditions: high and low winning expectancies. Participants played 100 video lottery games in a laboratory setting while physiological measures were recorded. Level of risk-taking was controlled. Participants were 34 occasional or regular video lottery players. They were assigned randomly into two groups of 17, with nine men and eight women in each group. The low-expectancy group played for fun, therefore expecting to win worthless credits, while the high-expectancy group played for real money. Players' experience, demographic variables and subjective arousal were assessed. Severity of problem gambling was measured with the South Oaks Gambling Screen. In order to measure arousal, the average heart rate was recorded across eight periods. Participants exposed to high as compared to low expectations experienced faster heart rate prior to and during the gambling session. According to self-reports, it is the expectancy of winning money that is exciting, not playing the game. Regardless of the level of risk-taking, expectancy of winning is a cognitive factor influencing levels of arousal. When playing for fun, gambling becomes significantly less stimulating than when playing for money.

  5. A Mixed Reality Game for Urban Planning

    DEFF Research Database (Denmark)

    Nielsen, Rune; Delman, Thomas Fabian; Løssing, Tobias

    2005-01-01

    This paper presents a case study based on an innovative collaborative, game-based approach to urban planning utilizing mixed and augmented reality techniques. Modern urban planning involves a wide variety of interests and individuals, consequently new methods and tools are needed to assure...... the active involvement of all parties in the planning process. The Harbour Game is a debating game employing visual tracking and pattern recognition to superimpose information, e.g. 3-dimensional models, text, and photos on physical artefacts facilitating the understanding of complex relations in urban...... planning. The paper discusses the Harbour Game as an innovative approach to urban planning and the technology used in the Harbour Game in relation to similar approaches....

  6. Can a near win kindle motivation? The impact of nearly winning on motivation for unrelated rewards.

    Science.gov (United States)

    Wadhwa, Monica; Kim, JeeHye Christine

    2015-06-01

    Common intuition and research suggest that winning is more motivating than losing. However, we propose that just failing to obtain a reward (i.e., nearly winning it) in one task leads to broader, positive motivational effects on subsequent unrelated tasks relative to clearly losing or actually obtaining the reward. We manipulated a near-win experience using a game app in Experiments 1 through 3 and a lottery in Experiment 4. Our findings showed that nearly winning in one task subsequently led participants to walk faster to get to a chocolate bar (Experiment 1), salivate more for money (Experiment 2), and increase their effort to earn money in a card-sorting task (Experiment 3). A field study (Experiment 4) demonstrated that nearly winning led people to subsequently spend more money on desirable consumer products. Finally, our findings showed that when the activated motivational state was dampened in an intervening task, the nearly-winning effect was attenuated. © The Author(s) 2015.

  7. 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.

  8. An undertaking planning game for the electricity supply industry

    International Nuclear Information System (INIS)

    Troescher, H.

    1977-01-01

    Planning games have been found satisfactory in many field in political and economic life. In particular the more convenient access to electronic calculators has made a contrinution to their wider use. It is therefore surprising that the first planning game which has become known for the electricity supply industry was first published in the year 1975. This is the planning game for the Bernischen Kraftwerke AG, which is based on a simplified model of a small electricity supply undertaking (EVU). This planning game was adapted in the RWE to the conditions in larger EVU and a few additional model components were added. Besides the general points of view on planning games for EVU the author deals with the extended planning game which is termed in the article PEW. (orig.) [de

  9. Optimal Bounds in Parametric LTL Games

    Directory of Open Access Journals (Sweden)

    Martin Zimmermann

    2011-06-01

    Full Text Available We consider graph games of infinite duration with winning conditions in parameterized linear temporal logic, where the temporal operators are equipped with variables for time bounds. In model checking such specifications were introduced as "PLTL" by Alur et al. and (in a different version called "PROMPT-LTL" by Kupferman et al.. We present an algorithm to determine optimal variable valuations that allow a player to win a game. Furthermore, we show how to determine whether a player wins a game with respect to some, infinitely many, or all valuations. All our algorithms run in doubly-exponential time; so, adding bounded temporal operators does not increase the complexity compared to solving plain LTL games.

  10. Winning Strategies: A Case Study of Oyo State Lottery, Nigeria

    African Journals Online (AJOL)

    PROF. OLIVER OSUAGWA

    2014-06-01

    Jun 1, 2014 ... Keywords: Tickets, Lottery strategy, Winning numbers, Hypothesis testing, Historical ... Among all the games of ... different kinds of games are organized by ..... [1] Bradley, R.E. (2001), “Euler and the Genoese lottery”, [Online; ...

  11. The allure of multi-line games in modern slot machines.

    Science.gov (United States)

    Dixon, Mike J; Graydon, Candice; Harrigan, Kevin A; Wojtowicz, Lisa; Siu, Vivian; Fugelsang, Jonathan A

    2014-11-01

    In multi-line slot machines, players can wager on more than one line per spin. We sought to show that players preferred multi-line over single-line games, and that certain game features could cause multi-line game play to feel more rewarding. Reward was measured using post-reinforcement pauses (PRPs) following each outcome (the time between outcome delivery and the next spin). Gamblers (n = 102) played 250 spins on a 20-line game and 250 spins on a one-line game (answering questions about game experiences following each session). Playing one-line, a small credit gain (e.g. 2 cents) was a net win. In the 20-line game it was a net loss of 18 credits but was still accompanied by 'winning' sights and sounds. Most players (94%) preferred the 20-line game. PRPs for small credit gains (net losses) in the 20-line game were equivalent, or larger than in the one-line game where such gains were wins. The largest increase in PRP size was between the 0 and 2 credit conditions for both games. Thus 20-line players reacted as though these net losses of 18 credits were rewarding. Players' estimates of the number of true wins were accurate in the one-line game, but they significantly over-estimated the number of true wins in the 20-line game (P game play. Multi-line games appear to be more appealing to gaming machine ('slots') players than single-line games. These games may be particularly absorbing for those with gambling problems. © 2014 Society for the Study of Addiction.

  12. Windows Calorimeter Control (WinCal) program computer software configuration management plan

    International Nuclear Information System (INIS)

    1997-01-01

    This document describes the system configuration management activities performed in support of the Windows Calorimeter Control (WinCal) system, in accordance with Site procedures based on Institute of Electrical and Electronic Engineers (IEEE) Standard 828-1990, Standard for Software Configuration Management Plans (IEEE 1990) and IEEE Standard 1042-1987, Guide to Software Configuration Management (IEEE 1987)

  13. 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)

  14. The Fixpoint-Iteration Algorithm for Parity Games

    Directory of Open Access Journals (Sweden)

    Florian Bruse

    2014-08-01

    Full Text Available It is known that the model checking problem for the modal mu-calculus reduces to the problem of solving a parity game and vice-versa. The latter is realised by the Walukiewicz formulas which are satisfied by a node in a parity game iff player 0 wins the game from this node. Thus, they define her winning region, and any model checking algorithm for the modal mu-calculus, suitably specialised to the Walukiewicz formulas, yields an algorithm for solving parity games. In this paper we study the effect of employing the most straight-forward mu-calculus model checking algorithm: fixpoint iteration. This is also one of the few algorithms, if not the only one, that were not originally devised for parity game solving already. While an empirical study quickly shows that this does not yield an algorithm that works well in practice, it is interesting from a theoretical point for two reasons: first, it is exponential on virtually all families of games that were designed as lower bounds for very particular algorithms suggesting that fixpoint iteration is connected to all those. Second, fixpoint iteration does not compute positional winning strategies. Note that the Walukiewicz formulas only define winning regions; some additional work is needed in order to make this algorithm compute winning strategies. We show that these are particular exponential-space strategies which we call eventually-positional, and we show how positional ones can be extracted from them.

  15. Effects of Consecutive Basketball Games on the Game-Related Statistics that Discriminate Winner and Losing Teams

    Science.gov (United States)

    Ibáñez, Sergio J.; García, Javier; Feu, Sebastian; Lorenzo, Alberto; Sampaio, Jaime

    2009-01-01

    The aim of the present study was to identify the game-related statistics that discriminated basketball winning and losing teams in each of the three consecutive games played in a condensed tournament format. The data were obtained from the Spanish Basketball Federation and included game-related statistics from the Under-20 league (2005-2006 and 2006-2007 seasons). A total of 223 games were analyzed with the following game-related statistics: two and three-point field goal (made and missed), free-throws (made and missed), offensive and defensive rebounds, assists, steals, turnovers, blocks (made and received), fouls committed, ball possessions and offensive rating. Results showed that winning teams in this competition had better values in all game-related statistics, with the exception of three point field goals made, free-throws missed and turnovers (p ≥ 0.05). The main effect of game number was only identified in turnovers, with a statistical significant decrease between the second and third game. No interaction was found in the analysed variables. A discriminant analysis allowed identifying the two-point field goals made, the defensive rebounds and the assists as discriminators between winning and losing teams in all three games. Additionally to these, only the three-point field goals made contributed to discriminate teams in game three, suggesting a moderate effect of fatigue. Coaches may benefit from being aware of this variation in game determinant related statistics and, also, from using offensive and defensive strategies in the third game, allowing to explore or hide the three point field-goals performance. Key points Overall team performances along the three consecutive games were very similar, not confirming an accumulated fatigue effect. The results from the three-point field goals in the third game suggested that winning teams were able to shoot better from longer distances and this could be the result of exhibiting higher conditioning status and

  16. Expressing gambling-related cognitive biases in motor behaviour: rolling dice to win prizes.

    Science.gov (United States)

    Lim, Matthew S M; Bowden-Jones, Henrietta; Rogers, Robert D

    2014-09-01

    Cognitive perspectives on gambling propose that biased thinking plays a significant role in sustaining gambling participation and, in vulnerable individuals, gambling problems. One prominent set of cognitive biases include illusions of control involving beliefs that it is possible to influence random gaming events. Sociologists have reported that (some) gamblers believe that it is possible to throw dice in different ways to achieve gaming outcomes (e.g., 'dice-setting' in craps). However, experimental demonstrations of these phenomena are lacking. Here, we asked regular gamblers to roll a computer-simulated, but fair, 6 sided die for monetary prizes. Gamblers allowed the die to roll for longer when attempting to win higher value bets, and when attempting to hit high winning numbers. This behaviour was exaggerated in gamblers motivated to keep gambling following the experience of almost-winning in gambling games. These results suggest that gambling cognitive biases find expression in the motor behaviour of rolling dice for monetary prizes, possibly reflecting embodied substrates.

  17. Construction of Barrier in a Fishing Game With Point Capture.

    Science.gov (United States)

    Zha, Wenzhong; Chen, Jie; Peng, Zhihong; Gu, Dongbing

    2017-06-01

    This paper addresses a particular pursuit-evasion game, called as "fishing game" where a faster evader attempts to pass the gap between two pursuers. We are concerned with the conditions under which the evader or pursuers can win the game. This is a game of kind in which an essential aspect, barrier, separates the state space into disjoint parts associated with each player's winning region. We present a method of explicit policy to construct the barrier. This method divides the fishing game into two subgames related to the included angle and the relative distances between the evader and the pursuers, respectively, and then analyzes the possibility of capture or escape for each subgame to ascertain the analytical forms of the barrier. Furthermore, we fuse the games of kind and degree by solving the optimal control strategies in the minimum time for each player when the initial state lies in their winning regions. Along with the optimal strategies, the trajectories of the players are delineated and the upper bounds of their winning times are also derived.

  18. The Effect of Losses Disguised as Wins and Near Misses in Electronic Gaming Machines: A Systematic Review.

    Science.gov (United States)

    Barton, K R; Yazdani, A; Ayer, N; Kalvapalle, S; Brown, S; Stapleton, J; Brown, D G; Harrigan, K A

    2017-12-01

    Near misses and losses disguised as wins have been of interest to gambling researchers and policymakers for many years (e.g., Griffiths in J Gambl Stud 9(2):101-120, 1993). This systematic literature review describes the behavioural, psychological, and psychobiological effects of near misses and losses disguised as wins (LDWs) in an effort to evaluate their precise influence on the player and to highlight areas requiring further investigation. A systematic search for relevant studies was conducted using Scopus, PubMed, PsycINFO, ProQuest Sociology databases, and the Gambling Research Exchange Ontario Knowledge Repository. A total of 51 (from an initial pool of 802) experimental peer-reviewed studies using human participants were found between 1991 and 2015. The systematic review revealed that near misses motivate continued play, but have varying effects on the emotional state or betting behaviour of the player. Near miss events were also shown to be associated with elevated skin conductance levels and diffuse activity across the brain, most consistently in areas processing reinforcement and reward. Re-examination of the studies of near misses events after classifying the type of game feedback suggested that the effectiveness of near misses is related to the phenomenology of a near miss itself rather than as a response to auditory or visual feedback provided by a slot machine. In contrast to near misses, the presence of LDWs was found to relate to an overestimation of how much a player is actually winning and was consistently viewed as an exciting event. The effect of LDWs appears to be driven by the presence of visuals and sounds most often associated with a true win. Practical implications and directions for future research are also discussed.

  19. Playing to win over: validating persuasive games

    NARCIS (Netherlands)

    R.S. Jacobs (Ruud)

    2017-01-01

    textabstractThis dissertation describes four years of scientific inquiry into persuasive games – digital games designed to persuade – as part of a multidisciplinary research project ‘Persuasive Gaming. From Theory-Based Design to Validation and Back’ funded by the Netherlands Organization for

  20. Continuous improvement: A win... win process

    International Nuclear Information System (INIS)

    Lawrence, T.; Wichert, A.

    1993-01-01

    Implementing a continuous improvement (CI) process within PanCanadian's oil and gas production operations might have been a simple assignment if one were not also trying to capture the hearts and imaginations of the people in a changing work environment. Meeting the challenge is resulting in big payoffs to both the organization and its people. The plan used within the Company's Production Division to successfully introduce the CI process is discussed. A brief insight is provided on the process philosophy, with emphasis placed on planning, training and coaching used to launch the process. Also reviewed at length are the impediments to change and the challenges faced when changing an organization's culture. In a CI work environment, the supervisor's traditional role changes from one of monitoring and controlling to one of inspiring, motivating and leading people by communicating a clear vision. Employees at all levels in the work environment are organized into teams and armed with a good working knowledge of the problem solving tools which allow them to pursue and implement improvement initiatives. The outcome of the process is an ongoing 'win-win' situation for both the Company and its people. Employees are gaining more trust, eliminating job irritants and enjoying their work more in a team environment. The Company is winning through increased production, improved safety and reduced operating expenses, thanks to many innovative ideas which the employees have implemented. 4 refs

  1. Local Strategy Improvement for Parity Game Solving

    OpenAIRE

    Friedmann, Oliver; Lange, Martin

    2010-01-01

    The problem of solving a parity game is at the core of many problems in model checking, satisfiability checking and program synthesis. Some of the best algorithms for solving parity game are strategy improvement algorithms. These are global in nature since they require the entire parity game to be present at the beginning. This is a distinct disadvantage because in many applications one only needs to know which winning region a particular node belongs to, and a witnessing winning strategy may...

  2. Women in nuclear (WiN) Australia

    International Nuclear Information System (INIS)

    Lackenby, Joanne

    2015-01-01

    Founded in 1992, Women in Nuclear Global (WiN Global) is a worldwide organisation that supports and encourages women working in nuclear and radiation applications. Membership of WiN is made up of chapters and individuals from over 105 countries and various international organisations. As of August 2015, WiN has approximately 25 000 members in total, some of which are men. WiN Australia Inc. (a chapter of WiN Global) was formally founded in 2005 and has grown to approximately 160 members, with two affiliate members from New Zealand. Members work in a variety of fields including research, policy, defence, meteorology, reactor engineering and maintenance, reactor operations, medical physics, law, supporting roles, nuclear medicine and medical physics, mining, academia and safeguards. The objectives of WiN Global and WiN Australia can broadly be summarised as: 1) to increase awareness and information in the public, especially amongst women and the younger generations, about the peaceful uses of nuclear energy, science and technology 2) facilitate networking between individuals, chapters and with other nuclear organisations 3) to support women working in nuclear energy, science and technology 4 )to hold an annual conference and mentor the younger generations of nuclear professionals. The 2015 WiN Annual Global Conference was held in Vienna and attracted over 450 participants from 50 countries, which highlights the remarkable success of Women in Nuclear. Notable activities carried out by WiN Australia over recent years include hosting the 2014 WiN Annual Global Conference in Sydney: securing a WiN Global Executive position for Oceania: participation in workshops, panels and conferences: ongoing leadership of two important WiN Global working groups: and transition to an incorporated Association. A new WiN Australia Executive Committee was elected in September 2015. Future plans for WiN Australia focus on increased engagement and networking with think tanks, nuclear. and

  3. Win-Win transportation solutions price reforms with multiple benefits

    International Nuclear Information System (INIS)

    Litman, T.

    2001-01-01

    Reform strategies in the transportation market, such as the Win-Win Transportation Solutions, can provide several economic, social and environmental benefits. The strategies are cost effective, technically feasible reforms based on market principles which help create a more equitable and efficient transportation system that supports sustainable economic development. The benefits they provide include reduced traffic congestion, road and parking facility savings, consumer savings, equity, safety and environmental protection. They also increase economic productivity. If fully implemented, they could reduce motor vehicle impacts by 15 to 30 per cent and could help achieve the Kyoto emission reduction targets. Examples of Win-Win strategies at the federal level include: (1) removal of subsidies to oil production and internalized costs, and (2) tax exempt employer provided transfer benefits. Examples of Win-Win strategies at the state/provincial level include: (1) distance-based vehicle insurance and registration fees, (2) least-coast transportation planning and funding, (3) revenue-neutral tax shifting, (4) road pricing, (5) reform motor carrier regulations for competition and efficiency, (6) local and regional transportation demand management programs, (7) more efficient land use, (8) more flexible zoning requirements, (9) parking cash out, (10) transportation management associations, (11) location-efficient housing and mortgages, (12) school and campus trip management, (13) car sharing, (14) non-motorized transport improvements, and (15) traffic calming. It was noted that any market reform that leads to more efficient use of existing transportation systems can provide better economic development benefits. 9 refs., 1 tab., 1 fig

  4. Who wins olympic bids?

    OpenAIRE

    Maennig, Wolfgang; Vierhaus, Christopher

    2014-01-01

    The prospect of hosting the Olympic Games is attractive to many cities around the world. This article examines 147 variables’ potential to discriminate successful from unsuccessful Olympic bids. Our stepwise, rank-ordered logistic regression model includes 10 determinants supporting the contention that economic, political and sports/Olympic factors are important for winning the host city election. IOC members favor cities if more than 2/3 of the population support the bid, but disfavor biddin...

  5. Game-based verification and synthesis

    DEFF Research Database (Denmark)

    Vester, Steen

    and the environment behaves. Synthesis of strategies in games can thus be used for automatic generation of correct-by-construction programs from specifications. We consider verification and synthesis problems for several well-known game-based models. This includes both model-checking problems and satisfiability...... can be extended to solve finitely-branching turn-based games more efficiently. Further, the novel concept of winning cores in parity games is introduced. We use this to develop a new polynomial-time under-approximation algorithm for solving parity games. Experimental results show that this algorithm...... corresponds directly to a program for the corresponding entity of the system. A strategy for a player which ensures that the player wins no matter how the other players behave then corresponds to a program ensuring that the specification of the entity is satisfied no matter how the other entities...

  6. Who Wins the Olympic Games: Economic Development and Medal Totals

    OpenAIRE

    Andrew B. Bernard; Meghan R. Busse

    2000-01-01

    This paper examines determinants of Olympic success at the country level. Does the U.S. win its fair share of Olympic medals? Why does China win 6% of the medals even though it has 1/5 of the world's population? We consider the role of population and economic development in determining medal totals from 1960-1996. We also provide out of sample predictions for the 2000 Olympics in Sydney.

  7. Playing Muller Games in a Hurry

    Directory of Open Access Journals (Sweden)

    John Fearnley

    2010-06-01

    Full Text Available This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  8. Playing Muller Games in a Hurry

    OpenAIRE

    Fearnley, John; Zimmermann, Martin

    2010-01-01

    This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1)^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  9. 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…

  10. Investigation of game characteristics of elite tennis players on different surfaces.

    Directory of Open Access Journals (Sweden)

    Bülent KİLİT

    2017-03-01

    Full Text Available Aim: The purpose of this study was to investigation of game characteristics of elite tennis players on different surfaces (grass, clay and hard. Material and Methods: As a data collection tool used in the official web pages (www.rolandgarros.com, www.wimbledon.com, www.usopen.org in 2015 Grand Slam tennis tournaments. The study monitored the following game characteristics: 1st service %, aces, double faults, unforced error, winning % on 1st serve, winning % on 2nd serve, winners (including service, average 1st serve speed, average 2nd serve speed, average duration of games, average game number, total match duration, average duration of sets. One way ANOVA and Scheffe post-hoc test was performed in order to evaluate the game characteristics in this study. Results: Wimbledon had a significant more responses in terms of 1st service %, aces, winning % on 1st serve, average 1st and 2nd serve speed in male tennis players (p<0.05. For female tennis players, American open had more double faults, while Wimbledon had more aces, winning % on 1st Serve, winning % on 1st serve, average 1st and 2nd serve speed, winners responses (p<0.05. Conclusion: According to these results, serve values in fast court like Wimbledon were more than the others. Similar game characteristics were seen in French open (slow court and American open (medium court.

  11. A game on the universe of sets

    International Nuclear Information System (INIS)

    Saveliev, D I

    2008-01-01

    Working in set theory without the axiom of regularity, we consider a two-person game on the universe of sets. In this game, the players choose in turn an element of a given set, an element of this element and so on. A player wins if he leaves his opponent no possibility of making a move, that is, if he has chosen the empty set. Winning sets (those admitting a winning strategy for one of the players) form a natural hierarchy with levels indexed by ordinals (in the finite case, the ordinal indicates the shortest length of a winning strategy). We show that the class of hereditarily winning sets is an inner model containing all well-founded sets and that each of the four possible relations between the universe, the class of hereditarily winning sets, and the class of well-founded sets is consistent. As far as the class of winning sets is concerned, either it is equal to the whole universe, or many of the axioms of set theory cannot hold on this class. Somewhat surprisingly, this does not apply to the axiom of regularity: we show that the failure of this axiom is consistent with its relativization to winning sets. We then establish more subtle properties of winning non-well-founded sets. We describe all classes of ordinals for which the following is consistent: winning sets without minimal elements (in the sense of membership) occur exactly at the levels indexed by the ordinals of this class. In particular, we show that if an even level of the hierarchy of winning sets contains a set without minimal elements, then all higher levels contain such sets. We show that the failure of the axiom of regularity implies that all odd levels contain sets without minimal elements, but it is consistent with the absence of such sets at all even levels as well as with their appearance at an arbitrary even non-limit or countable-cofinal level. To obtain consistency results, we propose a new method for obtaining models with non-well-founded sets. Finally, we study how long this game can

  12. Business Plan: Video Game Rental Store

    OpenAIRE

    Kemppi, Tuomas

    2013-01-01

    The purpose of this report is to create a business plan for a video game rental store. It includes research on similar companies in other countries, and it determines if the concept would work in Finland. In addition to this, the report also includes research on what steps need to be taken in order to start and run a video game rental business in Finland. The report also goes over the current trends in the video game industry, and takes a look at where the industry is heading. Based...

  13. The Household Planning Game

    DEFF Research Database (Denmark)

    Koch, Louise; Ramsøy, Thomas Z.; Nyström, Marcus

    2014-01-01

    shopping or budget planning situation. The selection of a card was associated with a monetary reward, but the card selection was also associated with a risk of receiving a penalty, which could be greater than the reward. The aim was to win as much money as possible. Rewards and penalties were modelled...... goods like groceries or presents; and 3) prioritize between paying bills at the beginning of a month or go out and spend money on shopping. Eye tracking was used to assess visual attention while participants performed the task. The results showed that the two non-risky decks were selected 30% and 37...

  14. An optical model for implementing Parrondo’s game and designing stochastic game with long-term memory

    International Nuclear Information System (INIS)

    Si Tieyan

    2012-01-01

    Highlights: ► Using a photon propagating through a designed array of beam splitters to simulate Parrondo’s game paradox. ► Design the optical flowchart for implementing Parrondo history-dependent game paradox. ► Design new game with long-term memory on a designed tree lattice and loop lattice. - Abstract: An optical model for a photon propagating through a designed array of beam splitters is developed to give a physical implementation of Parrondo’s game and Parrondo’s history-dependent game. The winner in this optical model is a photon passed the beam splitter. The loser is a photon being reflected by the beam splitter. The optical beam splitter is the coin-tosser. We designed new games with long-term memory by using this optical diagram method. The optical output of the combined game of two losing games could be a win, or a loss, or an oscillation between win and loss. The modern technology to implement this optical model is well developed. A circularly polarized photon is a possible candidate for this physical implementation in laboratory.

  15. Serious Gaming for Water Systems Planning and Management

    Directory of Open Access Journals (Sweden)

    Dragan A. Savic

    2016-10-01

    Full Text Available Water systems planning and management share the same roots with gaming, as they rely on concepts in systems analysis, operations research and decision sciences. This paper focuses on Serious Games (those used for purposes other than mere entertainment, with applications in the area of water systems planning and management. A survey of published work on gaming is carried out with particular attention given to applications of Serious Gaming to water systems planning and management. The survey is also used to identify the principal criteria for the classification of Serious Gaming for water related applications, including application areas, goals, number and type of players, user interface, type of simulation model used, realism of the game, performance feedback, progress monitoring and game portability. The review shows that game applications in the water sector can be a valuable tool for making various stakeholders aware of the socio-techno-economic issues related to managing complex water systems. However, the critical review also indicates a gap that exists in the Serious Game application area with the lack of water distribution system games. A conceptually simple, but computationally elaborate new game for water distribution system analysis, design and evaluation (SeGWADE is presented in this paper. It has a main goal of finding a least-cost design for a well-known benchmark problem, for which the game environment takes the computational and visualisation burden away from the simulation tool and the player. The game has been evaluated in a classroom environment in which a high degree of player engagement with the game was observed, due to its basic game ingredients and activities, i.e., challenge, play and fun. In addition, a clear improvement in learning has been observed in how players attempted to identify solutions that satisfy the pressure criterion with players readily identifying the proximity of the better solutions to the starting

  16. What's so Hard about Win-Win?

    Science.gov (United States)

    Bluestein, Jane

    2011-01-01

    The win-win approach to solving conflicts, which has become popular in the business world, should be a natural for the school environment. Win-win thinking can foster a cooperative school climate by meeting educators' and students' needs for dignity, belonging, and respect. Yet win-win thinking faces a number of obstacles in schools, writes…

  17. The Minority Game : An Economics Perspective

    NARCIS (Netherlands)

    Kets, W.

    2007-01-01

    This paper gives a critical account of the minority game literature. The minority game is a simple congestion game: players need to choose between two options, and those who have selected the option chosen by the minority win. The learning model proposed in this literature seems to differ markedly

  18. Synthesis of railway-signaling plans using reachability games

    DEFF Research Database (Denmark)

    Kasting, Patrick Frederik Soelmark; Hansen, Michael Reichhardt; Vester, Steen

    2016-01-01

    (the control system) controls signals and points and the universal player (the antagonistic environment) controls movement of trains. A winning strategy for the existential player provides a signaling plan that will safely guide trains through the network. The concepts from the railway network model......In this work, we show the feasibility of using functional programming (more specifically F#) in connection with gamebased methods for synthesis of correct-by-construction controllers (also called signaling plans) for railway networks. This is a massively resource-demanding application. A model...

  19. Theoretical analysis and numerical simulation of Parrondo's paradox game in space

    International Nuclear Information System (INIS)

    Xie Nenggang; Chen Yun; Ye Ye; Xu Gang; Wang Lingang; Wang Chao

    2011-01-01

    Highlights: → A multi-agent spatial Parrondo game model is designed. → Double actions between individual and its neighbors are discussed. → The weak and strong paradox conditions are established by theoretical analysis. → Research results demonstrate some new biological points. → Competition is an adaptive behavior on the population level too. - Abstract: A multi-agent spatial Parrondo game model is designed according to the cooperative Parrondo's paradox proposed by Toral. The model is composed of game A and game B. Game A is a zero-sum game between individuals, reflecting competitive interaction between an individual and its neighbors. The winning or losing probability of one individual in game B depends on its neighbors' winning or losing states, reflecting the dependence that individuals has on microhabitat and the overall constraints that the microhabitat has on individuals. By using the analytical approach based on discrete-time Markov chain, we analyze game A, game B and the random combination of game A+B, and obtain corresponding stationary distribution probability and mathematical expectations. We have established conditions of the weak and strong forms of the Parrondo effect, and compared the computer simulation results with the analytical results so as to verify their validity. The analytical results reflect that competition results in the ratchet effect of game B, which generates Parrondo's Paradox that the combination of the losing games can produce a winning result.

  20. Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing.

    Science.gov (United States)

    Kätsyri, Jari; Hari, Riitta; Ravaja, Niklas; Nummenmaa, Lauri

    2013-01-01

    Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players' active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins) and failures (losses) in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing) and watched a pre-recorded gameplay video (vicarious playing) while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI). Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC) during winning than losing, both during active and vicarious playing. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing.

  1. Just watching the game ain’t enough: Striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing

    Directory of Open Access Journals (Sweden)

    Jari eKätsyri

    2013-06-01

    Full Text Available Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players’ active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins and failures (losses in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing and watched a pre-recorded gameplay video (vicarious playing while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI. Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC during winning than losing, both during active and vicarious playing conditions. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing.

  2. Local Strategy Improvement for Parity Game Solving

    Directory of Open Access Journals (Sweden)

    Oliver Friedmann

    2010-06-01

    Full Text Available The problem of solving a parity game is at the core of many problems in model checking, satisfiability checking and program synthesis. Some of the best algorithms for solving parity game are strategy improvement algorithms. These are global in nature since they require the entire parity game to be present at the beginning. This is a distinct disadvantage because in many applications one only needs to know which winning region a particular node belongs to, and a witnessing winning strategy may cover only a fractional part of the entire game graph. We present a local strategy improvement algorithm which explores the game graph on-the-fly whilst performing the improvement steps. We also compare it empirically with existing global strategy improvement algorithms and the currently only other local algorithm for solving parity games. It turns out that local strategy improvement can outperform these others by several orders of magnitude.

  3. Mitigation win-win

    Science.gov (United States)

    Moran, Dominic; Lucas, Amanda; Barnes, Andrew

    2013-07-01

    Win-win messages regarding climate change mitigation policies in agriculture tend to oversimplify farmer motivation. Contributions from psychology, cultural evolution and behavioural economics should help to design more effective policy.

  4. [Online gaming. Potential risk and prevention programs].

    Science.gov (United States)

    Malischnig, Doris

    2014-12-01

    Online gaming is more and more common and increasingly accessible. Due to a lack of social control the participation could be a potential risk for certain customers. The given article focuses on prevention measures that are provided by the Austrian online gaming operator, the Austrian Lotteries, provider of the online gaming platform win2day, in the light of the specifics of Internet gaming in order to avoid problems with gaming.

  5. Noisy quantum game

    International Nuclear Information System (INIS)

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

    2002-01-01

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

  6. Winning Concurrent Reachability Games Requires Doubly-Exponential Patience

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Koucký, Michal; Miltersen, Peter Bro

    2009-01-01

    We exhibit a deterministic concurrent reachability game PURGATORYn with n non-terminal positions and a binary choice for both players in every position so that any positional strategy for Player 1 achieving the value of the game within given isin ... that are less than (isin2/(1 - isin))2n-2 . Also, even to achieve the value within say 1 - 2-n/2, doubly exponentially small behavior probabilities in the number of positions must be used. This behavior is close to worst case: We show that for any such game and 0 ... with all non-zero behavior probabilities being 20(n) at least isin2O(n). As a corollary to our results, we conclude that any (deterministic or nondeterministic) algorithm that given a concurrent reachability game explicitly manipulates isin-optimal strategies for Player 1 represented in several standard...

  7. Explaining Match Outcome During The Men’s Basketball Tournament at The Olympic Games

    Science.gov (United States)

    Leicht, Anthony S.; Gómez, Miguel A.; Woods, Carl T.

    2017-01-01

    In preparation for the Olympics, there is a limited opportunity for coaches and athletes to interact regularly with team performance indicators providing important guidance to coaches for enhanced match success at the elite level. This study examined the relationship between match outcome and team performance indicators during men’s basketball tournaments at the Olympic Games. Twelve team performance indicators were collated from all men’s teams and matches during the basketball tournament of the 2004-2016 Olympic Games (n = 156). Linear and non-linear analyses examined the relationship between match outcome and team performance indicator characteristics; namely, binary logistic regression and a conditional interference (CI) classification tree. The most parsimonious logistic regression model retained ‘assists’, ‘defensive rebounds’, ‘field-goal percentage’, ‘fouls’, ‘fouls against’, ‘steals’ and ‘turnovers’ (delta AIC winning (93.2%). Match outcome during the men’s basketball tournaments at the Olympic Games was identified by a unique combination of performance indicators. Despite the average model accuracy being marginally higher for the logistic regression analysis, the CI classification tree offered a greater practical utility for coaches through its resolution of non-linear phenomena to guide team success. Key points A unique combination of team performance indicators explained 93.2% of winning observations in men’s basketball at the Olympics. Monitoring of these team performance indicators may provide coaches with the capability to devise multiple game plans or strategies to enhance their likelihood of winning. Incorporation of machine learning techniques with team performance indicators may provide a valuable and strategic approach to explain patterns within multivariate datasets in sport science. PMID:29238245

  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. Systematic review of team Nigeria's performance in olympic games ...

    African Journals Online (AJOL)

    Systematic review of team Nigeria's performance in olympic games: Causes, concerns, and remediation strategies. ... Participation and winning medals in Olympic Games have become a veritable avenue ... AJOL African Journals Online.

  10. Theoretical analysis and numerical simulation of Parrondo's paradox game in space

    Energy Technology Data Exchange (ETDEWEB)

    Xie Nenggang, E-mail: xienenggang@yahoo.com.cn [School of Mechanical Engineering, Anhui University of Technology, Maanshan, Anhui Province 243002 (China); Chen Yun; Ye Ye; Xu Gang; Wang Lingang; Wang Chao [School of Mechanical Engineering, Anhui University of Technology, Maanshan, Anhui Province 243002 (China)

    2011-06-15

    Highlights: > A multi-agent spatial Parrondo game model is designed. > Double actions between individual and its neighbors are discussed. > The weak and strong paradox conditions are established by theoretical analysis. > Research results demonstrate some new biological points. > Competition is an adaptive behavior on the population level too. - Abstract: A multi-agent spatial Parrondo game model is designed according to the cooperative Parrondo's paradox proposed by Toral. The model is composed of game A and game B. Game A is a zero-sum game between individuals, reflecting competitive interaction between an individual and its neighbors. The winning or losing probability of one individual in game B depends on its neighbors' winning or losing states, reflecting the dependence that individuals has on microhabitat and the overall constraints that the microhabitat has on individuals. By using the analytical approach based on discrete-time Markov chain, we analyze game A, game B and the random combination of game A+B, and obtain corresponding stationary distribution probability and mathematical expectations. We have established conditions of the weak and strong forms of the Parrondo effect, and compared the computer simulation results with the analytical results so as to verify their validity. The analytical results reflect that competition results in the ratchet effect of game B, which generates Parrondo's Paradox that the combination of the losing games can produce a winning result.

  11. WIN Bulgaria - organization with history and development

    International Nuclear Information System (INIS)

    Tsokova, L.

    2011-01-01

    The report presents information about the establishing, activities and perspectives of WIN Global and WIN Bulgaria - the history of the association, structure, organization, goals and tasks. The social involvement is expressed by issuing of declarations, opinions, memoranda and other documents on important problems in the nuclear area, connected with the power plan, waste management facilities etc

  12. Real-lime logical game with artificial intelligence using planning techniques

    OpenAIRE

    Pilař, Pavel

    2013-01-01

    The goal of this work was to design and implement a logical game with artificial inteligence. In the game the player is trying to hold an opponent driven by artificial inteligence inside a given level for a given time by using various instruments. The artificial inteligence is implemented using planning. The work describes game principles, game design and subsequent implementation, including analysis of the chosen and alternative implementation options.

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

    Science.gov (United States)

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

    2016-05-01

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

  14. Determine Entrepreneurial Characteristics Using Mobile Android Game Freezer

    Directory of Open Access Journals (Sweden)

    Mohammad Ismail

    2018-01-01

    Full Text Available Psychometric Test has been used as an individual trait measurement for a long time for both experienced entrepreneurs as well as young generation who are looking for their potential in entrepreneurship. The assessment and measurement of strength and weaknesses of key entrepreneurial traits provides the entrepreneurial level and personal development planning for entrepreneur or those who want to venture into business. However, the traditional psychometric test lacks of fun element which is less enjoyable activity during answering the test. Furthermore, it requires basic understanding of business jargon that difficult for certain respondents to provide accurate respond. The purpose of this study is to propose a gamification approach which is mobile game application called ‘Freezer’ that can measured entrepreneurial traits of the player. In this sense, ‘Freezer’ creates a simulated scenario for respondents to play as an ice cream business owner and to win as a successful business person, each action done will be measured as entrepreneurial traits criteria. At the end of the game, the result will be presented that can describe the entrepreneurial characteristics of the individuals based on their planning and activities during playing the game.  

  15. Impact of Gaming in Singapore

    OpenAIRE

    Wong, Siok Hwee

    2011-01-01

    The gaming industry in Asia has developed over the years to become major business operations today. The term, ‘gaming industry’ refers to legalised gambling, an activity that is defined as taking the risk of losing something of value, usually monetary, in the hope of winning additional value if the outcome of a game which depends on chance is in one’s favour. To avoid the ‘negative connotations’ of the word ‘gambling’, legalised gambling is commonly referred to as the gaming indust...

  16. Planning games for the electricity supply industry

    International Nuclear Information System (INIS)

    Weber, K.

    1977-01-01

    The author shows the main differences between the electricity supply planning game for the Bernische Kraftwerke AG (PEW-1) and that for the Rheinisch-Westfaelische Elektrizitaetswerke AG (PEW-2). (orig.) [de

  17. 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...

  18. 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...

  19. WATER POLO GAME-RELATED STATISTICS IN WOMEN'S INTERNATIONAL CHAMPIONSHIPS: DIFFERENCES AND DISCRIMINATORY POWER

    Directory of Open Access Journals (Sweden)

    Yolanda Escalante

    2012-09-01

    Full Text Available The aims of this study were (i to compare women's water polo game-related statistics by match outcome (winning and losing teams and phase (preliminary, classificatory, and semi-final/bronze medal/gold medal, and (ii identify characteristics that discriminate performances for each phase. The game-related statistics of the 124 women's matches played in five International Championships (World and European Championships were analyzed. Differences between winning and losing teams in each phase were determined using the chi-squared. A discriminant analysis was then performed according to context in each of the three phases. It was found that the game-related statistics differentiate the winning from the losing teams in each phase of an international championship. The differentiating variables were both offensive (centre goals, power-play goals, counterattack goal, assists, offensive fouls, steals, blocked shots, and won sprints and defensive (goalkeeper-blocked shots, goalkeeper-blocked inferiority shots, and goalkeeper-blocked 5-m shots. The discriminant analysis showed the game-related statistics to discriminate performance in all phases: preliminary, classificatory, and final phases (92%, 90%, and 83%, respectively. Two variables were discriminatory by match outcome (winning or losing teams in all three phases: goals and goalkeeper-blocked shots

  20. Game Indicators Determining Sports Performance in the NBA.

    Science.gov (United States)

    Mikołajec, Kazimierz; Maszczyk, Adam; Zając, Tomasz

    2013-01-01

    The main goal of the present study was to identify basketball game performance indicators which best determine sports level in the National Basketball Association (NBA) league. The research material consisted of all NBA game statistics at the turn of eight seasons (2003-11) and included 52 performance variables. Through detailed analysis the variables with high influence on game effectiveness were selected for final procedures. It has been proven that a limited number of factors, mostly offensive, determines sports performance in the NBA. The most critical indicators are: Win%, Offensive EFF, 3rd Quarter PPG, Win% CG, Avg Fauls and Avg Steals. In practical applications these results connected with top teams and elite players may help coaches to design better training programs.

  1. Marketing Plan and Marketing Research for KUAS Game Studies

    OpenAIRE

    Tukiainen, Reno

    2012-01-01

    This thesis was commissioned by Tieto^2 Project. The aim of the thesis was to study higher education marketing, including marketing planning and marketing research, from the point of view of marketing Kajaani University of Applied Sciences game study programmes. After the relevant theoretical literature was reviewed, a marketing research was conducted by interviewing current KUAS game students and new applicants who had applied for KUAS game studies in the spring of 2012. Based on the analyse...

  2. Solving Stochastic Büchi Games on Infinite Arenas with a Finite Attractor

    Directory of Open Access Journals (Sweden)

    Nathalie Bertrand

    2013-06-01

    Full Text Available We consider games played on an infinite probabilistic arena where the first player aims at satisfying generalized Büchi objectives almost surely, i.e., with probability one. We provide a fixpoint characterization of the winning sets and associated winning strategies in the case where the arena satisfies the finite-attractor property. From this we directly deduce the decidability of these games on probabilistic lossy channel systems.

  3. Serious games experiment toward agent-based simulation

    Science.gov (United States)

    Wein, Anne; Labiosa, William

    2013-01-01

    We evaluate the potential for serious games to be used as a scientifically based decision-support product that supports the United States Geological Survey’s (USGS) mission--to provide integrated, unbiased scientific information that can make a substantial contribution to societal well-being for a wide variety of complex environmental challenges. Serious or pedagogical games are an engaging way to educate decisionmakers and stakeholders about environmental challenges that are usefully informed by natural and social scientific information and knowledge and can be designed to promote interactive learning and exploration in the face of large uncertainties, divergent values, and complex situations. We developed two serious games that use challenging environmental-planning issues to demonstrate and investigate the potential contributions of serious games to inform regional-planning decisions. Delta Skelta is a game emulating long-term integrated environmental planning in the Sacramento-San Joaquin Delta, California, that incorporates natural hazards (flooding and earthquakes) and consequences for California water supplies amidst conflicting water interests. Age of Ecology is a game that simulates interactions between economic and ecologic processes, as well as natural hazards while implementing agent-based modeling. The content of these games spans the USGS science mission areas related to water, ecosystems, natural hazards, land use, and climate change. We describe the games, reflect on design and informational aspects, and comment on their potential usefulness. During the process of developing these games, we identified various design trade-offs involving factual information, strategic thinking, game-winning criteria, elements of fun, number and type of players, time horizon, and uncertainty. We evaluate the two games in terms of accomplishments and limitations. Overall, we demonstrated the potential for these games to usefully represent scientific information

  4. Satellite Maps Deliver More Realistic Gaming

    Science.gov (United States)

    2013-01-01

    When Redwood City, California-based Electronic Arts (EA) decided to make SSX, its latest snowboarding video game, it faced challenges in creating realistic-looking mountains. The solution was NASA's ASTER Global Digital Elevation Map, made available by the Jet Propulsion Laboratory, which EA used to create 28 real-life mountains from 9 different ranges for its award-winning game.

  5. Repurposing an Old Game for an International World

    NARCIS (Netherlands)

    Hofstede, G.J.; Tipton Murff, E.J.

    2011-01-01

    The game SO LONG SUCKER was designed in the United States in 1964 with the aim of showing how potentially unethical behavior necessary for winning was inherent in the game’s incentive structure. Sessions with East Asian participants, however, led to very different game dynamics in which

  6. The Hemophilia Games: An Experiment in Health Education Planning.

    Science.gov (United States)

    National Heart and Lung Inst. (DHEW/PHS), Bethesda, MD.

    The Hemophilia Health Education Planning Project was designed to (1) create a set of tools useful in hemophilia planning and education, and (2) create a planning model for other diseases with similar factors. The project used the game-simulations technique which was felt to be particularly applicable to hemophilia health problems, since as a…

  7. WINS. Market Simulation Tool for Facilitating Wind Energy Integration

    Energy Technology Data Exchange (ETDEWEB)

    Shahidehpour, Mohammad [Illinois Inst. of Technology, Chicago, IL (United States)

    2012-10-30

    Integrating 20% or more wind energy into the system and transmitting large sums of wind energy over long distances will require a decision making capability that can handle very large scale power systems with tens of thousands of buses and lines. There is a need to explore innovative analytical and implementation solutions for continuing reliable operations with the most economical integration of additional wind energy in power systems. A number of wind integration solution paths involve the adoption of new operating policies, dynamic scheduling of wind power across interties, pooling integration services, and adopting new transmission scheduling practices. Such practices can be examined by the decision tool developed by this project. This project developed a very efficient decision tool called Wind INtegration Simulator (WINS) and applied WINS to facilitate wind energy integration studies. WINS focused on augmenting the existing power utility capabilities to support collaborative planning, analysis, and wind integration project implementations. WINS also had the capability of simulating energy storage facilities so that feasibility studies of integrated wind energy system applications can be performed for systems with high wind energy penetrations. The development of WINS represents a major expansion of a very efficient decision tool called POwer Market Simulator (POMS), which was developed by IIT and has been used extensively for power system studies for decades. Specifically, WINS provides the following superiorities; (1) An integrated framework is included in WINS for the comprehensive modeling of DC transmission configurations, including mono-pole, bi-pole, tri-pole, back-to-back, and multi-terminal connection, as well as AC/DC converter models including current source converters (CSC) and voltage source converters (VSC); (2) An existing shortcoming of traditional decision tools for wind integration is the limited availability of user interface, i.e., decision

  8. The mathematics of games an introduction to probability

    CERN Document Server

    Taylor, David G

    2014-01-01

    Dice, Coins, and Candy Introduction ProbabilityCandy (Yum)! Wheels and More Dice RouletteCrapsCounting the Pokers Cards and CountingSeven Card Pokers Texas Hold'Em BluffingWindmills and Black Jacks? Blackjack Blackjack VariantsMore Fun Dice!Liar's Dice Yahtzee Zombie Dice Board Games, Not ""Bored"" Games Board Game Movement Pay Day (The Board Game) MonopolySpread, RevisitedCan You Bet and Win? Betting SystemsGambler's RuinThere Are More Games! The LotteryBingo Baccarat Farkle BackgammonMemoryAppendices A Probabilities with Infinity B St. Petersburg Paradox C Prisoner's Dilemma and More Game Th

  9. Video Game Adapts To Brain Waves

    Science.gov (United States)

    Pope, Alan T.; Bogart, Edward H.

    1994-01-01

    Electronic training system based on video game developed to help children afflicted with attention-deficit disorder (ADD) learn to prolong their attention spans. Uses combination of electroencephalography (EEG) and adaptive control to encourage attentiveness. Monitors trainee's brain-wave activity: if EEG signal indicates attention is waning, system increases difficulty of game, forcing trainee to devote more attention to it. Game designed to make trainees want to win and, in so doing, learn to pay attention for longer times.

  10. Which skills and factors better predict winning and losing in high-level men's volleyball?

    Science.gov (United States)

    Peña, Javier; Rodríguez-Guerra, Jorge; Buscà, Bernat; Serra, Núria

    2013-09-01

    The aim of this study was to determine which skills and factors better predicted the outcomes of regular season volleyball matches in the Spanish "Superliga" and were significant for obtaining positive results in the game. The study sample consisted of 125 matches played during the 2010-11 Spanish men's first division volleyball championship. Matches were played by 12 teams composed of 148 players from 17 different nations from October 2010 to March 2011. The variables analyzed were the result of the game, team category, home/away court factors, points obtained in the break point phase, number of service errors, number of service aces, number of reception errors, percentage of positive receptions, percentage of perfect receptions, reception efficiency, number of attack errors, number of blocked attacks, attack points, percentage of attack points, attack efficiency, and number of blocks performed by both teams participating in the match. The results showed that the variables of team category, points obtained in the break point phase, number of reception errors, and number of blocked attacks by the opponent were significant predictors of winning or losing the matches. Odds ratios indicated that the odds of winning a volleyball match were 6.7 times greater for the teams belonging to higher rankings and that every additional point in Complex II increased the odds of winning a match by 1.5 times. Every reception and blocked ball error decreased the possibility of winning by 0.6 and 0.7 times, respectively.

  11. Why and When ‘Laughing out Loud’ in Game Playing

    NARCIS (Netherlands)

    Unknown, [Unknown; Nijholt, A.; Nijholt, Antinus

    2012-01-01

    Playing games is fun. Being visible to others and knowing about others in social media is fun. Obviously, other factors are involved. We want to play games to escape from daily life, and we want to play games in order to satisfy our needs to compete and win, with other words, to prove ourselves in

  12. Study on system dynamics of evolutionary mix-game models

    Science.gov (United States)

    Gou, Chengling; Guo, Xiaoqian; Chen, Fang

    2008-11-01

    Mix-game model is ameliorated from an agent-based MG model, which is used to simulate the real financial market. Different from MG, there are two groups of agents in Mix-game: Group 1 plays a majority game and Group 2 plays a minority game. These two groups of agents have different bounded abilities to deal with historical information and to count their own performance. In this paper, we modify Mix-game model by assigning the evolution abilities to agents: if the winning rates of agents are smaller than a threshold, they will copy the best strategies the other agent has; and agents will repeat such evolution at certain time intervals. Through simulations this paper finds: (1) the average winning rates of agents in Group 1 and the mean volatilities increase with the increases of the thresholds of Group 1; (2) the average winning rates of both groups decrease but the mean volatilities of system increase with the increase of the thresholds of Group 2; (3) the thresholds of Group 2 have greater impact on system dynamics than the thresholds of Group 1; (4) the characteristics of system dynamics under different time intervals of strategy change are similar to each other qualitatively, but they are different quantitatively; (5) As the time interval of strategy change increases from 1 to 20, the system behaves more and more stable and the performances of agents in both groups become better also.

  13. Game Plans for Victors: New Skills for Severely Handicapped Children.

    Science.gov (United States)

    Schoen, Sharon; And Others

    The paper describes an approach in which games were planned to provide instruction for three severely handicapped children (5-6 years old) with few leisure, social, or academic skills and many aberrant behaviors. The first of two games involved a language program to teach verbal interactions, picture identification, and picture matching. The…

  14. Football league win prediction based on online and league table data

    Science.gov (United States)

    Par, Prateek; Gupt, Ankit Kumar; Singh, Samarth; Khare, Neelu; Bhattachrya, Sweta

    2017-11-01

    As we are proceeding towards an internet driven world, the impact of internet is increasing in our day to lives. This not only gives impact on the virtual world but also leave a mark in the real world. The social media sites contains huge amount of information, the only thing is to collect the relevant data and analyse the data to form a real world prediction and it can do far more than that. In this paper we study the relationship between the twitter data and the normal data analysis to predict the winning team in the NFL (National Football League).The prediction is based on the data collected on the on-going league which includes performance of each player and their previous statistics. Alongside with the data available online we are combining the twitter data which we extracted by the tweets pertaining to specific teams and games in the NFL season and use them alongside statistical game data to build predictive models for future or the outcome of the game i.e. which team will lose or win depending upon the statistical data available. Specifically the tweets within the 24 hours of match will be considered and the main focus of twitter data will be upon the last hours of tweets i.e. pre-match twitter data and post-match twitter data. We are experimenting on the data and using twitter data we are trying to increase the performance of the existing predictive models that uses only the game stats to predict the future.

  15. Optimization of Investment Planning Based on Game-Theoretic Approach

    Directory of Open Access Journals (Sweden)

    Elena Vladimirovna Butsenko

    2018-03-01

    Full Text Available The game-theoretic approach has a vast potential in solving economic problems. On the other hand, the theory of games itself can be enriched by the studies of real problems of decision-making. Hence, this study is aimed at developing and testing the game-theoretic technique to optimize the management of investment planning. This technique enables to forecast the results and manage the processes of investment planning. The proposed method of optimizing the management of investment planning allows to choose the best development strategy of an enterprise. This technique uses the “game with nature” model, and the Wald criterion, the maximum criterion and the Hurwitz criterion as criteria. The article presents a new algorithm for constructing the proposed econometric method to optimize investment project management. This algorithm combines the methods of matrix games. Furthermore, I show the implementation of this technique in a block diagram. The algorithm includes the formation of initial data, the elements of the payment matrix, as well as the definition of maximin, maximal, compromise and optimal management strategies. The methodology is tested on the example of the passenger transportation enterprise of the Sverdlovsk Railway in Ekaterinburg. The application of the proposed methodology and the corresponding algorithm allowed to obtain an optimal price strategy for transporting passengers for one direction of traffic. This price strategy contributes to an increase in the company’s income with minimal risk from the launch of this direction. The obtained results and conclusions show the effectiveness of using the developed methodology for optimizing the management of investment processes in the enterprise. The results of the research can be used as a basis for the development of an appropriate tool and applied by any economic entity in its investment activities.

  16. The Importance of Teaching a Win-Win Philosophy.

    Science.gov (United States)

    Brainard, Alan J.

    Most people are raised in a traditional environment which teaches that someone-winning implies that someone-loses. However, psychology and the examples provided in the Watergate scandal demonstrate that such a philosophy is neither productive nor beneficial. A "win-win" philosophy of cooperation, not competition, is needed for…

  17. 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 ...

  18. Dynamics of Three Agent Games

    OpenAIRE

    Rador, Tonguc; Mungan, Muhittin

    2007-01-01

    We study the dynamics and resulting score distribution of three-agent games where after each competition a single agent wins and scores a point. A single competition is described by a triplet of numbers $p$, $t$ and $q$ denoting the probabilities that the team with the highest, middle or lowest accumulated score wins. We study the full family of solutions in the regime, where the number of agents and competitions is large, which can be regarded as a hydrodynamic limit. Depending on the parame...

  19. Why and When ‘Laughing out Loud’ in Game Playing

    OpenAIRE

    Unknown, [Unknown; Nijholt, A.; Nijholt, Antinus

    2012-01-01

    Playing games is fun. Being visible to others and knowing about others in social media is fun. Obviously, other factors are involved. We want to play games to escape from daily life, and we want to play games in order to satisfy our needs to compete and win, with other words, to prove ourselves in game situations where we are confronted with challenges that we think we can master. There are video games where a single player has to deal with the game challenges. There are games where individua...

  20. Non-Abelian strategies in quantum penny flip game

    Science.gov (United States)

    Mishima, Hiroaki

    2018-01-01

    In this paper, we formulate and analyze generalizations of the quantum penny flip game. In the penny flip game, one coin has two states, heads or tails, and two players apply alternating operations on the coin. In the original Meyer game, the first player is allowed to use quantum (i.e., non-commutative) operations, but the second player is still only allowed to use classical (i.e., commutative) operations. In our generalized games, both players are allowed to use non-commutative operations, with the second player being partially restricted in what operators they use. We show that even if the second player is allowed to use "phase-variable" operations, which are non-Abelian in general, the first player still has winning strategies. Furthermore, we show that even when the second player is allowed to choose one from two or more elements of the group U(2), the second player has winning strategies under certain conditions. These results suggest that there is often a method for restoring the quantum state disturbed by another agent.

  1. Dynamics of three-agent games

    International Nuclear Information System (INIS)

    Mungan, Muhittin; Rador, Tonguc

    2008-01-01

    We study the dynamics and resulting score distribution of three-agent games where after each competition a single agent wins and scores a point. A single competition is described by a triplet of numbers p, t and q denoting the probabilities that the team with the highest, middle or lowest accumulated score wins. The three-agent game can be regarded as a social model where a player can be favored or disfavored for advancement, based on his/her accumulated score. We study the full family of solutions in the regime, where the number of agents and competitions is large, which can be regarded as a hydrodynamic limit. Depending on the parameter values (p, q, t), we find six qualitatively different asymptotic score distributions and we provide a qualitative explanation of these results. We also compare our analytical results against numerical simulations of the microscopic model and find these to be in excellent agreement. It is possible to decide the outcome of a three-agent game through a mini-tournament of two-agent competitions among the participating players and it turns out that the resulting possible score distributions are a subset of those obtained for the general three-agent games. We discuss how one can add a steady and democratic decline rate to the model and present a simple geometric construction that allows one to obtain the score evolution equations for n-agent games

  2. Dynamics of three-agent games

    Science.gov (United States)

    Mungan, Muhittin; Rador, Tonguç

    2008-02-01

    We study the dynamics and resulting score distribution of three-agent games where after each competition a single agent wins and scores a point. A single competition is described by a triplet of numbers p, t and q denoting the probabilities that the team with the highest, middle or lowest accumulated score wins. The three-agent game can be regarded as a social model where a player can be favored or disfavored for advancement, based on his/her accumulated score. We study the full family of solutions in the regime, where the number of agents and competitions is large, which can be regarded as a hydrodynamic limit. Depending on the parameter values (p, q, t), we find six qualitatively different asymptotic score distributions and we provide a qualitative explanation of these results. We also compare our analytical results against numerical simulations of the microscopic model and find these to be in excellent agreement. It is possible to decide the outcome of a three-agent game through a mini-tournament of two-agent competitions among the participating players and it turns out that the resulting possible score distributions are a subset of those obtained for the general three-agent games. We discuss how one can add a steady and democratic decline rate to the model and present a simple geometric construction that allows one to obtain the score evolution equations for n-agent games.

  3. On the biased n-in-a-row game

    NARCIS (Netherlands)

    Csorba, P.

    2005-01-01

    The biased version of the n-in-a-row game1 is rather boring. The player who can occupy more points per move has a winning strategy [J. Beck, Tic-Tac-Toe Theory, Cambridge University Press, Cambridge, 2006, to appear] for any n. In order to make this game more interesting József Beck suggested to

  4. Game theory and risk-based leveed river system planning with noncooperation

    Science.gov (United States)

    Hui, Rui; Lund, Jay R.; Madani, Kaveh

    2016-01-01

    Optimal risk-based levee designs are usually developed for economic efficiency. However, in river systems with multiple levees, the planning and maintenance of different levees are controlled by different agencies or groups. For example, along many rivers, levees on opposite riverbanks constitute a simple leveed river system with each levee designed and controlled separately. Collaborative planning of the two levees can be economically optimal for the whole system. Independent and self-interested landholders on opposite riversides often are willing to separately determine their individual optimal levee plans, resulting in a less efficient leveed river system from an overall society-wide perspective (the tragedy of commons). We apply game theory to simple leveed river system planning where landholders on each riverside independently determine their optimal risk-based levee plans. Outcomes from noncooperative games are analyzed and compared with the overall economically optimal outcome, which minimizes net flood cost system-wide. The system-wide economically optimal solution generally transfers residual flood risk to the lower-valued side of the river, but is often impractical without compensating for flood risk transfer to improve outcomes for all individuals involved. Such compensation can be determined and implemented with landholders' agreements on collaboration to develop an economically optimal plan. By examining iterative multiple-shot noncooperative games with reversible and irreversible decisions, the costs of myopia for the future in making levee planning decisions show the significance of considering the externalities and evolution path of dynamic water resource problems to improve decision-making.

  5. Playing Multi-Action Adversarial Games: Online Evolutionary Planning versus Tree Search

    OpenAIRE

    Justesen, Niels; Mahlmann, Tobias; Risi, Sebastian; Togelius, Julian

    2017-01-01

    We address the problem of playing turn-based multi-action adversarial games, which include many strategy games with extremely high branching factors as players take multiple actions each turn. This leads to the breakdown of standard tree search methods, including Monte Carlo Tree Search (MCTS), as they become unable to reach a sufficient depth in the game tree. In this paper, we introduce Online Evolutionary Planning (OEP) to address this challenge, which searches for combinations of actions ...

  6. Winning by Losing: Incentive Incompatibility in Multiple Qualifiers

    OpenAIRE

    Dagaev, Dmitry; Sonin, Konstantin

    2013-01-01

    In sport tournaments, the rules are presumably structured in a way that any team cannot be better off (e.g., to advance to the next round of competition) by losing instead of winning a game. Starting with a real-world example, we demonstrate that the existing national rules of awarding places for the UEFA Champions Leagues and the UEFA Europa League, which are based on the results of the national championship, a round-robin tournament, and the national cup, a knock-out tournament, might produ...

  7. EEG Spectral Analysis in Serious Gaming: An Ad Hoc Experimental Application

    Directory of Open Access Journals (Sweden)

    Minchev Z.

    2009-12-01

    Full Text Available The application of serious gaming technology in different areas of human knowledge for learning is raising the question of quantitative measurement of the training process quality. In the present paper a pilot study of 10 healthy volunteers' EEG spectra is performed for ad hoc selected game events ('win' and 'lose' via continuous wavelet transform (real and complex on the basis of the Morlet mother wavelet function and S-transformation. The results have shown a general decrease of the alpha rhythms power spectra frequencies for the 'lose' events and increase for the 'win' events. This fact corresponds to an opposite behaviour of the theta rhythm of the players for the same 'win' and 'lose' events. Additionally, the frequency changes in the alpha1 (8-10.5 Hz, alpha2 (10.5-13 Hz and theta2 rhythms (6-8 Hz were supposed to be a phenomena related to positive and negative emotions appearance in the EEG activity of the players regarding the selected 'win' and 'lose' states.

  8. Winning in NCAA Women?s Soccer: Does the Gender of the Coach Matter?

    Science.gov (United States)

    Brush, Brian C.; Naples, Gregory J.

    2011-01-01

    While women's intercollegiate soccer has grown rapidly over the past three decades, men still hold nearly two-thirds of all head coaching positions in NCAA Division I women's soccer programs. This paper explores whether the gender of the head coach affects success in winning games. After considering various reasons why gender might matter, we…

  9. Who Wants To Win a Million? A Library Media Game.

    Science.gov (United States)

    Singleterry, Jolene

    2000-01-01

    Describes a library media game for grades four and five that is centered around books and is based on the television show "Who Wants To Be a Millionaire?". Procedures for the game are explained, and examples of questions from simple to more difficult, with answers, are presented. (LRW)

  10. Learning With Repeated-Game Strategies

    Directory of Open Access Journals (Sweden)

    Christos A. Ioannou

    2014-07-01

    Full Text Available We use the self-tuning Experience Weighted Attraction model with repeated-game strategies as a computer testbed to examine the relative frequency, speed of convergence and progression of a set of repeated-game strategies in four symmetric 2x2 games: Prisoner's Dilemma, Battle of the Sexes, Stag-Hunt, and Chicken. In the Prisoner's Dilemma game, we fi□nd that the strategy with the most occurrences is the Grim-Trigger. In the Battle of the Sexes game, a cooperative pair that alternates between the two pure-strategy Nash equilibria emerges as the one with the most occurrences. In the Stag-Hunt and Chicken games, the Win-Stay, Lose-Shift and Grim-Trigger strategies are the ones with the most occurrences. Overall, the pairs that converged quickly ended up at the cooperative outcomes, whereas the ones that were extremely slow to reach convergence ended up at non-cooperative outcomes.

  11. Average-energy games

    Directory of Open Access Journals (Sweden)

    Patricia Bouyer

    2015-09-01

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

  12. Search Games on Hypergraphs

    NARCIS (Netherlands)

    Pelekis, C.

    2014-01-01

    The main motivation behind this thesis is a certain type of win-lose games that are played on hypergraphs and can be translated into the following puzzle. Suppose there are two persons, say Alice and Bob. There are n biscuits, where n is a positive integer, and Alice chooses s of them uniformly at

  13. Doubling Your Payoff: Winning Pain Relief Engages Endogenous Pain Inhibition

    Science.gov (United States)

    Becker, Susanne; Gandhi, Wiebke; Kwan, Saskia; Ahmed, Alysha-Karima; Schweinhardt, Petra

    2015-01-01

    When in pain, pain relief is much sought after, particularly for individuals with chronic pain. In analogy to augmentation of the hedonic experience ("liking") of a reward by the motivation to obtain a reward ("wanting"), the seeking of pain relief in a motivated state might increase the experience of pain relief when obtained. We tested this hypothesis in a psychophysical experiment in healthy human subjects, by assessing potential pain-inhibitory effects of pain relief "won" in a wheel of fortune game compared with pain relief without winning, exploiting the fact that the mere chance of winning induces a motivated state. The results show pain-inhibitory effects of pain relief obtained by winning in behaviorally assessed pain perception and ratings of pain intensity. Further, the higher participants scored on the personality trait novelty seeking, the more pain inhibition was induced. These results provide evidence that pain relief, when obtained in a motivated state, engages endogenous pain-inhibitory systems beyond the pain reduction that underlies the relief in the first place. Consequently, such pain relief might be used to improve behavioral pain therapy, inducing a positive, perhaps self-amplifying feedback loop of reduced pain and improved functionality.

  14. Win-stay-lose-learn promotes cooperation in the prisoner's dilemma game with voluntary participation.

    Directory of Open Access Journals (Sweden)

    Chen Chu

    Full Text Available Voluntary participation, demonstrated to be a simple yet effective mechanism to promote persistent cooperative behavior, has been extensively studied. It has also been verified that the aspiration-based win-stay-lose-learn strategy updating rule promotes the evolution of cooperation. Inspired by this well-known fact, we combine the Win-Stay-Lose-Learn updating rule with voluntary participation: Players maintain their strategies when they are satisfied, or players attempt to imitate the strategy of one randomly chosen neighbor. We find that this mechanism maintains persistent cooperative behavior, even further promotes the evolution of cooperation under certain conditions.

  15. Introduction dosimetric data of cobalt-60 unit in planning new Win-PTL- 3D

    International Nuclear Information System (INIS)

    Gonzalez Perez, Yelina; Rodriguez Zayas, Michael; Perez Guevara, Adrian; Sanchez Zamora, Luis; Reyes Gonzalez, Tommy; Sola Rodriguez, Yeline; Caballero, Roberto; Cruz Marcane, Viviana

    2009-01-01

    3D planning is based on the individual and image reconstruction formation of fields, allowing better absorption of dose volume White minimizing damage to surrounding healthy tissue. During the clinical implementation of the Win-PLT software includes validation from the implementation of dosimetric acceptance tests through a series of precise experimental measurements, reflecting different clinical situations (test cases). For the commissioning characterized the photon beam Cobalt Unit 60, taking measurements with a set consisting of a phantom dosimetric automatic ionization chambers and electrometer Tandem. The measured data are used to power the TPS through WINCOM auxiliary program that lets you adjust a number of parameters to model the photon beam. This adjustment is made by comparing the PDD curves and profiles of experimental data with modeled data. The test cases performed are in compliance with the requirements proposed in the geometric of the AAPM TG55. The modeling of beam dosimetry data was successful, since the discrepancies were within the criteria TRS-430. The cases involved events where points near the edge of the field and in the presence of blocking a discrepancy outside the tolerance, suggesting not to use these items for purposes of limitation. Win TPS-PLT is suitable for clinical use with the photon beam Cobalt Unit 60, backed by the reliability that dropped on the results of beam modeling and verification of dosimetric calculations. (Author)

  16. A class of extensions of Restricted (s, t-Wythoff’s game

    Directory of Open Access Journals (Sweden)

    Liu Sanyang

    2017-03-01

    Full Text Available Restricted (s, t-Wythoff’s game, introduced by Liu et al. in 2014, is an impartial combinatorial game. We define and solve a class of games obtained from Restricted (s, t-Wythoff’s game by adjoining to it some subsets of its P-positions as additional moves. The results show that under certain conditions they are equivalent to one case in which only one P-position is adjoined as an additional move. Furthermore, two winning strategies of exponential and polynomial are provided for the games.

  17. Comparative analysis of gameplay and players emotion in the most popular games from play store

    Science.gov (United States)

    Riwinoto; Mahfud, N.; Lumombo, L.

    2018-03-01

    The development of the android mobile operating system and the presence of Play Store services poses challenges for developers to produce exciting mobile games. Although publishing games in Play Store is not difficult, in fact developers have to face tough competition to make homemade games can become popular. This study analyzes the gameplay of three popular paid-free games in Play Store that can survive for a period of one year from the top 10 positions in October 2015- November 2016. Analysis performed on 8 elements of the game based on the definition of Fullerton and emotional expression analysis of respondents who appeared while playing the three choosen games. The analysis shows that scarce resources are the main attraction of all three games because they create conflicts, giving constraints and challenges to players. The multiplayer game has a pattern of results and the result makes the opponent become more negative than the player to win. While the single player game is analyzed has a pattern to make the player get positive to win. There are 3 basic emotions that most often appear that is joy, disgust and surprise. Multiplayer games tend to emphasize the emotions of joy players, while single player games tend to bring disgust emotions.

  18. Continual Online Evolutionary Planning for In-Game Build Order Adaptation in StarCraft

    DEFF Research Database (Denmark)

    Justesen, Niels Orsleff; Risi, Sebastian

    2017-01-01

    able to switch between predefined strategies, which makes it hard to adapt to new situations. This paper introduces an evolutionary-based method to overcome this challenge, called Continual Online Evolutionary Planning (COEP), which is able to perform in-game adaptive build-order planning. COEP......The real-time strategy game StarCraft has become an important benchmark for AI research as it poses a complex environment with numerous challenges. An important strategic aspect in this game is to decide what buildings and units to produce. StarCraft bots playing in AI competitions today are only...... was added to an open source StarCraft bot called UAlbertaBot and is able to outperform the built-in bots in the game as well as being competitive against a number of scripted opening strategies. The COEP augmented bot can change its build order dynamically and quickly adapt to the opponent’s strategy....

  19. The Value of Team-Based Mixed-Reality (TBMR) Games in Higher Education

    Science.gov (United States)

    Denholm, John A.; Protopsaltis, Aristidis; de Freitas, Sara

    2013-01-01

    This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, "Winning Margin" Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from…

  20. The physician/hospital joint venture. Developing a win/win strategy for success. Part I: The first step: developing the environment.

    Science.gov (United States)

    Shorr, A B

    1987-02-01

    This four part series, "The Physician/Hospital Joint Venture: Developing a Win/Win Strategy," will examine the philosophical basis of marketing to physicians, the options for the organization in formulating a strategy for joint venture development, structuring and negotiating the deal, and finally how to build the physician loyalty and commitment essential for the joint venture's continued success. In this first article, the author emphasizes the organization's need to develop a strategic plan that includes a program for attracting physicians. It also points out the need for sensitivity to physicians' concerns and provides examples of successes and failures.

  1. Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.

    Science.gov (United States)

    Bul, Kim C M; Franken, Ingmar H A; Van der Oord, Saskia; Kato, Pamela M; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; van den Heuvel, Ria; van Slagmaat, Rens; Maras, Athanasios

    2015-12-01

    The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.

  2. Managing Tensions in Educational Organizations: Trying for a Win-Win Approach.

    Science.gov (United States)

    Grab, Rudi

    1996-01-01

    Constructive tension can be healthy for an organization. Although win-lose solutions based on adversarial strategies are common, the management of conflicts in schools should focus on win-win problem solving, which requires creativity. Identifies collaboration as the most desirable conflict resolution strategy, and discusses conflict management…

  3. Win-win Imageries in a Soap Bubble World

    DEFF Research Database (Denmark)

    Ekman, Susanne

    2015-01-01

    This article explores the imagery and notions of personhood underlying the willingness to undertake extreme work among creative knowledge workers. The core argument is that extreme work is informed by pervasive win-win fantasies which can be recognized in a number of current organizational trends...

  4. Activity Plans of Group Games for Social and Emotional Development of Kindergarten Children in Korea.

    Science.gov (United States)

    Choi, Kee Young

    Although classroom group games have been used to effectively teach mathematics in Korean kindergarten, ethnographic research has revealed some unexpected negative effects of such games on young children due to children's over-competitiveness and the teacher's unskilled group management. This paper proposes some activity plans for group games to…

  5. Noisy non-transitive quantum games

    International Nuclear Information System (INIS)

    Ramzan, M; Khan, Salman; Khan, M Khalid

    2010-01-01

    We study the effect of quantum noise in 3 x 3 entangled quantum games. By taking into account different noisy quantum channels, we analyze how a two-player, three-strategy Rock-Scissor-Paper game is influenced by the quantum noise. We consider the winning non-transitive strategies R, S and P such that R beats S, S beats P and P beats R. The game behaves as a noiseless game for the maximum value of the quantum noise. It is seen that Alice's payoff is heavily influenced by the depolarizing noise as compared to the amplitude damping noise. A depolarizing channel causes a monotonic decrease in players' payoffs as we increase the amount of quantum noise. In the case of the amplitude damping channel, Alice's payoff function reaches its minimum for α = 0.5 and is symmetrical. This means that larger values of quantum noise influence the game weakly. On the other hand, the phase damping channel does not influence the game. Furthermore, the Nash equilibrium and non-transitive character of the game are not affected under the influence of quantum noise.

  6. Qatar Airways Official Partner of China Team At 15th Doha Asian Games 2006

    Institute of Scientific and Technical Information of China (English)

    2006-01-01

    @@ Asian Games was held from Dec.1-15 this year in Qatar's capital Doha,which attracted more than 10,500 athletes and team officials from 45 countries competing in 39sports.As Official Airline of the 15th Asian Games,Qatar Airways delivers its award-winning Five Star service to visitors to the Games,whether they are participating or are spectators.

  7. Peers and parents: a comparison between neural activation when winning for friends and mothers in adolescence.

    Science.gov (United States)

    Braams, Barbara R; Crone, Eveline A

    2017-03-01

    Rewards reliably elicit ventral striatum activity. More recently studies have shown that vicarious rewards elicit similar activation. Ventral striatum responses to rewards for self peak during adolescence. However, it is currently not well understood how ventral striatum responses to vicarious rewards develop. In this study, we test this question using behavioral and fMRI data. A total of 233 participants aged 9-26 years old played a gambling game in the scanner in which they could win or lose money for themselves, their best friend and mother. Participants rated how close they felt to their friend and mother and how much they liked winning for them. These ratings were positively correlated. On the neural level males showed higher responses to winning for a friend, but there were no age differences. In contrast, there was a quadratic effect of age when winning for mother, showing heightened ventral striatum activity in mid-adolescence. Furthermore, there was an interaction between age and sex; for females responses to winning for friends become stronger with age relative to winning for mothers. In conclusion, this study provided evidence for elevated ventral striatum responses for mothers in mid-adolescence, and a shift in ventral striatum responses towards peers in girls. © The Author (2016). Published by Oxford University Press. For Permissions, please email: journals.permissions@oup.com.

  8. Games That Teach Concepts Around the Nexus of Energy, Water, and Climate

    Science.gov (United States)

    Mayhew, M. A.; Hall, M.; Balaban, S.

    2013-12-01

    Three manifestations of the extreme amplification of the human population--exploding worldwide demand for energy, increasing exploitation of and competition for water resources, and alteration of the planet's climate--are tightly intertwined. All processes for generating energy require consumption of water, for some processes enormous quantities. It takes water to get energy. The inverse is also true: it takes energy to get water. It takes energy to move water from where it is stored to where it is needed. Burning fossil fuels for energy has increased greenhouse gasses in the atmosphere, resulting in increases in the average temperature of the Earth. But the response of the climate system is exceedingly complex. Changes in atmospheric circulation due to global warming are altering weather patterns and changing the distribution of water on the planet. Climate-related weather events alter availability of water and impact energy supply and demand. This is the nexus of energy, water, and climate. We have created two lively card games that convey the nexus concepts. They have been extensively play-tested with groups from middle school to adult; they have been found to be both educational and fun. A distinguished advisory committee, including representatives of the national labs, has insured the scientific accuracy of the games. In the first game, Thirst For Power, each player is the governor of a region; a GOAL card specifies the amount of General and Transportation energy needed for the region, achieved via ENERGY SOURCE cards. WATER cards are used as currency for obtaining energy sources. Each energy source has an associated 'environmental impact' penalty, meaning greenhouse gas emissions, but also other things like water and air pollution. ACTION cards (TECHNOLOGY, POLICY, AND CLIMATE) act much like 'Chance' cards in Monopoly to change the course of the game. The first player to achieve energy goals without exceeding an environmental impact limit for the region wins

  9. WinBUGSio: A SAS Macro for the Remote Execution of WinBUGS

    Directory of Open Access Journals (Sweden)

    Michael K. Smith

    2007-09-01

    Full Text Available This is a macro which facilitates remote execution of WinBUGS from within SAS. The macro pre-processes data for WinBUGS, writes the WinBUGS batch-script, executes this script and reads in output statistics from the WinBUGS log-file back into SAS native format. The user specifies the input and output file names and directory path as well as the statistics to be monitored in WinBUGS. The code works best for a model that has already been set up and checked for convergence diagnostics within WinBUGS. An obvious extension of the use of this macro is for running simulations where the input and output files all have the same name but all that differs between simulation iterations is the input dataset. The functionality and syntax of the macro call are described in this paper and illustrated using a simple linear regression model.

  10. Seasonality as a Parrondian game

    Energy Technology Data Exchange (ETDEWEB)

    Peacock-Lopez, Enrique, E-mail: epeacock@williams.edu [Department of Chemistry, University of Cape Town, Rondebosch, 7701 Cape Town (South Africa)

    2011-08-15

    Switching strategies can be related to the so-called Parrondian games, where the alternation of two losing games yields a winning game. We consider two dynamics that by themselves yield undesirable behaviors, but when alternated, yield a desirable oscillatory behavior. In the analysis of the alternate-logistic map, we prove that alternating parameter values yielding extinction with parameter values associated with chaotic dynamics results in periodic trajectories. Ultimately, we consider a four season logistic model with either migration or immigration. -- Highlights: → We consider the logistic map as a population model and include parameter switching. → From bifurcation diagrams, we find parameters that follow the Parrondian Paradox. → We study a four-season Parrondian model that includes migration or immigration.

  11. Seasonality as a Parrondian game

    International Nuclear Information System (INIS)

    Peacock-Lopez, Enrique

    2011-01-01

    Switching strategies can be related to the so-called Parrondian games, where the alternation of two losing games yields a winning game. We consider two dynamics that by themselves yield undesirable behaviors, but when alternated, yield a desirable oscillatory behavior. In the analysis of the alternate-logistic map, we prove that alternating parameter values yielding extinction with parameter values associated with chaotic dynamics results in periodic trajectories. Ultimately, we consider a four season logistic model with either migration or immigration. -- Highlights: → We consider the logistic map as a population model and include parameter switching. → From bifurcation diagrams, we find parameters that follow the Parrondian Paradox. → We study a four-season Parrondian model that includes migration or immigration.

  12. Heuristic hybrid game approach for fleet condition-based maintenance planning

    International Nuclear Information System (INIS)

    Feng, Qiang; Bi, Xiong; Zhao, Xiujie; Chen, Yiran; Sun, Bo

    2017-01-01

    The condition-based maintenance (CBM) method is commonly used to select appropriate maintenance opportunities according to equipment status over a period of time. The CBM of aircraft fleets is a fleet maintenance planning problem. In this problem, mission requirements, resource constraints, and aircraft statuses are considered to find an optimal strategy set. Given that the maintenance strategies for each aircraft are finite, fleet CBM can be treated as a combinatorial optimization problem. In this study, the process of making a decision on the CBM of military fleets is analyzed. The fleet CBM problem is treated as a two-stage dynamic decision-making problem. Aircraft are divided into dispatch and standby sets; thus, the problem scale is significantly reduced. A heuristic hybrid game (HHG) approach comprising a competition game and a cooperative game is proposed on the basis of heuristic rule. In the dispatch set, a competition game approach is proposed to search for a local optimal strategy matrix. A cooperative game method for the two sets is also proposed to ensure global optimization. Finally, a case study regarding a fleet comprising 20 aircraft is conducted, with the results proving that the approach efficiently generates outcomes that meet the mission risk-oriented schedule requirement. - Highlights: • A new heuristic hybrid game method for fleet condition-based maintenance is proposed. • The problem is simplified by hierarchical solving based on dispatch and standby set. • The local optimal solution is got by competition game algorithm for dispatch set. • The global optimal solution is got by cooperative game algorithm between two sets.

  13. Limitations of the relative standard deviation of win percentages for measuring competitive balance in sports leagues

    OpenAIRE

    P. Dorian Owen

    2009-01-01

    The relative standard deviation of win percentages, the most widely used measure of within-season competitive balance, has an upper bound which is very sensitive to variation in the numbers of teams and games played. Taking into account this upper bound provides additional insight into comparisons of competitive balance across leagues or over time.

  14. Win, Learn, Focus, Adapt, Win Again: The Scrimmage Should be as Hard as the Game

    Science.gov (United States)

    2011-03-01

    deployed. In addition, the Training Brain is helping us to evolve massive multiplayer online role-playing games that will al- low soldiers and leaders...training at home station and training at the combat training centers. Absent actual violence , each should confront Soldiers and leaders with the

  15. Performance indicators analysis at Brazilian and Italian women's volleyball leagues according to game location, game outcome, and set number.

    Science.gov (United States)

    Campos, Fabio A D; Stanganélli, Luiz C R; Campos, Leandra C B; Pasquarelli, Bruno N; Gómez, Miguel-Angel

    2014-04-01

    This study was done to investigate the advantage of playing at home in elite women's volleyball leagues and the influence of performance indicators in the game score according to set number. The sample consisted of 240 games of the Brazilian Volleyball League (n = 132 games) and the Italian Volleyball League (n = 108 games) from the 2011-2012 season. The relationship of performance indicators (including serve, attack, block, and opponents' errors) with the game outcome (win or lose) was assessed. The results showed that there was a home advantage effect in women's volleyball leagues, with a higher prevalence of victory for the home teams in Brazilian and Italian leagues (58 and 56%, respectively). When related to the performance indicators and among the aspects that were most highly correlated with victory, the attack was the technical indicator that explained most of the results of volleyball games.

  16. Playing Multi-Action Adversarial Games: Online Evolutionary Planning versus Tree Search

    DEFF Research Database (Denmark)

    Justesen, Niels; Mahlmann, Tobias; Risi, Sebastian

    2017-01-01

    We address the problem of playing turn-based multi-action adversarial games, which include many strategy games with extremely high branching factors as players take multiple actions each turn. This leads to the breakdown of standard tree search methods, including Monte Carlo Tree Search (MCTS......), as they become unable to reach a sufficient depth in the game tree. In this paper, we introduce Online Evolutionary Planning (OEP) to address this challenge, which searches for combinations of actions to perform during a single turn guided by a fitness function that evaluates the quality of a particular state....... We compare OEP to different MCTS variations that constrain the exploration to deal with the high branching factor in the turn-based multi-action game Hero Academy. While the constrained MCTS variations outperform the vanilla MCTS implementation by a large margin, OEP is able to search the space...

  17. SigWinR; the SigWin-detector updated and ported to R.

    Science.gov (United States)

    de Leeuw, Wim C; Rauwerda, Han; Inda, Márcia A; Bruning, Oskar; Breit, Timo M

    2009-10-06

    Our SigWin-detector discovers significantly enriched windows of (genomic) elements in any sequence of values (genes or other genomic elements in a DNA sequence) in a fast and reproducible way. However, since it is grid based, only (life) scientists with access to the grid can use this tool. Therefore and on request, we have developed the SigWinR package which makes the SigWin-detector available to a much wider audience. At the same time, we have introduced several improvements to its algorithm as well as its functionality, based on the feedback of SigWin-detector end users. To allow usage of the SigWin-detector on a desktop computer, we have rewritten it as a package for R: SigWinR. R is a free and widely used multi platform software environment for statistical computing and graphics. The package can be installed and used on all platforms for which R is available. The improvements involve: a visualization of the input-sequence values supporting the interpretation of Ridgeograms; a visualization allowing for an easy interpretation of enriched or depleted regions in the sequence using windows of pre-defined size; an option that allows the analysis of circular sequences, which results in rectangular Ridgeograms; an application to identify regions of co-altered gene expression (ROCAGEs) with a real-life biological use-case; adaptation of the algorithm to allow analysis of non-regularly sampled data using a constant window size in physical space without resampling the data. To achieve this, support for analysis of windows with an even number of elements was added. By porting the SigWin-detector as an R package, SigWinR, improving its algorithm and functionality combined with adequate performance, we have made SigWin-detector more useful as well as more easily accessible to scientists without a grid infrastructure.

  18. Noisy non-transitive quantum games

    Energy Technology Data Exchange (ETDEWEB)

    Ramzan, M; Khan, Salman; Khan, M Khalid, E-mail: mramzan@phys.qau.edu.p [Department of Physics Quaid-i-Azam University, Islamabad 45320 (Pakistan)

    2010-07-02

    We study the effect of quantum noise in 3 x 3 entangled quantum games. By taking into account different noisy quantum channels, we analyze how a two-player, three-strategy Rock-Scissor-Paper game is influenced by the quantum noise. We consider the winning non-transitive strategies R, S and P such that R beats S, S beats P and P beats R. The game behaves as a noiseless game for the maximum value of the quantum noise. It is seen that Alice's payoff is heavily influenced by the depolarizing noise as compared to the amplitude damping noise. A depolarizing channel causes a monotonic decrease in players' payoffs as we increase the amount of quantum noise. In the case of the amplitude damping channel, Alice's payoff function reaches its minimum for {alpha} = 0.5 and is symmetrical. This means that larger values of quantum noise influence the game weakly. On the other hand, the phase damping channel does not influence the game. Furthermore, the Nash equilibrium and non-transitive character of the game are not affected under the influence of quantum noise.

  19. R2WinBUGS: A Package for Running WinBUGS from R

    Directory of Open Access Journals (Sweden)

    Sibylle Sturtz

    2005-01-01

    Full Text Available The R2WinBUGS package provides convenient functions to call WinBUGS from R. It automatically writes the data and scripts in a format readable by WinBUGS for processing in batch mode, which is possible since version 1.4. After the WinBUGS process has finished, it is possible either to read the resulting data into R by the package itself--which gives a compact graphical summary of inference and convergence diagnostics--or to use the facilities of the coda package for further analyses of the output. Examples are given to demonstrate the usage of this package.

  20. Greater circadian disadvantage during evening games for the National Basketball Association (NBA), National Hockey League (NHL) and National Football League (NFL) teams travelling westward.

    Science.gov (United States)

    Roy, Jonathan; Forest, Geneviève

    2018-02-01

    We investigated the effects of a circadian disadvantage (i.e. playing in a different time zone) on the winning percentages in three major sport leagues in North America: the National Basketball Association, the National Hockey League and the National Football League. We reviewed 5 years of regular season games in the National Basketball Association, National Hockey League and National Football League, and noted the winning percentage of the visiting team depending on the direction of travel (west, east, and same time zone) and game time (day and evening games). T-tests and analysis of variance were performed to evaluate the effects of the circadian disadvantage, its direction, the number of time zones travelled, and the game time on winning percentages in each major league. The results showed an association between the winning percentages and the number of time zones traveled for the away evening games, with a clear disadvantage for the teams travelling westward. There was a significant difference in the teams' winning percentages depending on the travelling direction in the National Basketball Association (F 2,5908  = 16.12, P < 0.0001) and the National Hockey League (F 2,5639  = 4.48, P = 0.011), and a trend was found in the National Football League (F 2,1279  = 2.86, P = 0.058). The effect of the circadian disadvantage transcends the type of sport and needs to be addressed for greater equity among the western and eastern teams in professional sports. These results also highlight the importance of circadian rhythms in sport performance and athletic competitions. © 2017 European Sleep Research Society.

  1. International cooperation for nuclear science and energy development- A win win perspective

    International Nuclear Information System (INIS)

    Sheriffah Noor Khamseah Al-Idid Syed Ahmad Idid

    2013-01-01

    Full-text: International and regional cooperation is fundamental for the safe and effective introduction and expansion of nuclear power programme (NPP). A win-win situation can be harnessed as experienced countries in NPP are able to offer a myriad of benefits to new comer countries as well as countries planning for NPP whilst new comer countries are able to offer education and training opportunities and business opportunities to advanced countries in NPP. Countries with long experience in nuclear power programme (NPP) are able to offer experience, knowledge, advisory as well as sharing of resources and facilities with new comer countries. As skilled and competent personnel in the entire nuclear value-chain are critical to support NPP, this paper will provide an overview of some of the experience and resources of advanced countries in NPP that could be shared with new comer countries, with a focus in the area of education and training, as well as in industrial development. The paper will conclude by offering some recommendations as a way forward for establishing international cooperation in Nuclear Education and Training, as well as for industrial development. (author)

  2. Evolutionary fate of memory-one strategies in repeated prisoner's dilemma game in structured populations

    Science.gov (United States)

    Liu, Xu-Sheng; Wu, Zhi-Xi; Chen, Michael Z. Q.; Guan, Jian-Yue

    2017-07-01

    We study evolutionary spatial prisoner's dilemma game involving a one-step memory mechanism of the individuals whenever making strategy updating. In particular, during the process of strategy updating, each individual keeps in mind all the outcome of the action pairs adopted by himself and each of his neighbors in the last interaction, and according to which the individuals decide what actions they will take in the next round. Computer simulation results imply that win-stay-lose-shift like strategy win out of the memory-one strategy set in the stationary state. This result is robust in a large range of the payoff parameter, and does not depend on the initial state of the system. Furthermore, theoretical analysis with mean field and quasi-static approximation predict the same result. Thus, our studies suggest that win-stay-lose-shift like strategy is a stable dominant strategy in repeated prisoner's dilemma game in homogeneous structured populations.

  3. A game-theoretic approach to real-time system testing

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Li, Shuhao

    2008-01-01

    This paper presents a game-theoretic approach to the testing of uncontrollable real-time systems. By modelling the systems with Timed I/O Game Automata and specifying the test purposes as Timed CTL formulas, we employ a recently developed timed game solver UPPAAL-TIGA to synthesize winning...... strategies, and then use these strategies to conduct black-box conformance testing of the systems. The testing process is proved to be sound and complete with respect to the given test purposes. Case study and preliminary experimental results indicate that this is a viable approach to uncontrollable timed...... system testing....

  4. The Quantitative Analysis of a team game performance made by men basketball teams at OG 2008

    OpenAIRE

    Kocián, Michal

    2009-01-01

    Title: The quantitative analysis of e team game performance made by men basketball teams at Olympis games 2008 Aims: Find reason successes and failures of teams in Olympis game play-off using quantitative (numerical) observation of selected game statistics. Method: The thesis was made on the basic a quantitative (numerical) observation of videorecordings using KVANTÝM. Results: Obtained selected statistic desribed the most essentials events for team winning or loss. Keywords: basketball, team...

  5. Customers and markets. International components for win-win relations; Kunden und Maerkte. Internationale Bausteine fuer Win-Win-Relationen

    Energy Technology Data Exchange (ETDEWEB)

    Lamprecht, F.

    1998-09-01

    In deregulated energy markets, power supply companies change from commodity suppliers to service providers. The core of the process of change is a change in attitude, from producer to customer-oriented marketer; the means applied in the process are a diversified and integrated marketing strategy, targeting both external and internal conditions, which fits into a comprehensive concept of an integrated communications strategy. An international conference held in mid-June in Lisbon, organised by the associations Unipede and EURELECTRIC as well as the International Energy Agency (IEA), supplied a wealth of information on this topical issue spanning a broad range of interesting aspects, as eg. approaches to identify customer needs and correspondingly develop new services, or the quest for new business segments and possibilities of finding win-win relations for both customers and power producers. (orig./CB) [Deutsch] Auf liberalisierten Strommaerkten entwickeln sich die Energieversorger zu Dienstleistern. Kern des Wandels ist der Weg von der Produktions- zur Kundenorientierung, Mittel eine differenzierte und integrierte Marketingstrategie, die nach aussen wie nach innen gerichtet ist und in ein umfassendes Konzept einer integrierten Kommunikationsstrategie eingepasst ist. Eine von den Verbaenden Unipede und EURELECTRIC sowie der Internationalen Energie-Agentur (IEA) Mitte Juni in Lissabon ausgerichtete internationale Konferenz lieferte hierzu eine Fuelle an Material. Es wurde thematisch ein weiter Bogen gespannt. Von der Ermittlung unterschiedlicher Kundenbeduerfnisse ueber Methoden, sich danach auszurichten sowie speziell entwickelte Marketingstrategien, bis hin zu neuen Betaetigungsfeldern wurde nach Moeglichkeiten gesucht, Win-Win-Relationen fuer Kunden und EVU darzustellen. (orig.)

  6. SigWinR; the SigWin-detector updated and ported to R

    Directory of Open Access Journals (Sweden)

    Breit Timo M

    2009-10-01

    Full Text Available Abstract Background Our SigWin-detector discovers significantly enriched windows of (genomic elements in any sequence of values (genes or other genomic elements in a DNA sequence in a fast and reproducible way. However, since it is grid based, only (life scientists with access to the grid can use this tool. Therefore and on request, we have developed the SigWinR package which makes the SigWin-detector available to a much wider audience. At the same time, we have introduced several improvements to its algorithm as well as its functionality, based on the feedback of SigWin-detector end users. Findings To allow usage of the SigWin-detector on a desktop computer, we have rewritten it as a package for R: SigWinR. R is a free and widely used multi platform software environment for statistical computing and graphics. The package can be installed and used on all platforms for which R is available. The improvements involve: a visualization of the input-sequence values supporting the interpretation of Ridgeograms; a visualization allowing for an easy interpretation of enriched or depleted regions in the sequence using windows of pre-defined size; an option that allows the analysis of circular sequences, which results in rectangular Ridgeograms; an application to identify regions of co-altered gene expression (ROCAGEs with a real-life biological use-case; adaptation of the algorithm to allow analysis of non-regularly sampled data using a constant window size in physical space without resampling the data. To achieve this, support for analysis of windows with an even number of elements was added. Conclusion By porting the SigWin-detector as an R package, SigWinR, improving its algorithm and functionality combined with adequate performance, we have made SigWin-detector more useful as well as more easily accessible to scientists without a grid infrastructure.

  7. 26 CFR 1.50B-1 - Definitions of WIN expenses and WIN employees.

    Science.gov (United States)

    2010-04-01

    ... employee. (c) Trade or business expenses. The term “WIN expenses” includes only salaries and wages which... 26 Internal Revenue 1 2010-04-01 2010-04-01 true Definitions of WIN expenses and WIN employees. 1... INCOME TAXES Rules for Computing Credit for Expenses of Work Incentive Programs § 1.50B-1 Definitions of...

  8. Quantum Bayesian networks with application to games displaying Parrondo's paradox

    Science.gov (United States)

    Pejic, Michael

    Bayesian networks and their accompanying graphical models are widely used for prediction and analysis across many disciplines. We will reformulate these in terms of linear maps. This reformulation will suggest a natural extension, which we will show is equivalent to standard textbook quantum mechanics. Therefore, this extension will be termed quantum. However, the term quantum should not be taken to imply this extension is necessarily only of utility in situations traditionally thought of as in the domain of quantum mechanics. In principle, it may be employed in any modelling situation, say forecasting the weather or the stock market---it is up to experiment to determine if this extension is useful in practice. Even restricting to the domain of quantum mechanics, with this new formulation the advantages of Bayesian networks can be maintained for models incorporating quantum and mixed classical-quantum behavior. The use of these will be illustrated by various basic examples. Parrondo's paradox refers to the situation where two, multi-round games with a fixed winning criteria, both with probability greater than one-half for one player to win, are combined. Using a possibly biased coin to determine the rule to employ for each round, paradoxically, the previously losing player now wins the combined game with probabilitygreater than one-half. Using the extended Bayesian networks, we will formulate and analyze classical observed, classical hidden, and quantum versions of a game that displays this paradox, finding bounds for the discrepancy from naive expectations for the occurrence of the paradox. A quantum paradox inspired by Parrondo's paradox will also be analyzed. We will prove a bound for the discrepancy from naive expectations for this paradox as well. Games involving quantum walks that achieve this bound will be presented.

  9. Differences and discriminatory power of water polo game-related statistics in men in international championships and their relationship with the phase of the competition.

    Science.gov (United States)

    Escalante, Yolanda; Saavedra, Jose M; Tella, Victor; Mansilla, Mirella; García-Hermoso, Antonio; Domínguez, Ana M

    2013-04-01

    The aims of this study were (a) to compare water polo game-related statistics by context (winning and losing teams) and phase (preliminary, classification, and semifinal/bronze medal/gold medal), and (b) identify characteristics that discriminate performances for each phase. The game-related statistics of the 230 men's matches played in World Championships (2007, 2009, and 2011) and European Championships (2008 and 2010) were analyzed. Differences between contexts (winning or losing teams) in each phase (preliminary, classification, and semifinal/bronze medal/gold medal) were determined using the chi-squared statistic, also calculating the effect sizes of the differences. A discriminant analysis was then performed after the sample-splitting method according to context (winning and losing teams) in each of the 3 phases. It was found that the game-related statistics differentiate the winning from the losing teams in each phase of an international championship. The differentiating variables are both offensive and defensive, including action shots, sprints, goalkeeper-blocked shots, and goalkeeper-blocked action shots. However, the number of discriminatory variables decreases as the phase becomes more demanding and the teams become more equally matched. The discriminant analysis showed the game-related statistics to discriminate performance in all phases (preliminary, classificatory, and semifinal/bronze medal/gold medal phase) with high percentages (91, 90, and 73%, respectively). Again, the model selected both defensive and offensive variables.

  10. Assessing Problematic Video Gaming Using the Theory of Planned Behavior: A Longitudinal Study of Dutch Young People

    Science.gov (United States)

    Haagsma, Maria C.; King, Daniel L.; Pieterse, Marcel E.; Peters, Oscar

    2013-01-01

    Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of Planned Behavior (TPB). A two-wave, six-month…

  11. Game story space of professional sports: Australian rules football

    Science.gov (United States)

    Kiley, Dilan Patrick; Reagan, Andrew J.; Mitchell, Lewis; Danforth, Christopher M.; Dodds, Peter Sheridan

    2016-05-01

    Sports are spontaneous generators of stories. Through skill and chance, the script of each game is dynamically written in real time by players acting out possible trajectories allowed by a sport's rules. By properly characterizing a given sport's ecology of "game stories," we are able to capture the sport's capacity for unfolding interesting narratives, in part by contrasting them with random walks. Here we explore the game story space afforded by a data set of 1310 Australian Football League (AFL) score lines. We find that AFL games exhibit a continuous spectrum of stories rather than distinct clusters. We show how coarse graining reveals identifiable motifs ranging from last-minute comeback wins to one-sided blowouts. Through an extensive comparison with biased random walks, we show that real AFL games deliver a broader array of motifs than null models, and we provide consequent insights into the narrative appeal of real games.

  12. All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance

    Directory of Open Access Journals (Sweden)

    Cristina Ampatzidou

    2018-03-01

    Full Text Available As games and gamified applications gain prominence in the academic debate on participatory practices, it is worth examining whether the application of such tools in the daily planning practice could be beneficial. This study identifies a research–practice gap in the current state of participatory urban planning practices in three European cities. Planners and policymakers acknowledge the benefits of employing such tools to illustrate complex urban issues, evoke social learning, and make participation more accessible. However, a series of impediments relating to planners’ inexperience with participatory methods, resource constraints, and sceptical adult audiences, limits the broader application of games and gamified applications within participatory urban planning practices. Games and gamified applications could become more widely employed within participatory planning processes when process facilitators become better educated and better able to judge the situations in which such tools could be implemented as part of the planning process, and if such applications are simple and useful, and if their development process is based on co-creation with the participating publics.

  13. Controlling chaotic transients: Yorke's game of survival

    DEFF Research Database (Denmark)

    Aguirre, Jacobo; D'ovidio, Francesco; Sanjuán, Miguel A. F.

    2004-01-01

    . This problem is focused as a two-person, mathematical game between two players called "the protagonist" and "the adversary." The protagonist's goal is to survive. He can lose but cannot win; the best he can do is survive to play another round, struggling ad infinitum. In the absence of actions by either player...... knows the action of the adversary in choosing his response and is permitted to choose the initial point x(0) of the game. We use the "slope 3" tent map in an example of this problem. We show that it is possible for the protagonist to survive....

  14. A Game-Theoretic approach to Fault Diagnosis of Hybrid Systems

    Directory of Open Access Journals (Sweden)

    Davide Bresolin

    2011-06-01

    Full Text Available Physical systems can fail. For this reason the problem of identifying and reacting to faults has received a large attention in the control and computer science communities. In this paper we study the fault diagnosis problem for hybrid systems from a game-theoretical point of view. A hybrid system is a system mixing continuous and discrete behaviours that cannot be faithfully modeled neither by using a formalism with continuous dynamics only nor by a formalism including only discrete dynamics. We use the well known framework of hybrid automata for modeling hybrid systems, and we define a Fault Diagnosis Game on them, using two players: the environment and the diagnoser. The environment controls the evolution of the system and chooses whether and when a fault occurs. The diagnoser observes the external behaviour of the system and announces whether a fault has occurred or not. Existence of a winning strategy for the diagnoser implies that faults can be detected correctly, while computing such a winning strategy corresponds to implement a diagnoser for the system. We will show how to determine the existence of a winning strategy, and how to compute it, for some decidable classes of hybrid automata like o-minimal hybrid automata.

  15. Moral calculations game theory, logic, and human frailty

    CERN Document Server

    Mérő, László

    1998-01-01

    Are people ever rational? Consider this: You auction off a one-dollar bill to the highest bidder, but you set the rules so that the second highest bidder also has to pay the amount of his last bid, even though he gets nothing. Would people ever enter such an auction? Not only do they, but according to Martin Shubik, the game's inventor, the average winning bid (for a dollar, remember) is $3.40. Many winners report that they bid so high only because their opponent "went completely crazy." This game lies at the intersection of three subjects of eternal fascination: human psychology, morality, and John von Neumann's game theory. Hungarian game-theorist Laszlo Mero introduces us to the basics of game theory, including such concepts as zero-sum games, Prisoner's Dilemma and the origins of altruism; shows how game theory is applicable to fields ranging from physics to politics; and explores the role of rational thinking in the context of many different kinds of thinking. This fascinating, urbane book will interest ...

  16. Limitations of cooperation strategy – case of board games and simulation games

    Directory of Open Access Journals (Sweden)

    Michał Mijal

    2014-03-01

    Full Text Available Purpose: The aim of this paper was to investigate determinants of choosing negotiation strategies in simulation and board games. Methodology: The authors decided to use the standardized interview to get fi rst-thought answer fast. As respondents group of students from the Faculty of Management, University of Warsaw was chosen. Findings: Research material confi rms that confrontational strategy is the most popular one which was usually justifi ed by the actions of the opponents. Some of the participants took into their considerations also personal value hierarchy and the results of previous games. Nevertheless almost all students declared that their approach to negotiations was cooperative as well as integrative. Negotiators usually do not consider negotiations as a holistic process with a variable sum of winnings but they tend to focus rather on their own result. Moreover, distributive or confrontational negotiations are so strongly rooted in participants’ consciousness that abandoning this pattern requires a signifi cant theoretical and empirical knowledge on confl ict management. Originality: The paper is unique in terms of application of board games for defi ning determinants of the strategy-setting in negotiation games.

  17. Behavioural and neural modulation of win-stay but not lose-shift strategies as a function of outcome value in Rock, Paper, Scissors.

    Science.gov (United States)

    Forder, Lewis; Dyson, Benjamin James

    2016-09-23

    Competitive environments in which individuals compete for mutually-exclusive outcomes require rational decision making in order to maximize gains but often result in poor quality heuristics. Reasons for the greater reliance on lose-shift relative to win-stay behaviour shown in previous studies were explored using the game of Rock, Paper, Scissors and by manipulating the value of winning and losing. Decision-making following a loss was characterized as relatively fast and relatively inflexible both in terms of the failure to modulate the magnitude of lose-shift strategy and the lack of significant neural modulation. In contrast, decision-making following a win was characterized as relatively slow and relatively flexible both in terms of a behavioural increase in the magnitude of win-stay strategy and a neural modulation of feedback-related negativity (FRN) and stimulus-preceding negativity (SPN) following outcome value modulation. The win-stay/lose-shift heuristic appears not to be a unified mechanism, with the former relying on System 2 processes and the latter relying on System 1 processes. Our ability to play rationally appears more likely when the outcome is positive and when the value of wins are low, highlighting how vulnerable we can be when trying to succeed during competition.

  18. Doubling Your Payoff: Winning Pain Relief Engages Endogenous Pain Inhibition1,2,3

    Science.gov (United States)

    Kwan, Saskia; Schweinhardt, Petra

    2015-01-01

    Abstract When in pain, pain relief is much sought after, particularly for individuals with chronic pain. In analogy to augmentation of the hedonic experience (“liking”) of a reward by the motivation to obtain a reward (“wanting”), the seeking of pain relief in a motivated state might increase the experience of pain relief when obtained. We tested this hypothesis in a psychophysical experiment in healthy human subjects, by assessing potential pain-inhibitory effects of pain relief “won” in a wheel of fortune game compared with pain relief without winning, exploiting the fact that the mere chance of winning induces a motivated state. The results show pain-inhibitory effects of pain relief obtained by winning in behaviorally assessed pain perception and ratings of pain intensity. Further, the higher participants scored on the personality trait novelty seeking, the more pain inhibition was induced. These results provide evidence that pain relief, when obtained in a motivated state, engages endogenous pain-inhibitory systems beyond the pain reduction that underlies the relief in the first place. Consequently, such pain relief might be used to improve behavioral pain therapy, inducing a positive, perhaps self-amplifying feedback loop of reduced pain and improved functionality. PMID:26464995

  19. 26 CFR 7.6041-1 - Return of information as to payments of winnings from bingo, keno, and slot machines.

    Science.gov (United States)

    2010-04-01

    ... winnings from bingo, keno, and slot machines. 7.6041-1 Section 7.6041-1 Internal Revenue INTERNAL REVENUE..., keno, and slot machines. (a) In general. On or after May 1, 1977, every person engaged in a trade or... machine play or of $1,500 or more from a keno game shall make an information return with respect to such...

  20. Parrondo's game using a discrete-time quantum walk

    International Nuclear Information System (INIS)

    Chandrashekar, C.M.; Banerjee, Subhashish

    2011-01-01

    We present a new form of a Parrondo game using discrete-time quantum walk on a line. The two players A and B with different quantum coins operators, individually losing the game can develop a strategy to emerge as joint winners by using their coins alternatively, or in combination for each step of the quantum walk evolution. We also present a strategy for a player A (B) to have a winning probability more than player B (A). Significance of the game strategy in information theory and physical applications are also discussed. - Highlights: → Novel form of Parrondo's game on a single particle discrete-time quantum walk. → Strategies for players to emerge as individual winners or as joint winners. → General framework for controlling and using quantum walk with multiple coins. → Strategies can be used in algorithms and situations involving directed motion.

  1. Teaching Win-Win Better Prepares Students for Subsequent Experiences in Life.

    Science.gov (United States)

    Brainard, Alan J.

    The psychology of competition and winning, especially in relation to learning and motivation, is discussed. The Personalized System of Instruction (PSI) approach to coursework is proposed as a means of using the winning philosophy in education. Also suggested is the inclusion into coursework design of a form of rhetoric developed by Carl Rogers…

  2. Win-win strategies in directing low-carbon resilient development path

    International Nuclear Information System (INIS)

    Masui, Toshihiko; Kainuma, Mikiko

    2015-01-01

    This section explores big win-win strategies in directing low carbon resilient development path. There are lots of “leapfrog” development possibilities in developing countries, which go directly from a status of under-development through to efficient and environmentally benign lifestyle. To achieve low carbon resilient paths, not only technology development but also institutional and behavioral changes are required. Science-policy nexus is also discussed.

  3. Earth Girl Volcano: An Interactive Game for Disaster Preparedness

    Science.gov (United States)

    Kerlow, Isaac

    2017-04-01

    Earth Girl Volcano is an interactive casual strategy game for disaster preparedness. The project is designed for mainstream audiences, particularly for children, as an engaging and fun way to learn about volcano hazards. Earth Girl is a friendly character that kids can easily connect with and she helps players understand how to best minimize volcanic risk. Our previous award-winning game, Earth Girl Tsunami, has seen success on social media, and is available as a free app for both Android and iOS tables and large phones in seven languages: Indonesian, Thai, Tamil, Japanese, Chinese, Spanish, French and English. This is the first public viewing of the Earth Girl Volcano new game prototype.

  4. A Game-theoretic View on Behavioural Visualisation

    DEFF Research Database (Denmark)

    Westergaard, Michael

    2007-01-01

    To bridge the gap between domain experts and formal methods experts, visualisations of the behaviour of formal models are used to let the domain expert understand and experiment with the formal model. In this paper we provide a definition of visualisations, founded in game-theory, which regards v...... visualisations as transition systems synchronised with formal models. We show example visualisations, use them to show winning strategies of games, and demonstrate how an industrial application of formal models benefited from this approach.......To bridge the gap between domain experts and formal methods experts, visualisations of the behaviour of formal models are used to let the domain expert understand and experiment with the formal model. In this paper we provide a definition of visualisations, founded in game-theory, which regards...

  5. Game theory and non-linear dynamics: the Parrondo Paradox case study

    International Nuclear Information System (INIS)

    Arena, P.; Fazzino, S.; Fortuna, L.; Maniscalco, P.

    2003-01-01

    In this paper a new research topic is explored on the role of chaos in a particular game problem: the Parrondo Paradox. In the original formulation of this paradox, it has been proved that two separate losing games can be combined following a random or periodic strategy in order to have a resulting winning game. In this paper, three key points will be dealt with. The first one regards the introduction of a strategy based on various chaotic time series: this could improve the gain in the classical two games Parrondo problem. The second one concerns with the introduction of a third loosing game based on the history of the game and not on the capital as in the classical Parrondo two games Problem. Finally, the Parrondo Paradox has been generalized for N games and an algorithm has been proposed in order to investigate through an optimization approach the region of probability parameter space in which Parrondo Paradox can occur

  6. The Bamberg Trucking Game: A Paradigm for Assessing the Detection of Win–Win Solutions in a Potential Conflict Scenario

    Directory of Open Access Journals (Sweden)

    Dario Nalis

    2018-02-01

    Full Text Available In win–win solutions, all parties benefit more from the solution than they would if they each pursued their own individual goals. Such solutions are beneficial at individual and collective levels and thus represent optimal solutions. Win–win solutions are desirable but often difficult to find. To allow the study of individual differences and situational factors that help or hinder the detection of win–win solutions, we created a paradigm that fills a gap in the repertoire of psychological instruments used to assess collaboration, cooperation, negotiation, and prosocial behavior. The new paradigm differs from previous ones in two aspects: (a In existing paradigms that focus on social motivation, possible strategies are evident, whereas we focused here on the question of whether people can detect the solution and thus disentangle ability from motivation, (b Paradigms that focus on cooperation typically entail a risk associated with the partner’s defection, whereas cooperation in our paradigm is not associated with risk. We adjusted the Trucking Game—a method for assessing bargaining—to include a situation in which two parties can help each other achieve their respective goals and thus benefit over and above the pursuit of individual goals or compromising. We tested scenario-based and interaction-based versions with samples of 154 and 112 participants, respectively. Almost one third of the participants or dyads found the win–win solution. General mental abilities were not related to detecting the win–win solution in either version. The paradigm provides a way to extend research on cooperation and conflict and can thus be useful for research and training.

  7. Efficient On-the-fly Algorithms for the Analysis of Timed Games

    DEFF Research Database (Denmark)

    Cassez, Franck; David, Alexandre; Fleury, Emmanuel

    2005-01-01

    In this paper, we propose the first efficient on-the-fly algorithm for solving games based on timed game automata with respect to reachability and safety properties The algorithm we propose is a symbolic extension of the on-the-fly algorithm suggested by Liu & Smolka [15] for linear-time model-ch...... symbolic algorithm are proposed as well as methods for obtaining time-optimal winning strategies (for reachability games). Extensive evaluation of an experimental implementation of the algorithm yields very encouraging performance results.......In this paper, we propose the first efficient on-the-fly algorithm for solving games based on timed game automata with respect to reachability and safety properties The algorithm we propose is a symbolic extension of the on-the-fly algorithm suggested by Liu & Smolka [15] for linear-time model...

  8. Strategic interactions: Games of the Ju|'hoan.

    Science.gov (United States)

    de Voogt, Alex

    2017-12-01

    Three strategic games played by the Ju|'hoan-a board, a card, and a gesture game-complicate the rhetorics that suggest an evolutionary or psychological significance of play. They are mostly played by adults, although every individual adult does not necessarily engage in each game. The Ju|'hoan card and board game practices were transmitted through contact across large parts of Botswana and Namibia, while the gesture game n!àì has been known in other San communities. It suggests that the significance of strategic games is more likely found in its potential for social interaction (i.e., allowing to overcome cultural divides) than in evolution and psychology. Within the anthropological literature, strategy games were thought to be absent in egalitarian societies, such as that of the Ju|'hoan. Here, the roles of power, competition, and winning were thought to be disruptive and unwanted. A closer examination of the details behind the Ju|'hoan games shows that not only were strategy games adopted and adapted from neighboring societies but that the game of n!àì was developed by the Ju|'hoan into a competitive one. The evolutionary or psychological significance of play is informed by studies on individual play, children's play, and games with informal rules. When considering strategic games throughout history, it is their role of facilitator rather than the playing practice itself that makes games relevant across languages, cultural divides, and sociopolitical boundaries.

  9. Reports of wins and risk taking: an investigation of the mediating effect of the illusion of control.

    Science.gov (United States)

    Martinez, Frédéric; Le Floch, Valérie; Gaffié, Bernard; Villejoubert, Gaëlle

    2011-06-01

    Two experiments examined the relationships between the knowledge that another person has won in a gamble, the illusion of control and risk taking. Participants played a computer-simulated French roulette game individually. Before playing, some participants learnt that another person won a large amount of money. Results from a first experiment (n = 24) validated a causal model where the knowledge of another person's win increased the illusion of control, measured with betting times, expectancy and self-reports on scales, which in turn encourages risk taking. In the second experiment (n = 36), some participants were told the previous player acknowledged the win to be fortuitous. The suppression of the belief that the previous winner had himself exerted control over the outcome resulted in lower rates of risk-taking behaviors. This suggests that it was not the knowledge of another person's win in itself that increased risk taking, but rather, the belief that the other person had some control over the gamble's outcome. Theoretical implications for the study of social mechanisms involved in gambling behavior are discussed.

  10. The Olympic and Paralympic Games 2012: literature review of the logistical planning and operational challenges for public health.

    Science.gov (United States)

    Enock, K E; Jacobs, J

    2008-11-01

    To undertake a review of the literature relating to public health planning and interventions at previous summer Olympic and Paralympic Games and other relevant major summer sporting events or mass gatherings, with a focus on official publications and peer-reviewed articles. Literature review. A literature review was undertaken using all biomedical databases and a freetext search using Google to widen the search beyond peer-reviewed publications. Search terms used were: Olympics; Paralympics; mass gatherings; mass gathering medicine; sporting events; weather; planning; and organisation. Citations within articles were searched to identify additional references that would inform this review. This literature review concentrates on the public health aspects of population care at mass gatherings, particularly the Olympic and Paralympic Games which are set over several weeks, focusing on surveillance, prevention and health service quality. The literature identified 10 areas of public health planning: public health command centre and communication; surveillance, assessment and control; environmental health and safety; infectious disease outbreaks; implications of weather conditions; health promotion; travel information; economic assessments; public transport and reduction of asthma events; and preparing athletes for potential allergies. The following themes emerged as crucial factors for the success of any public health interventions at Olympic and Paralympic Games: detailed planning of deliverables; pre-identification of critical success factors; management of risk; detailed contingency planning; and full testing of all plans prior to the event. The 2012 Olympic Games will provide an exciting challenge for public health providers and systems. Preparation requires early detailed planning of policies, procedures and on-site health promotion events, in addition to helping to set up the surveillance and monitoring systems that will capture public health activity alongside

  11. Win-Win-Win: Reflections from a Work-Integrated Learning Project in a Non-Profit Organization

    Directory of Open Access Journals (Sweden)

    Dale C MacKrell

    2016-05-01

    Full Text Available This paper reports on the educational aspects of an information systems work-integrated learning (WIL capstone project for an organization which operates to alleviate homelessness in the Australian non-profit sector. The methodology adopted for the study is Action Design Research (ADR which draws on action research and design research as a means for framing a project's progress. Reflective insights by the project stakeholders, namely, students, academics, and the non-profit client, reveal a curriculum at work through internal features of the organization; personal features of the participants and features of the external environment. Preliminary findings suggest that students in a WIL project for a non-profit are highly engaged, especially when they become aware of the project’s social value. As well, the improvement of professional skills and emotional intelligence by students is more likely in real-life practice settings than in other less authentic WIL activities, equipping graduates for the workforce with both strong disciplinary and generic skills. Win-win-win synergies through project collaboration represent worthwhile outcomes to education, industry and research.

  12. Ag-to-urban water transfer in California: Win-win solutions

    International Nuclear Information System (INIS)

    Jacobi, L.A.; Carley, R.L.

    1993-01-01

    The current long-term drought in California has generated interest in water transfers. Water transfers from farms to the cities are widely viewed as the next major source of supply to urban California. Ag-to-Urban permanent water transfers may have negative consequences to the agricultural sector and to the environment. This paper presents agricultural water use statistics, discusses sources of water for transfer, and suggests sources of water for win-win transfers

  13. Bayesian modeling using WinBUGS

    CERN Document Server

    Ntzoufras, Ioannis

    2009-01-01

    A hands-on introduction to the principles of Bayesian modeling using WinBUGS Bayesian Modeling Using WinBUGS provides an easily accessible introduction to the use of WinBUGS programming techniques in a variety of Bayesian modeling settings. The author provides an accessible treatment of the topic, offering readers a smooth introduction to the principles of Bayesian modeling with detailed guidance on the practical implementation of key principles. The book begins with a basic introduction to Bayesian inference and the WinBUGS software and goes on to cover key topics, including: Markov Chain Monte Carlo algorithms in Bayesian inference Generalized linear models Bayesian hierarchical models Predictive distribution and model checking Bayesian model and variable evaluation Computational notes and screen captures illustrate the use of both WinBUGS as well as R software to apply the discussed techniques. Exercises at the end of each chapter allow readers to test their understanding of the presented concepts and all ...

  14. The Relationship Between Structural Game Characteristics and Gambling Behavior: A Population-Level Study.

    Science.gov (United States)

    Leino, Tony; Torsheim, Torbjørn; Blaszczynski, Alex; Griffiths, Mark; Mentzoni, Rune; Pallesen, Ståle; Molde, Helge

    2015-12-01

    The aim of this study was to examine the relationship between the structural characteristics and gambling behavior among video lottery terminal (VLT) gamblers. The study was ecological valid, because the data consisted of actual gambling behavior registered in the participants natural gambling environment without intrusion by researchers. Online behavioral tracking data from Multix, an eight game video lottery terminal, were supplied by Norsk-Tipping (the state owned gambling company in Norway). The sample comprised the entire population of Multix gamblers (N = 31,109) who had gambled in January 2010. The individual number of bets made across games was defined as the dependent variable, reward characteristics of a game (i.e., payback percentage, hit frequency, size of winnings and size of jackpot) and bet characteristics of a game (i.e., range of betting options and availability of advanced betting options) served as the independent variables. Control variables were age and gender. Two separate cross-classified multilevel random intercepts models were used to analyze the relationship between bets made, reward characteristics and bet characteristics, where the number of bets was nested within both individuals and within games. The results show that the number of bets is positively associated with payback percentage, hit frequency, being female and age, and negatively associated with size of wins and range of available betting options. In summary, the results show that the reward characteristics and betting options explained 27% and 15% of the variance in the number of bets made, respectively. It is concluded that structural game characteristics affect gambling behavior. Implications of responsible gambling are discussed.

  15. Successful Undergraduate Research: Creating Win-Win-Win

    Science.gov (United States)

    Guswa, A. J.; Rhodes, A. L.

    2003-12-01

    Undergraduate involvement in research has the potential to advance science, enhance education, strengthen the research community, and raise general awareness of the importance and impact of scientific understanding. Rather than being competing objectives, these goals are synergistic. Effective research experiences are those that create win-win-win situations: benefits to the student, benefits to the project, and benefits to the scientific community. When structured appropriately, undergraduate research fits into a learner-centered paradigm that puts emphasis on student learning, rather than instructor teaching. Under such a paradigm the student and professor learn together, constructing knowledge by integrating information with critical-thinking and problem-solving skills, and use this knowledge to address issues in real-life contexts. Creating such a learning environment requires that the professor be vested in the outcome of the research, that the student take a meta-cognitive approach to the project and work at a level appropriate to her abilities, and that the student understand how her contribution fits into the project and the larger field. All of these factors lead to greater independence, confidence, and productivity on the part of the student. By providing undergraduates with these experiences, we introduce not only future scientists but also non-scientists to the excitement of discovery and the value of scientific research. Currently, we involve undergraduates in our research on the hydrology and geochemistry of a tropical montane cloud forest in Monteverde, Costa Rica. At the start of each student's involvement, we provide her with the big picture: our project goals, the relevant social issues, and the importance of watershed research. Each student then articulates her own educational and project objectives. Together, we choose tasks that match her skills and interests with our scholarly work. Specific activities range from literature review to

  16. Do warning signs on electronic gaming machines influence irrational cognitions?

    Science.gov (United States)

    Monaghan, Sally; Blaszczynski, Alex; Nower, Lia

    2009-08-01

    Electronic gaming machines are popular among problem gamblers; in response, governments have introduced "responsible gaming" legislation incorporating the mandatory display of warning signs on or near electronic gaming machines. These signs are designed to correct irrational and erroneous beliefs through the provision of accurate information on probabilities of winning and the concept of randomness. There is minimal empirical data evaluating the effectiveness of such signs. In this study, 93 undergraduate students were randomly allocated to standard and informative messages displayed on an electronic gaming machine during play in a laboratory setting. Results revealed that a majority of participants incorrectly estimated gambling odds and reported irrational gambling-related cognitions prior to play. In addition, there were no significant between-group differences, and few participants recalled the content of messages or modified their gambling-related cognitions. Signs placed on electronic gaming machines may not modify irrational beliefs or alter gambling behaviour.

  17. Vancouver Olympic rings powered by fuel cell and IESO records winning goal

    Energy Technology Data Exchange (ETDEWEB)

    Anon.

    2010-04-15

    The fuel cell system that provided power to the 30-foot tall floating Olympic Rings in Vancouver's harbour during the 2010 Winter Olympic Games was developed and manufactured by IdaTech in Bend, Oregon. The power source altered between a biodiesel generator and IdaTech's ElectraGen H2 zero emission hydrogen fuel cell system. The technology was chosen as a source of reliable, clean energy for applications in remote locations. The ElectraGen H2 is a hydrogen fueled proton exchange membrane (PEM) fuel cell system that emits only water vapour and heat, without any greenhouse gases. These solid state electric generators combine the best features of generators and batteries. IdaTech has sold over 400 of these fuel cell units to India and Asia to provide backup power to telecommunications networks. The 2010 Winter Olympic Games also provided an opportunity for Ontario's Independent Electricity System Operator (IESO) to track electricity consumption as people turned on their televisions to watch the Men's hockey final between Canada and the United States. An increase in electricity use of 300 MW occurred just before the game started and a similar increase occurred during the intermissions as viewers prepared snacks. Electricity consumption dropped considerably after overtime began and then climbed in the final stages of the game after the winning goal was scored. 2 figs.

  18. Using Games in Online Education: Is It a Winning Strategy?

    Science.gov (United States)

    Vu, Phu; Crow, Sherry R.; Fredrickson, Scott

    2014-01-01

    This study examined the impact of adding game elements on students' performances in an online learning setting. Two intact online graduate level course sections were chosen for this study. Each course sections had 18 students. The results of the study showed that there were significant differences in the time students spent in their courses and…

  19. Reports of Wins and Risk Taking : An Investigation of the Mediating Effect of the Illusion of Control.

    OpenAIRE

    Martinez , Frederic; Le Floch , Valérie; Gaffié , Bernard; Villejoubert , Gaëlle

    2011-01-01

    International audience; Two experiments examined the relationships between the knowledge that another person has won in a gamble, the illusion of control and risk taking. Participants played a computer-simulated French roulette game individually. Before playing, some participants learnt that another person won a large amount of money. Results from a first experiment (n=24) validated a causal model where the knowledge of another person's win increased the illusion of control, measured with bet...

  20. Planning uncertainties, market risks and new environmental choices: Winning least cost planning combinations

    International Nuclear Information System (INIS)

    Violette, D.; Lang, C.

    1990-01-01

    Utility demand and supply-side planners will face new challenges from environmental regulations. Under current proposals, every ton of pollutant will have a cost to utilities, not just the tons that put them over the allowable limit. Planners will have to account for these new costs. To do this, planners need to start tracking emissions implementation actions today, and begin strategies for future regulatory changes. Current legislative proposals include a tax on the carbon content of fuels to curb emissions of greenhouse gases and substantial reductions in sulfur dioxide and nitrogen oxide emissions. The important issue for planners is the flexible compliance requirements within these regulatory changes. The acid rain proposals, for example, include a market-based emissions trading system for emissions allowances. Whenever there is a competitive market, there are market risks, and potential winners and losers. Utilities need to be prepared to analyze and mitigate these risks. Integrated least cost planing is one way a utility will have to meet this challenge. Planning involves uncertainty and risk. The wide array of compliance choices create countless combinations of strategies for utilities to comply with the new emissions regulations. This paper discusses new compliance strategies, demand-side management (DSM) as a compliance strategy, solutions to DSM traps, and the compliance strategy game

  1. WiN Argentina: Re Launch of National Chapter and New Activities

    International Nuclear Information System (INIS)

    Sayan, J.; Gervasoni, J.; Cantargi, F.; Cintas, A.; Garea, V.

    2015-01-01

    Women of the Argentinian Nuclear Sector have shared WiN Global’s vision since its birth in 1992. Many have become active members and participated in its Annual Conferences, by presenting papers or country reports (Sweden, 1995 and Russia 1996, Taiwan 1998). Due to several drastic changes in the Sector, such as projects cancellations and reduction of personnel, occurred during the late 1990’s, the National Chapter reduced its activities. Thanks to the restless work of its founder, Dr. Maela Viirsoo, and a group of new Members, the Chapter has been recently re-launched at the 40th Annual Meeting of the Argentinian Nuclear Technology Association (AATN) and new adherents have represented the country in last year’s WiN Global Annual Conference held in Australia. In this presentation, we will show our new membership and governing structure in order to fulfill the WiN Charter’s obligations and WiN Global “Rules and Procedures”. We will also present the planned activities to promote the benefits of nuclear technologies from women’s perspective. Professional women working in several nuclear fields, such as: science and technology, health, cultural, educational and social will improve the community perception towards nuclear technology by organizing lectures, exchanging ideas and stimulating joint initiatives in the educational local system. (author)

  2. Creating a winning organizational culture.

    Science.gov (United States)

    Campbell, Robert James

    2009-01-01

    This article explores the idea of how to create a winning organizational culture. By definition, a winning organizational culture is one that is able to make current innovations stick, while continuously changing based on the demands of the marketplace. More importantly, the article explores the notion that a winning organizational culture can have a profound impact on the conscious of the workforce, helping each individual to become a better, more productive person, who provides important services and products to the community. To form a basis toward defining the structure of what a winning organization culture looks like, 4 experts were asked 12 questions related to the development of an organizational culture. Three of the experts have worked intimately within the health care industry, while a fourth has been charged with turning around an organization that has had a losing culture for 17 years. The article provides insight into the role that values, norms, goals, leadership style, familiarity, and hiring practices play in developing a winning organizational culture. The article also emphasizes the important role that leaders perform in developing an organizational culture.

  3. An Investigation of Partizan Misere Games

    Science.gov (United States)

    Allen, Meghan Rose

    2010-08-01

    Combinatorial games are played under two different play conventions: normal play, where the last player to move wins, and mis play, where the last player to move loses. Combinatorial games are also classified into impartial positions and partizan positions, where a position is impartial if both players have the same available moves and partizan otherwise. Mis play games lack many of the useful calculational and theoretical properties of normal play games. Until Plambeck's indistinguishability quotient and mis monoid theory were developed in 2004, research on mis play games had stalled. This thesis investigates partizan combinatorial mis play games, by taking Plambeck's indistinguishability and mis monoid theory for impartial positions and extending it to partizan ones, as well as examining the difficulties in constructing a category of mis play games in a similar manner to Joyal's category of normal play games. This thesis succeeds in finding an infinite set of positions which each have finite mis monoid, examining conditions on positions for when * + * is equivalent to 0, finding a set of positions which have Tweedledum-Tweedledee type strategy, and the two most important results of this thesis: giving necessary and sufficient conditions on a set of positions Upsilon such that the mis monoid of Upsilon is the same as the mis monoid of * and giving a construction theorem which builds all positions ξ such that the mis monoid of ξ is the same as the mis monoid of *.

  4. Students win national financial planning contest

    OpenAIRE

    Sutphin, Michael D.

    2007-01-01

    Three Virginia Tech students studying financial planning have won the 2007 Ameriprise Financial Planning Invitational, bringing home $10,000 in scholarship money to support the financial planning program in the College of Agriculture and Life Sciences.

  5. Behavioral Heterogeneity Affects Individual Performances in Experimental and Computational Lowest Unique Integer Games

    Directory of Open Access Journals (Sweden)

    Takashi Yamada

    2017-12-01

    Full Text Available This study computationally examines (1 how the behaviors of subjects are represented, (2 whether the classification of subjects is related to the scale of the game, and (3 what kind of behavioral models are successful in small-sized lowest unique integer games (LUIGs. In a LUIG, N (≥ 3 players submit a positive integer up to M(> 1 and the player choosing the smallest number not chosen by anyone else wins. For this purpose, the author considers four LUIGs with N = {3, 4} and M = {3, 4} and uses the behavioral data obtained in the laboratory experiment by Yamada and Hanaki [1]. For computational experiments, the author calibrates the parameters of typical learning models for each subject and then pursues round robin competitions. The main findings are in the following: First, the subjects who played not differently from the mixed-strategy Nash equilibrium (MSE prediction tended to made use of not only their choices but also the game outcomes. Meanwhile those who deviated from the MSE prediction took care of only their choices as the complexity of the game increased. Second, the heterogeneity of player strategies depends on both the number of players (N and the upper limit (M. Third, when groups consist of different agents like in the earlier laboratory experiment, sticking behavior is quite effective to win.

  6. Behavioral heterogeneity affects individual performances in experimental and computational lowest unique integer games

    Science.gov (United States)

    Yamada, Takashi

    2017-12-01

    This study computationally examines (1) how the behaviors of subjects are represented, (2) whether the classification of subjects is related to the scale of the game, and (3) what kind of behavioral models are successful in small-sized lowest unique integer games (LUIGs). In a LUIG, N (>= 3) players submit a positive integer up to M(> 1) and the player choosing the smallest number not chosen by anyone else wins. For this purpose, the author considers four LUIGs with N = {3, 4} and M = {3, 4} and uses the behavioral data obtained in the laboratory experiment by Yamada and Hanaki (Physica A 463, pp. 88–102, 2016). For computational experiments, the author calibrates the parameters of typical learning models for each subject and then pursues round robin competitions. The main findings are in the following: First, the subjects who played not differently from the mixed-strategy Nash equilibrium (MSE) prediction tended to made use of not only their choices but also the game outcomes. Meanwhile those who deviated from the MSE prediction took care of only their choices as the complexity of the game increased. Second, the heterogeneity of player strategies depends on both the number of players (N) and the upper limit (M). Third, when groups consist of different agents like in the earlier laboratory experiment, sticking behavior is quite effective to win.

  7. The quick wins paradox.

    Science.gov (United States)

    Van Buren, Mark E; Safferstone, Todd

    2009-01-01

    Many leaders taking on new roles try to prove themselves early on by going after quick wins--fresh, visible contributions to the business. But in the pursuit of early results, those leaders often fall into traps that prevent them from benefiting from their achievements. To succeed in their new positions, leaders must realize that the teams they have inherited are also experiencing change. Instead of focusing on an individual accomplishment, leaders need to work with team members on a collective quick win. In a study of more than 5,400 new leaders, the authors found that those who were struggling tended to exhibit five behaviors characteristic of people overly intent on securing a quick win. They focused too much on details, reacted negatively to criticism, intimidated others, jumped to conclusions, and micromanaged their direct reports. Some managed to eke out a win anyway, but the fallout was often toxic. The leaders who were thriving in their new roles, by contrast, shared not only a strong focus on results--necessary for early successes--but also excellent change-management skills. They communicated a clear vision, developed constructive relationships, and built team capabilities. They seemed to realize that the lasting value of their accomplishment would be the way they managed their teams through the transition. Collective quick wins established credibility and prepared them to lead their teams to harder-won victories. The authors provide a diagnostic tool for identifying opportunities for collective quick wins, and they share some advice for organizations: When grooming new leaders, don't just shore up their domain knowledge and technical skills; help them develop the change-management skills they will need as they settle in with their new teams.

  8. Win at Work! The Everybody Wins Approach to Conflict Resolution

    CERN Document Server

    Katz, Diane

    2010-01-01

    Proven techniques for resolving workplace conflicts. After years of seeing clients struggling and their businesses suffering with destructive conflicts, Diane Katz developed The Working Circle, a step-by-step process that helps everyone in business resolve conflict in a non-confrontational, creative, collaborative way. Win at Work! provides you with a no-nonsense guide based on real-life examples of people at pivotal points in their careers. Filled with practical wisdom, it reveals how you can move around the roadblocks that, if left unattanded, can stop you in your tracks. Win at Work! also h

  9. Parental intention to support video game play by children with autism spectrum disorder: an application of the theory of planned behavior.

    Science.gov (United States)

    Finke, Erinn H; Hickerson, Benjamin; McLaughlin, Eileen

    2015-04-01

    The purpose of this study was to determine parental attitudes regarding engagement with video games by their children with autism spectrum disorder (ASD) and whether attitudes vary based on ASD symptom severity. Online survey methodology was used to gather information from parents of children with ASD between the ages of 8 and 12 years. The finalized data set included 152 cases. Descriptive statistics and frequency analyses were used to examine participant demographics and video game play. Descriptive and inferential statistics were used to evaluate questions on the theory of planned behavior. Regression analyses determined the predictive ability of the theory of planned behavior constructs, and t tests provided additional descriptive information about between-group differences. Children with ASD play video games. There are no significant differences in the time, intensity, or types of games played based on severity of ASD symptoms (mild vs. moderate). Parents of children with ASD had positive attitudes about video game play. Parents of children with ASD appear to support video game play. On average, parents indicated video game play was positive for their children with ASD, particularly if they believed the games were having a positive impact on their child's development.

  10. The Gaming of Policy and the Politics of Gaming: A Review

    Science.gov (United States)

    Mayer, Igor S.

    2009-01-01

    This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…

  11. Eastern countries - WIN activity review

    International Nuclear Information System (INIS)

    Stiopol, Mihaela

    1998-01-01

    Women can play this important role in informing people about nuclear energy. WIN is a world-wide association of women working professionally in the fields of nuclear energy and radiation application who want to devote their time to public information. The main goal of the WIN is to establish an objective and effective communication with the public through educational programmes, information exchange and arranging study visits. The membership includes women working in medicine and health care, in regulatory authorities, in industry and as independent researches at Universities. They want to contribute to objectively informing the public by making presentation, discussing and giving information materials on subjects such as; radiation, radioactivity and health effects medical applications nuclear energy nuclear power plants and their safety nuclear and environment uranium mining radiation protection energy sustainable development WIN is also open to men, supporting the goals of WIN. The intention of this paper was to underline the main aspects which reflect WIN activity in some Eastern and Central countries. There are common features and also specific elements for each country. But the goal is the same: to assure an effective and a real information of the public related to the nuclear field

  12. Estimating win-win potential between supplier and customer:a model applied within civil jet engine maintenance

    OpenAIRE

    Wikberg, Lars

    2001-01-01

    Organisations around the world are today looking for new approaches to maintain or develop competitive advantages, reduce costs, free-up capital and improve quality and service. The traditional customer-supplier relation is characterised by the parties focusing on their own cost reduction, creating win-loose scenarios. Companies today are starting to develop their customer-supplier relations towards more relation-focused approaches. The systems approach is a basis for creating win-win relatio...

  13. Differences in certain features of the basketball game of players in the final game, against the criteria: The winner/loser

    Directory of Open Access Journals (Sweden)

    Rubin Pavle

    2013-01-01

    Full Text Available This paper focuses on the characteristics of the game (applied technical and tactical activity for attack realisation, shooting performance, position of players in team, the segment of the field where the ball is received and where the shot is made from in the final matches of top three club competitions. The aim of this study was to determine whether there are differences in observed characteristics of the basketball game between teams separated by the winner/loser criteria. The sample consisted of all matches of the final games of three league competitions (American professional (NBA league, the Euro-league and the Serbian Super-league played in the season 2011/12. By applying multivariate statistical procedures in the monitored segment application of technical and tactical activities of players, it was observed that the winning team, unlike the defeated team, significantly featured a technical - tactical element of shooting, while in the defeated teams (as opposed to the winners elements of action were dominant: dribbling, penetration, shot and dribbling, jump stop, fake, shot. Higher percentage of using only shooting (without the requirement for other elements of attack used to create an opportunity for the eventual shot realization can point primarily to the successful organization of the attacks (in this case - the winning team. As for the position of players in the team, with the teams that won in the monitored matches, statistically significant was the dominance of the forwards in relation to the defeated teams, which featured more centers in the offense attempts.

  14. Cause-related marketing as a win-win strategy

    Directory of Open Access Journals (Sweden)

    Raletić Saša

    2010-01-01

    Full Text Available Subjects present in the market tend to achieve synergetic effect by well-established partnerships more often. Cause related marketing based on the direct partnership between companies and nonprofit organizations and indirect partnership between the company and the customer, in order to support a social cause, is as such the subject of this analysis. Cause-related marketing is a manifestation of social-cause marketing and the adaptation of commercial marketing tailored for the programs that influence the voluntary behavior of customers, which will enhance well-being of society. The aim of this analysis is to present cause-related marketing as a win-win situation for all participants in the exchange and in the community. The outcome of the analysis are benefits realized by means of Liste Read phonetically cause-related marketing campaigns. .

  15. The Anatomy of American Football: Evidence from 7 Years of NFL Game Data.

    Directory of Open Access Journals (Sweden)

    Konstantinos Pelechrinis

    Full Text Available How much does a fumble affect the probability of winning an American football game? How balanced should your offense be in order to increase the probability of winning by 10%? These are questions for which the coaching staff of National Football League teams have a clear qualitative answer. Turnovers are costly; turn the ball over several times and you will certainly lose. Nevertheless, what does "several" mean? How "certain" is certainly? In this study, we collected play-by-play data from the past 7 NFL seasons, i.e., 2009-2015, and we build a descriptive model for the probability of winning a game. Despite the fact that our model incorporates simple box score statistics, such as total offensive yards, number of turnovers etc., its overall cross-validation accuracy is 84%. Furthermore, we combine this descriptive model with a statistical bootstrap module to build FPM (short for Football Prediction Matchup for predicting future match-ups. The contribution of FPM is pertinent to its simplicity and transparency, which however does not sacrifice the system's performance. In particular, our evaluations indicate that our prediction engine performs on par with the current state-of-the-art systems (e.g., ESPN's FPI and Microsoft's Cortana. The latter are typically proprietary but based on their components described publicly they are significantly more complicated than FPM. Moreover, their proprietary nature does not allow for a head-to-head comparison in terms of the core elements of the systems but it should be evident that the features incorporated in FPM are able to capture a large percentage of the observed variance in NFL games.

  16. (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 ...

  17. Continuous improvement: A win-win process

    International Nuclear Information System (INIS)

    Lawrence, T.M.; Wichert, A.

    1992-01-01

    The strategies used within PanCanadian Petroleum Limited's production division to successfully introduce the continuous improvement (CI) process are discussed. Continuous improvement is an operating philosophy and management style which allows all employees to participate in and improve the way an organization performs its day-to-day business. In the CI work environment the supervisor's traditional role changes from one of monitoring and controlling, to one of inspiring, motivating and leading people by communicating a clear vision. Employees at all levels in the work environment are organized into teams and armed with a good working knowledge of the problem-solving tools which allow them to pursue and implement improvement initiatives. The outcome of the process is an ongoing win-win situation for both PanCanadian and its people. Employees are gaining more trust, eliminating job irritants, and enjoying their work in a team environment. The company is benefiting through increased production, improved safety and reduced operating expenses, thanks to the many innovative ideas introduced by employees. 4 refs

  18. Egalitarian reward contingency in competitive games and primate prefrontal neuronal activity.

    Science.gov (United States)

    Hosokawa, Takayuki; Watanabe, Masataka

    2015-01-01

    How people work to obtain a reward depends on the context of the reward delivery, such as the presence/absence of competition and the contingency of reward delivery. Since resources are limited, winning a competition is critically important for organisms' obtaining a reward. People usually expect ordinary performance-reward contingency, with better performers obtaining better rewards. Unordinary reward contingency, such as egalitarianism (equal rewards/no-rewards to both good and poor performers), dampens people's motivation. We previously reported that monkeys were more motivated, and neurons in the lateral prefrontal cortex (LPFC) showed higher outcome-related activity in a competitive than in a noncompetitive game (Hosokawa and Watanabe, 2012). However, monkey's behavior and LPFC neuronal activity have not been examined in a competitive situation with an unordinary performance-reward contingency. Also, the fixed performance-reward contingency in the previous study did not allow us to examine effects of win/loss separately from those of reward/no-reward on prefrontal neuronal activity. Here, we employed the egalitarian competitive situation in which both the winner and loser, or neither of them, got a reward as well as the normal competitive situation in which only the winner got a reward. Monkey's behavioral performance greatly deteriorated in trials with the egalitarian outcome conditions. LPFC neurons showed activities that reflected the normal or egalitarian outcome condition while very few neurons coded win/loss independent of reward/no-reward. Importantly, we found neurons that showed reward-related activity in the normal, but not in the egalitarian outcome conditions, even though the same reward was given to the animal. These results indicate that LPFC may play an important role in monitoring the current reward contingency and integrating it with the performance outcome (win-loss) for better performing the competitive game, and thus for better survival.

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

    Science.gov (United States)

    Siderius, Jennifer A.

    2011-01-01

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

  20. WIN Global. 1977/98 Activities at a First Glance

    International Nuclear Information System (INIS)

    Rising, A.; Lopez CArbonell, M.T.; Perez-Griffo, M.L.

    1998-01-01

    WIN is a worldwide association of women working professionally in the fields of nuclear energy and applications of radiation. The goal of WIN is to contribute to objectively inform the public on nuclear and radiation. WIN's principal objective is to emphasis and support the role that women can and do have in addressing the general public's concerns about nuclear energy and the application of radiation and nuclear technology. WIN is doing this through educational programmes, information exchange and arranging study visits. Members of WIN all have one thing in common: they want the general public to have a better understanding of nuclear and radiation matters. Membership status as ao April 21, 1998 was 605 members from 39 countries. During the year 7 new countries have joined to WIN ant two national WIN groups have been formed. Purpose of this paper is to present, to the Spanish Nuclear Society members, the WIN Global activities all over the world for the period 1997/98. The information included herein comes from different sources and WIN members and is, of course, a quick look over those activities. Win Spain activities for the period will be presented in a different paper of this Annual Meeting. (Author) 2 refs

  1. THE DIFFERENCE IN SITUATION EFFICIENCY OF GOALKEEPERS IN WINNING AND LOSEING TEAMS AT THE WORLD HANDBALL CHAMPIONSHIP FOR JUNIOR WOMEN IN KOREA

    Directory of Open Access Journals (Sweden)

    Dinko Vuleta

    2013-07-01

    Full Text Available The goal of this research is to analyze the differences in parameters of situation efficiency between the goalkeepers of the winning and losing teams on the end result of the handball match defined by the criteria win/loss (POB/POR. The sample of variables consists of frequencies of successful and unsuccessful saves made by the goalkeepers of the winning and losing teams. This research is conducted on a sample of 94 played games (188 opponents of the World handball championship for junior women in Korea 2010. The participating (24 teams, were divided into four groups of six national teams. To determine success/failure in made saves the standard indicators of situation efficiency of goalkeepers were used. To determine the statistically significant differences between the variables the Mann-Whitney U test was used. In the variables saved shots from 9 meter positions successfully, saved shots from 6 meter positions unsuccessfully, saved shots from wing positions successfully, saved shots from wing positions unsuccessfully, saved shots from counter attacks successfully, saved shots from counter attacks unsuccessfully, and saved shots from breakthroughs unsuccessfully a statistically significant difference was determined at the level (p. ‹0.01 between winning and losing teams.

  2. Future aircraft cabins and design thinking: optimisation vs. win-win scenarios

    Directory of Open Access Journals (Sweden)

    A. Hall

    2013-06-01

    Full Text Available With projections indicating an increase in mobility over the next few decades and annual flight departures expected to rise to over 16 billion by 2050, there is a demand for the aviation industry and associated stakeholders to consider new forms of aircraft and technology. Customer requirements are recognized as a key driver in business. The airline is the principal customer for the aircraft manufacture. The passenger is, in turn, the airline's principal customer but they are just one of several stakeholders that include aviation authorities, airport operators, air-traffic control and security agencies. The passenger experience is a key differentiator used by airlines to attract and retain custom and the fuselage that defines the cabin envelope for the in-flight passenger experience and cabin design therefore receives significant attention for new aircraft, service updates and refurbishments. Decision making in design is crucial to arriving at viable and worthwhile cabin formats. Too little innovation will result in an aircraft manufacturer and airlines using its products falling behind its competitors. Too much may result in an over-extension with, for example, use of immature technologies that do not have the necessary reliability for a safety critical industry or sufficient value to justify the development effort. The multiple requirements associated with cabin design, can be viewed as an area for optimisation, accepting trade-offs between the various parameters. Good design, however, is often defined as developing a concept that resolves the contradictions and takes the solution towards a win-win scenario. Indeed our understanding and practice of design allows for behaviors that enhance design thinking through divergence and convergence, the use of abductive reasoning, experimentation and systems thinking. This paper explores and defines the challenges of designing the aircraft cabin of the future that will deliver on the multiple

  3. Planning start-up: digital educational game solutions provider

    OpenAIRE

    Paschalis, Antreas; Ibironke, Fakinkunmi; Essa, Lubna; Alsatrawi, Ali Jawad

    2015-01-01

    Game-based learning is a growing field that provides education with a new perspective of teaching through games. Game based learning is still considered an emerging field due to problems that have been identified in its real applications in official education in classes. The research conducted shows a very attractive market ahead for game based learning around the world. However the businesses success in this domain lie in providing value proposition that addresses the real barriers faced tod...

  4. A model for establishing a win-win relationship between a wood pellets manufacturer and its customers

    International Nuclear Information System (INIS)

    Uran, Vedran

    2010-01-01

    This paper investigates the possibility of establishing a win-win relationship between a wood pellets manufacturer and its customers when the manufacturer possesses a power plant fueled by biomass and buys wood material from forest companies. Two prerequisites must be fulfilled for this relationship. First, the price of wood pellets should be lower than the fuel currently used by potential wood pellets customers and, second, the price of wood material as a raw material for producing the wood pellets should not jeopardize the profitability of the operations of the wood pellets manufacturer, who also produces electricity from biomass and sells it to the state at the feed-in tariff price. A mathematical model has been developed for each prerequisite and applied to several examples. The results demonstrate that a win-win relation can be established in Croatia and most of the Member States of the EU. (author)

  5. Blue gum gaming machine: an evaluation of responsible gambling features.

    Science.gov (United States)

    Blaszczynski, Alexander; Gainsbury, Sally; Karlov, Lisa

    2014-09-01

    Structural characteristics of gaming machines contribute to persistence in play and excessive losses. The purpose of this study was to evaluate the effectiveness of five proposed responsible gaming features: responsible gaming messages; a bank meter quarantining winnings until termination of play; alarm clock facilitating setting time-reminders; demo mode allowing play without money; and a charity donation feature where residual amounts can be donated rather than played to zero credits. A series of ten modified gaming machines were located in five Australian gambling venues. The sample comprised 300 patrons attending the venue and who played the gaming machines. Participants completed a structured interview eliciting gambling and socio-demographic data and information on their perceptions and experience of play on the index machines. Results showed that one-quarter of participants considered that these features would contribute to preventing recreational gamblers from developing problems. Just under half of the participants rated these effects to be at least moderate or significant. The promising results suggest that further refinements to several of these features could represent a modest but effective approach to minimising excessive gambling on gaming machines.

  6. In vivo labeling of cocaine receptors with 3H-(-) cocaine, 3H-WIN 35,065-2 and 3H-WIN 35,428

    International Nuclear Information System (INIS)

    Scheffel, U.; Boja, J.W.; Stathis, M.; Kuhar, M.J.

    1990-01-01

    11 C-(-)cocaine (-COC) has recently been employed to image -COC binding sites in vivo using PET. Two analogs of -COC, WIN 35,065-2 (WIN-2) and WIN 35,428 (CFT), have been shown in vitro to exhibit higher affinity for the -COC receptor than -COC. The present study evaluates 3 H-WIN-2 and 3 H-CFT as in vivo receptor labels in mice with a view towards the use of these compounds as PET ligands for -COC receptors in the living human brain. 3 H-labeled -COC, WIN-2 and CFT were injected i.v. into mice and their specific binding in the CNS determined. Peak striatal/cerebellar (S/C) ratios were reached at 5 minutes post injection with -COC (1.56), at 45 minutes with 3 H-WIN-2 (3.30) and 60 minutes with 3 H-CFT (4.0). The specificity of in vivo binding of 3 H-WIN-2 and 3 H-CFT was tested by pre-injection of various drugs. Binding of 3 H-WIN-2 and 3 H-CFT was dose-dependently blocked by cold WIN-2 and CFT, and by dopamine uptake site inhibitors (mazindol, GBR 12,909, nomifensine), but not by (+)COC, paroxetine and desipramine. The data indicate that 3 H-WIN-2 and 3 H-CFT exhibit improved in vivo binding (higher S/C ratios, longer retention time at the -COC receptor/dopamine transporter) compared to -COC and support their testing in PET studies

  7. Highlights from the 2015 WIN Symposium: novel targets, innovative agents, and advanced technologies-a WINning strategy?

    Science.gov (United States)

    Schilsky, Richard L

    2015-01-01

    The worldwide innovative networking (WIN) consortium comprises a global alliance of 28 academic and clinical cancer centres, 11 pharmaceutical and technology companies and five charitable or health payer organisations. Since its inception the consortium has striven to provide a forum for all of its members to network, share information and experience, and perform clinical trials with the overarching goal of advancing the care of patients with cancer through the use of precision medicine. The annual 2-day WIN Symposium is the most visible output of the consortium and provides an opportunity for around 400 experts and other delegates to meet and discuss the latest research and initiatives in personalised cancer medicine. The seventh WIN Symposium, held in Paris, France, 29-30 June 2015, consisted of nine plenary and eight poster sessions that covered the overarching theme of novel targets, innovative agents, and advanced technologies being a winning strategy. Highlights included discussions of immune mechanisms and ways to target the cancer immunome and systems biology approaches to supporting personalised cancer. The latest data from the BATTLE-2 and WINther trials were discussed, and round table discussions were held that focused on how best to design the next generation of clinical trials, which included SPRING, SUMMER, and BOOSTER being initiated by the WIN Consortium.

  8. Mastering the game of Go without human knowledge

    Science.gov (United States)

    Silver, David; Schrittwieser, Julian; Simonyan, Karen; Antonoglou, Ioannis; Huang, Aja; Guez, Arthur; Hubert, Thomas; Baker, Lucas; Lai, Matthew; Bolton, Adrian; Chen, Yutian; Lillicrap, Timothy; Hui, Fan; Sifre, Laurent; van den Driessche, George; Graepel, Thore; Hassabis, Demis

    2017-10-01

    A long-standing goal of artificial intelligence is an algorithm that learns, tabula rasa, superhuman proficiency in challenging domains. Recently, AlphaGo became the first program to defeat a world champion in the game of Go. The tree search in AlphaGo evaluated positions and selected moves using deep neural networks. These neural networks were trained by supervised learning from human expert moves, and by reinforcement learning from self-play. Here we introduce an algorithm based solely on reinforcement learning, without human data, guidance or domain knowledge beyond game rules. AlphaGo becomes its own teacher: a neural network is trained to predict AlphaGo’s own move selections and also the winner of AlphaGo’s games. This neural network improves the strength of the tree search, resulting in higher quality move selection and stronger self-play in the next iteration. Starting tabula rasa, our new program AlphaGo Zero achieved superhuman performance, winning 100-0 against the previously published, champion-defeating AlphaGo.

  9. Unclaimed Prize Information Biases Perceptions of Winning in Scratch Card Gambling.

    Science.gov (United States)

    Walker, Alexander C; Stange, Madison; Fugelsang, Jonathan A; Koehler, Derek J; Dixon, Mike J

    2018-03-29

    Unclaimed prize information (i.e., the number of prizes still available to be won) is information commonly provided to scratch card gamblers. However, unless the number of tickets remaining to be purchased is also provided, this information is uninformative. Despite its lack of utility in assisting gamblers in choosing the most favourable type of scratch card to play, we hypothesized that unclaimed prize information would bias participants' judgments within a scratch card gambling context. In Experiment 1 (N = 201), we showed that participants are influenced by this information such that they felt more likely to win, were more excited to play, and preferred to hypothetically purchase more of the scratch card with the greatest number of unclaimed prizes. In Experiment 2 (N = 201), we attempted to ameliorate this bias by providing participants with the number of tickets remaining to be purchased and equating the payback percentages of all three games. The bias, although attenuated, still persisted in these conditions. Finally, in Experiment 3 (N = 200), we manipulated the hypothetical scratch cards such that games with the highest number of unclaimed prizes were the least favourable, and vice versa. As in Experiment 2, participants still favoured cards with greater numbers of unclaimed prizes. Possible mechanisms underlying this bias are discussed. In conclusion, across three experiments, we demonstrate that salient unclaimed prize information is capable of exerting a strong effect over judgments related to scratch card games.

  10. Strategic Information Processing from Behavioural Data in Iterated Games

    Directory of Open Access Journals (Sweden)

    Michael S. Harré

    2018-01-01

    Full Text Available Iterated games are an important framework of economic theory and application, at least since the original work of Axelrod’s computational tournaments of the early 80’s. Recent theoretical results have shown that games (the economic context and game theory (the decision-making process are both formally equivalent to computational logic gates. Here these results are extended to behavioural data obtained from an experiment in which rhesus monkeys sequentially played thousands of the “matching pennies” game, an empirical example similar to Axelrod’s tournaments in which algorithms played against one another. The results show that the monkeys exhibit a rich variety of behaviours, both between and within subjects when playing opponents of varying complexity. Despite earlier suggestions, there is no clear evidence that the win-stay, lose-switch strategy is used, however there is evidence of non-linear strategy-based interactions between the predictors of future choices. It is also shown that there is consistent evidence across protocols and across individuals that the monkeys extract non-markovian information, i.e., information from more than just the most recent state of the game. This work shows that the use of information theory in game theory can test important hypotheses that would otherwise be more difficult to extract using traditional statistical methods.

  11. Game Art Complete All-in-One; Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques

    CERN Document Server

    Gahan, Andrew

    2008-01-01

    A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art. Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference

  12. Ações do jogo e de resultado que melhor discriminam vitórias e derrotas em jogos equilibrados de "rugby" do Torneio Super Rugby game-related statistics that discriminate between winning and losing teams in close games for Super twelve rugby competition

    Directory of Open Access Journals (Sweden)

    Luís Miguel Teixeira Vaz

    2012-03-01

    result that best discriminate between winning and losing teams in close games for Super12 group. The sample was constituted for 95 rugby games belong to Super12 Tournament. The variables that were analyzed were subdivided in variables of actions of the game (e.g. passes, penalties conceded, turnovers and result variables (e.g. trys, conversions, penalty kicks. The statistical procedures were: 1 initial explore analysis; 2 cluster analysis; and 3 discriminant analysis, allowed to associate games to each other, have been defined by us as grouping criterion the difference in the game final score. The results allowed to find that the largest contribution for the close game final score occurred of the trys scored (2.9 ± 1.4. The winners in close games had more tackles made (112.7 ± 33.1, they made fewer mistakes in the use of the ball (11.7 ± 4.3 and they varied more their hand game (11.4 ± 4.3 and kick game (15.7 ± 4.9. Understanding the reasons that contribute to the success or failure of the teams in close games, helps make the training more specific and contribute decisively to the improvement of sports performance.

  13. Going for gold: blood planning for the London 2012 Olympic Games.

    Science.gov (United States)

    Glasgow, S M; Allard, S; Rackham, R; Doughty, H

    2014-06-01

    The Olympics is one of the largest sporting events in the world. Major events may be complicated by disruption of normal activity and major incidents. Health care and transfusion planners should be prepared for both. Previously, transfusion contingency planning has focused on seasonal blood shortages and pandemic influenzas. This article is the first published account of transfusion contingency planning for a major event. We describe the issues encountered and the lessons identified during transfusion planning for the London 2012 Olympics. Planning was started 18 months in advance and was led by a project team reporting to the Executive. Planning was based on three periods of Gamestime. The requirements were planned with key stakeholders using normal processes enhanced by service developments. Demand planning was based on literature review together with computer modelling. The aim was blood-stock sufficiency complimented by a high readiness donor panel to minimise waste. Plans were widely communicated and table-top exercised. Full transfusion services were maintained during both Games with all demands met. The new service improvements and high readiness donors worked well. Emergency command and control have been upgraded. Red cell concentrate (RCC) stock aged but wastage was not significantly increased. The key to success was: early planning, stakeholder engagement, service developments, integration of transfusion service planning within the wider health care community and conduct within an assurance framework. © 2014 The Authors. Transfusion Medicine © 2014 British Blood Transfusion Society.

  14. Mastering the game of Go with deep neural networks and tree search

    Science.gov (United States)

    Silver, David; Huang, Aja; Maddison, Chris J.; Guez, Arthur; Sifre, Laurent; van den Driessche, George; Schrittwieser, Julian; Antonoglou, Ioannis; Panneershelvam, Veda; Lanctot, Marc; Dieleman, Sander; Grewe, Dominik; Nham, John; Kalchbrenner, Nal; Sutskever, Ilya; Lillicrap, Timothy; Leach, Madeleine; Kavukcuoglu, Koray; Graepel, Thore; Hassabis, Demis

    2016-01-01

    The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses ‘value networks’ to evaluate board positions and ‘policy networks’ to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of state-of-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away.

  15. Decomposition of Multi-player Games

    Science.gov (United States)

    Zhao, Dengji; Schiffel, Stephan; Thielscher, Michael

    Research in General Game Playing aims at building systems that learn to play unknown games without human intervention. We contribute to this endeavour by generalising the established technique of decomposition from AI Planning to multi-player games. To this end, we present a method for the automatic decomposition of previously unknown games into independent subgames, and we show how a general game player can exploit a successful decomposition for game tree search.

  16. Cognitive control and reward/loss processing in Internet gaming disorder: Results from a comparison with recreational Internet game-users.

    Science.gov (United States)

    Dong, G; Li, H; Wang, L; Potenza, M N

    2017-07-01

    Although playing of Internet games may lead to Internet gaming disorder (IGD), most game-users do not develop problems and only a relatively small subset experiences IGD. Game playing may have positive health associations, whereas IGD has been repeatedly associated with negative health measures, and it is thus important to understand differences between individuals with IGD, recreational (non-problematic) game use (RGU) and non-/low-frequency game use (NLFGU). Individuals with IGD have shown differences in neural activations from non-gamers, yet few studies have examined neural differences between individuals with IGD, RGU and NLFGU. Eighteen individuals with IGD, 21 with RGU and 19 with NFLGU performed a color-word Stroop task and a guessing task assessing reward/loss processing. Behavioral and functional imaging data were collected and compared between groups. RGU and NLFGU subjects showed lower Stroop effects as compared with those with IGD. RGU subjects as compared to those with IGD demonstrated less frontal cortical activation brain activation during Stroop performance. During the guessing task, RGU subjects showed greater cortico-striatal activations than IGD subjects during processing of winning outcomes and greater frontal brain during processing of losing outcomes. Findings suggest that RGU as compared with IGD subjects show greater executive control and greater activations of brain regions implicated in motivational processes during reward processing and greater cortical activations during loss processing. These findings suggest neural and behavioral features distinguishing RGU from IGD and mechanisms by which RGU may be motivated to play online games frequently yet avoid developing IGD. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  17. Serious gaming for the strategic planning process

    NARCIS (Netherlands)

    Aldea, Adina; Iacob, Maria Eugenia; van Hillegersberg, Jos; Quartel, Dick; Franken, Henry

    2014-01-01

    Serious games have been given more and more attention over the past few years. They are considered to be means of educating, motivating and changing behaviours of participants in a diverse set of domains. This paper proposes a serious game intended for learning how to deal with the strategic

  18. Radiation protection concepts review with an adapted quiz commercial game

    International Nuclear Information System (INIS)

    Rodrigues Junior, Ary de Araujo

    2002-01-01

    Before a new employee starts working at EMBRARAD under a large irradiation operator supervision, he has to attend the first radiation protection training. After that all radiation protection subjects are revised every six months. In that half-yearly training the employees are chosen randomly to explain radiation protection subjects to other participants under an instructor supervision. After some years attending the same training, employees do not have motivation to participate in this kind of periodic event due to the same issues covered. Therefore something should be made to revival their interest and motivation to take part in this periodic training. The way chose was adapted a commercial game to revised radiation protection subjects and included it in the periodic training. The game was well accepted by the employees, it caused a competition among them because everybody wanted to win the game and consequently stimulated them to study. (author)

  19. Winning a competition predicts dishonest behavior.

    Science.gov (United States)

    Schurr, Amos; Ritov, Ilana

    2016-02-16

    Winning a competition engenders subsequent unrelated unethical behavior. Five studies reveal that after a competition has taken place winners behave more dishonestly than competition losers. Studies 1 and 2 demonstrate that winning a competition increases the likelihood of winners to steal money from their counterparts in a subsequent unrelated task. Studies 3a and 3b demonstrate that the effect holds only when winning means performing better than others (i.e., determined in reference to others) but not when success is determined by chance or in reference to a personal goal. Finally, study 4 demonstrates that a possible mechanism underlying the effect is an enhanced sense of entitlement among competition winners.

  20. Creating a Winning Game Plan. The Secondary Teacher's Playbook.

    Science.gov (United States)

    Gose, Michael D.

    This book offers strategies for high school teachers that provide tools for creating, repairing, and tweaking all the discernible components of teaching. The book is organized to move from context to teaching to discipline to thriving in teaching. The book includes tips on how to minimize discipline problems with effective curriculum and sound…

  1. Community-based game intervention to improve South Asian Indian Americans' engagement with advanced care planning.

    Science.gov (United States)

    Radhakrishnan, Kavita; Van Scoy, Lauren Jodi; Jillapalli, Regina; Saxena, Shubhada; Kim, Miyong T

    2017-07-27

    Advance care planning (ACP) allows individuals to express their preferences for medical treatment in the event that they become incapable of making their own decisions. This study assessed the efficacy of a conversation game intervention for increasing South Asian Indian Americans' (SAIAs') engagement in ACP behaviors as well as the game's acceptability and cultural appropriateness among SAIAs. Eligible community-dwelling SAIAs were recruited at SAIA cultural events held in central Texas during the summer of 2016. Pregame questionnaires included demographics and the 55-item ACP Engagement Survey. Played in groups of 3-5, the game consists of 17 open-ended questions that prompt discussions of end-of-life issues. After each game session, focus groups and questionnaires were used to examine the game's cultural appropriateness and self-rated conversation quality. Postintervention responses on the ACP Engagement Survey and rates of participation in ACP behaviors were collected after 3 months through phone interviews or online surveys. Data were analyzed using descriptive statistics, frequencies, and paired t-tests comparing pre/post averages at a .05 significance level. Of the 47 participants, 64% were female, 62% had graduate degrees, 92% had lived in the U.S. for >10 years, 87% were first-generation immigrants, and 74% had no advance directive prior to the game. At the 3-month follow-up, 58% of participants had completed at least one ACP behavior, 42% had discussed end-of-life issues with loved ones, 15% did so with their healthcare providers, and 18% had created an advanced directive. ACP Engagement Survey scores increased significantly on all four of the process subscales by 3 months postgame. SAIA individuals who played a conversation game had a relatively high rate of performing ACP behaviors 3 months after the intervention. These findings suggest that conversation games may be useful tools for motivating people from minority communities to engage in ACP behaviors.

  2. Study on Cooperative Mechanism of Prefabricated Producers Based on Evolutionary Game Theory

    Directory of Open Access Journals (Sweden)

    Tongyao Feng

    2017-01-01

    Full Text Available Good cooperation mechanism is an important guarantee for the advancement of industrialization construction. To strengthen the partnership between producers, we analyze the behavior evolution trend of both parties using an evolutionary game theory. Based on the original model, the mechanism of coordination and cooperation between prefabricated producers is explained under the condition of punishment and incentive. The results indicate that stable evolutionary strategies exist under both cooperation and noncooperation, and the evolutionary results are influenced by the initial proportion of both decision-making processes. The government can support the production enterprises to establish a solid partnership through effective punishment and incentive mechanisms to reduce the initial cost in the supply chain of prefabricated construction, resulting in a win-win situation.

  3. GAME THEORY: MINIMISING THE COST OF CAPITAL VS. MAXIMISING THE RETURN OF INVESTORS

    Directory of Open Access Journals (Sweden)

    Mihaela Brindusa Tudose

    2014-12-01

    Full Text Available The application of game theory to financial transactions focuses on two categories of stakeholders: users of financing (firms and providers of financing (investors. The core of game theory consists in the strategy that a partner is able to build starting from the possible decisions of the other partner (each party having opposing interests. In fact, we deal here with a cooperative game in which both opponents seek to maximise their own chances of winning. The article aims to highlight the manner in which mathematical game theory is transposed in the field of corporate finance by balancing the firm’s objectives (maximising market value by minimising the cost of raising capital and the investors’ objectives (maximising returns on investments. The intended novelty of this paper lies in developing a model for optimising a firm’s financial structure and assessing it in terms of investors’ interests.

  4. Games Based Study of Nonblind Confrontation

    Directory of Open Access Journals (Sweden)

    Yixian Yang

    2017-01-01

    Full Text Available Security confrontation is the second cornerstone of the General Theory of Security. And it can be divided into two categories: blind confrontation and nonblind confrontation between attackers and defenders. In this paper, we study the nonblind confrontation by some well-known games. We show the probability of winning and losing between the attackers and defenders from the perspective of channel capacity. We establish channel models and find that the attacker or the defender wining one time is equivalent to one bit transmitted successfully in the channel. This paper also gives unified solutions for all the nonblind confrontations.

  5. Education-Game Planning of Primary School Children as a Means of Intercultural Competence and European Identity

    Directory of Open Access Journals (Sweden)

    Viktoria Manita

    2015-08-01

    Full Text Available Education-game planning is considered as technology of education in collectivist behavior models. The article justifies in collectivist behavior models. The article justifies the reasonability of the basic result value, educational game creative project, based on contemporary scientific views about essence of given technology. The success of such project in the aspect of intercultural primary school children’s competence formation and European identity is considered through the prism of two criteria: subjective and objective novelty. The article highlights basic results of experimental investigation carried out among Bulgarian, Romanian and Ukrainian national schools in Danube region.

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

    Directory of Open Access Journals (Sweden)

    Viktor D. Shiryayev

    2017-06-01

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

  7. A study on the promotion of cooperation with 'women in nuclear (WIN)- global'

    International Nuclear Information System (INIS)

    Min, Byung Joo; Kim, K. R.; Kim, D. Y.

    2001-04-01

    International collaboration with WIN-Global. 1) Evaluation on current status for the foundation of WIN-Korea and investigation on the 1st to 8th WIN-Global conferences for the arrangement of 9th WIN-Global conferences 2) Manifestation on the roles of WIN-Korea and WIN-Global 3) Encouragement of active participation for WIN-Global activies -Establishment of internet net working for effective communication through the internet net working between women in science in Korea and other foreign countries. 1) Preparation and Organization of Women in Korea 2) Foundation of WIN-Korea Home Page in Net 3) Assembly of data for the net work construction in Korea - Enhancement of international cooperation between WIN-Korea and WIN-Global 1) Invitation of 9th WIN-Global Conference in Seoul, Korea 2) Enrollment of one of the Executives and Strengthening the activity of WIN-Korea as member of Board members 3) Characterization on main movements of WIN-Global through the active participation in international activities. - Arrangement for the 9th WIN-Global conference 1) Opperation of Organizing Committee and Supporting Committee and Secretariat 2) Supporting the 9th WIN-Global Confernce

  8. Based on Short Motion Paths and Artificial Intelligence Method for Chinese Chess Game

    Directory of Open Access Journals (Sweden)

    Chien-Ming Hung

    2017-08-01

    Full Text Available The article develops the decision rules to win each set of the Chinese chess game using evaluation algorithm and artificial intelligence method, and uses the mobile robot to be instead of the chess, and presents the movement scenarios using the shortest motion paths for mobile robots. Player can play the Chinese chess game according to the game rules with the supervised computer. The supervised computer decides the optimal motion path to win the set using artificial intelligence method, and controls mobile robots according to the programmed motion paths of the assigned chesses moving on the platform via wireless RF interface. We uses enhance A* searching algorithm to solve the shortest path problem of the assigned chess, and solve the collision problems of the motion paths for two mobile robots moving on the platform simultaneously. We implement a famous set to be called lwild horses run in farmr using the proposed method. First we use simulation method to display the motion paths of the assigned chesses for the player and the supervised computer. Then the supervised computer implements the simulation results on the chessboard platform using mobile robots. Mobile robots move on the chessboard platform according to the programmed motion paths and is guided to move on the centre line of the corridor, and avoid the obstacles (chesses, and detect the cross point of the platform using three reflective IR modules.

  9. Quiz commercial game adaptation to help in the radioprotection training

    International Nuclear Information System (INIS)

    Rodrigues Junior, Ary de Araujo

    2002-01-01

    An employee will be qualified to operate a gamma irradiation facility at EMBRARAD after doing a radiation protection training of at least 18 months. After that, the main radiation protection subjects are revised every six months. In that half-yearly training the operators become teachers and so they explain the radiation protection subjects, under the supervision of an instructor. After some years attending the same training, operators do not have motivation to participate in this kind of periodic event due to the same issues covered. Therefore something should be made to revival their interest and motivation to take part in this periodic training. The way chose was adapted a quiz commercial game to revised radiation protection subjects and included it in the periodic training. The game was well accepted by the operators, it caused a competition among them because everybody wanted to win the game and consequently stimulated them to study. (author)

  10. Games of lives in surviving childhood brain tumors.

    Science.gov (United States)

    Chen, Chin-Mi; Chen, Yueh-Chih; Haase, Joan E

    2008-06-01

    The purpose of this phenomenological study was to describe the commonality of the lived experience of adolescent and young adult survivors (AYAS) of brain tumors in Taiwan from a sociocultural perspective. Seven AYAS aged 13 to 22 years, who had survived 5 to 10 years from the time of diagnosis, participated in this study. In consideration of their emotional duress, each participant was interviewed only once. The data revealed an essential structure: the game of life. The essential structure included six themes as follows: (a) no longer playing well, (b) wandering on the outer edges of social life, (c) helplessly struggling with role obligations, (d) rationally regulating the meaning of surviving, (e) winning a new social face, and (f) mastering the game of life. The findings suggest how nurses might help AYAS to succeed in psychosocial adjustment.

  11. Research on bidding quotation game of international project

    Science.gov (United States)

    Lin, Tao; Xu, Xin

    2017-04-01

    Bidding competition of international projects is more and more fierce currently. However, China started late relatively in the field, it is still lack of experience in the aspect of participation in bidding of international projects, and more effective bidding quotation system is not formed till present. Therefore, China can not win through systemic bidding quotation methods compared with many powerful bidding enterprises in the international field. Research on the field is also focused by many aspects as a result. It is urgent to solve related problems. Game theory is combined for analyzing the effectiveness and operability of bidding quotation models mainly based on current situation of bidding market in China international projects during research process in the paper. The research starts with the perspective of bidders for analyzing their game with tenderers and other bidders. The results have operational value aiming at bidders.

  12. Lesson Plan--Online Games to Teach Vocabulary to Young Learners

    Science.gov (United States)

    Okaz, Abeer Ali

    2014-01-01

    This article describes how teachers can use online learning games to enhance young learners' language skill learning. Children love all sorts of games, therefore, implementing games (particularly online ones) are a useful aspect of lessons. Games are an indispensable tool while teaching, especially if employed effectively. The online activities…

  13. Exploring Young Children's Performance on and Acceptance of an Educational Scenario-Based Digital Game for Teaching Route-Planning Strategies: A Case Study

    Science.gov (United States)

    Lin, Yi-Hui; Hou, Huei-Tse

    2016-01-01

    Researchers suggest that game-based learning (GBL) can be used to facilitate mathematics learning. However, empirical GBL research that targets young children is still limited. The purposes of the study is to develop a scenario-based digital game to promote children's route-planning ability, to empirically explore children's learning performance…

  14. WinSCP for Windows File Transfers | High-Performance Computing | NREL

    Science.gov (United States)

    WinSCP for Windows File Transfers WinSCP for Windows File Transfers WinSCP for can used to securely transfer files between your local computer running Microsoft Windows and a remote computer running Linux

  15. Performance indicators related to points scoring and winning in international rugby sevens.

    Science.gov (United States)

    Higham, Dean G; Hopkins, Will G; Pyne, David B; Anson, Judith M

    2014-05-01

    evaluate team performances and plan more effective tactical approaches to competition.There is greater match-to-match variability in performance indicator values within than between international rugby sevens teams.The priorities for a rugby sevens team's technical and tactical preparation should reflect the magnitudes of the relationships between performance indicators, points scoring and the likelihood of winning.

  16. Operational gaming an international approach

    CERN Document Server

    Ståhl, Ingolf

    1983-01-01

    Operational Gaming: An International Approach focuses on various research on this method of systems analysis. The text points out the value of this method in decision making, planning, and in the implementation of policies. The book presents a survey that highlights the connection of experimental gaming, game theory, and operational gaming. The value of gaming as a balancing method in assessing multifaceted computer models, most notably about their assumptions on human behavior, is noted. The book also offers an overview of gaming in other countries, such as Bulgaria, Soviet Union, and Japan,

  17. A study on the role of women experts to enhance public confidence on nuclear and to establish cooperation and collaboration strategies with the Women In Nuclear (WIN)

    International Nuclear Information System (INIS)

    Min, Byung Joo; Kim, K. R.; Kim, D. Y. and others

    2002-12-01

    This study conducted 'R and D Planning' for the projects which will be partially terminated at 2004. In each field, there are three projects in reactor and nuclear fuel field, seven in nuclear safety field and two projects in RI production and radiation application field. The followings are the detailed contents for each project. Research of present states of WIN web site world-widely, Introduction of activity of women in nuclear working in our country through web site of WIN-Global, Acquisition of information materials through active participation in WIN-Global association(10th WIN-Global Annual Meeting), Construction of database of women in nuclear and technical exchange infra in nation

  18. 3D game environments create professional 3D game worlds

    CERN Document Server

    Ahearn, Luke

    2008-01-01

    The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.From a modern city to a steamy jungle, learn about the planning and technological considerations for 3D modelin

  19. Development of a mobile game based on virtual reality tools to sensitize the population about the nuclear power plant's emergency plan

    Energy Technology Data Exchange (ETDEWEB)

    Ferreira, Lucas H.H.; Mol, Antônio C. de A.; Santo, André C. do E.; Legey, Ana Paula [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Centro Universitário Carioca (Unicarioca), Rio de Janeiro, RJ (Brazil)

    2017-07-01

    The Angra dos Reis Nuclear Power Plant's emergency plan, it is the bunch of instructions that every citizen must adopt in case of an emergency situation. It is highly important, that all the people living in the power plant's surroundings truly understand every single step of the plan, because only in this way people will know how to react in case of a necessity. To hit this goals, the Brazil's Electronuclear, made educational booklets, in the shape of comic books, trying to guide the population about the plan. On the other hand, we have an increasingly connected world, making possible that digital games, be very well accepted by the population. So this project has as an objective, developing a digital tool, in form of a mobile game that shows in a playful and interactive way for the user, the emergency plan, complementing the educational process and social actions made by many institutions. With the information taken from the booklets, objects and buildings were modeled in Autodesk 3Ds Max, allied with the Unity 3D Game Engine, to make a city, inspired in Angra do Reis (RJ). The player has to follow all the security protocols giving by the Eletronuclear according with the rules provided by the National Nuclear Energy Commission. Is expected, with this game that will be available for the Eletronuclear that more people have the chance to know and believe in the efficiency of the emergency plan already established. (author)

  20. Development of a mobile game based on virtual reality tools to sensitize the population about the nuclear power plant's emergency plan

    International Nuclear Information System (INIS)

    Ferreira, Lucas H.H.; Mol, Antônio C. de A.; Santo, André C. do E.; Legey, Ana Paula

    2017-01-01

    The Angra dos Reis Nuclear Power Plant's emergency plan, it is the bunch of instructions that every citizen must adopt in case of an emergency situation. It is highly important, that all the people living in the power plant's surroundings truly understand every single step of the plan, because only in this way people will know how to react in case of a necessity. To hit this goals, the Brazil's Electronuclear, made educational booklets, in the shape of comic books, trying to guide the population about the plan. On the other hand, we have an increasingly connected world, making possible that digital games, be very well accepted by the population. So this project has as an objective, developing a digital tool, in form of a mobile game that shows in a playful and interactive way for the user, the emergency plan, complementing the educational process and social actions made by many institutions. With the information taken from the booklets, objects and buildings were modeled in Autodesk 3Ds Max, allied with the Unity 3D Game Engine, to make a city, inspired in Angra do Reis (RJ). The player has to follow all the security protocols giving by the Eletronuclear according with the rules provided by the National Nuclear Energy Commission. Is expected, with this game that will be available for the Eletronuclear that more people have the chance to know and believe in the efficiency of the emergency plan already established. (author)

  1. Adaptive cyclically dominating game on co-evolving networks: numerical and analytic results

    Science.gov (United States)

    Choi, Chi Wun; Xu, Chen; Hui, Pak Ming

    2017-10-01

    A co-evolving and adaptive Rock (R)-Paper (P)-Scissors (S) game (ARPS) in which an agent uses one of three cyclically dominating strategies is proposed and studied numerically and analytically. An agent takes adaptive actions to achieve a neighborhood to his advantage by rewiring a dissatisfying link with a probability p or switching strategy with a probability 1 - p. Numerical results revealed two phases in the steady state. An active phase for p pc has three separate clusters of agents using only R, P, and S, respectively with terminated adaptive actions. A mean-field theory based on the link densities in co-evolving network is formulated and the trinomial closure scheme is applied to obtain analytical solutions. The analytic results agree with simulation results on ARPS well. In addition, the different probabilities of winning, losing, and drawing a game among the agents are identified as the origin of the small discrepancy between analytic and simulation results. As a result of the adaptive actions, agents of higher degrees are often those being taken advantage of. Agents with a smaller (larger) degree than the mean degree have a higher (smaller) probability of winning than losing. The results are informative for future attempts on formulating more accurate theories.

  2. RERTR end-game: A win-win framework. Phasing out remaining global HEU commerce by conditionally and temporarily renewing U.S. exports of HEU

    International Nuclear Information System (INIS)

    Kuperman, Alan J.; Leventhal, Paul L.

    1997-01-01

    The RERTR program stands on the brink of fulfilling its historic mission. However, a series of missteps and misunderstandings have recently raised the risk that defeat will be snatched from the jaws of victory. Perhaps the most serious threat to the RERTR regime is posed by France's pending import of 625 kilograms of bomb-grade, highly enriched uranium (HEU) from Russia, intended primarily to fuel its high-flux research reactor at the Institute Laue-Langevin in Grenoble, as well as its Orphee research reactor. As the first export of HEU from Russia to a facility outside the former Soviet bloc, this precedential transaction would establish Russia as a new global supplier of bomb-grade uranium, potentially setting the stage for a rise in international HEU commerce, rather than its phase-out as envisioned under the RERTR program. Apparently, France turned to Russia for supply of the fuel because the United States was perceived as unable or unwilling to continue supplying such fuel in the wake of the U.S. Energy Policy Act of 1992, which, pursuant to its so-called Schumer Amendment, places sharp restrictions on HEU exports. Unexplained delays in Russia's shipment of this material to France provide a fortuitous window of opportunity in which efforts can and should be made by France and the United States to resolve present differences in a manner beneficial to each, as well as in the interest of global security. This paper proposes an arrangement under which the United States would renew exports of HEU to France, in exchange for pledges from France enabling the export to comply with the principles and objectives of the RERTR program as embodied in U.S. law. In so doing, the arrangement would obviate the need for Russian HEU export, thereby avoiding its dangerous precedent. By enabling high quality scientific research to continue, while simultaneously helping to fulfill the RERTR program's original goal, such an arrangement would truly be a 'win-win' solution. (author)

  3. Schmidt games and Markov partitions

    International Nuclear Information System (INIS)

    Tseng, Jimmy

    2009-01-01

    Let T be a C 2 -expanding self-map of a compact, connected, C ∞ , Riemannian manifold M. We correct a minor gap in the proof of a theorem from the literature: the set of points whose forward orbits are nondense has full Hausdorff dimension. Our correction allows us to strengthen the theorem. Combining the correction with Schmidt games, we generalize the theorem in dimension one: given a point x 0 in M, the set of points whose forward orbit closures miss x 0 is a winning set. Finally, our key lemma, the no matching lemma, may be of independent interest in the theory of symbolic dynamics or the theory of Markov partitions

  4. Does Blue Uniform Color Enhance Winning Probability in Judo Contests?

    Directory of Open Access Journals (Sweden)

    Peter D. Dijkstra

    2018-01-01

    Full Text Available The color of an athlete's uniform may have an effect on psychological functioning and consequently bias the chances of winning contests in sport competition. Several studies reported a winning bias for judo athletes wearing a blue outfit relative to those wearing a white outfit. However, we argue there is no winning bias and that previous studies were confounded and based on small and specific data sets. We tested whether blue biases winning in judo using a very extensive judo data set (45,874 contests from all international judo tournaments between 2008 and 2014. In judo, the first called athlete for the fight used to wear the blue judogi but this was changed to the white judogi in 2011. This switch enabled us to compare the win bias before and after this change to isolate the effect of the color of the judogi. We found a significant win bias for the first called athlete, but this effect was not significantly related to the color of the judogi. The lack of a significant win effect of judogi color suggests that blue does not bias winning in judo, and that the blue-white pairing ensures an equal level of play. Our study shows the importance of thoroughly considering alternative explanations and using extensive datasets in color research in sports and psychology.

  5. Does Blue Uniform Color Enhance Winning Probability in Judo Contests?

    Science.gov (United States)

    Dijkstra, Peter D; Preenen, Paul T Y; van Essen, Hans

    2018-01-01

    The color of an athlete's uniform may have an effect on psychological functioning and consequently bias the chances of winning contests in sport competition. Several studies reported a winning bias for judo athletes wearing a blue outfit relative to those wearing a white outfit. However, we argue there is no winning bias and that previous studies were confounded and based on small and specific data sets. We tested whether blue biases winning in judo using a very extensive judo data set (45,874 contests from all international judo tournaments between 2008 and 2014). In judo, the first called athlete for the fight used to wear the blue judogi but this was changed to the white judogi in 2011. This switch enabled us to compare the win bias before and after this change to isolate the effect of the color of the judogi . We found a significant win bias for the first called athlete, but this effect was not significantly related to the color of the judogi . The lack of a significant win effect of judogi color suggests that blue does not bias winning in judo, and that the blue-white pairing ensures an equal level of play. Our study shows the importance of thoroughly considering alternative explanations and using extensive datasets in color research in sports and psychology.

  6. Alliances in "The Hunger Games"

    Science.gov (United States)

    Painter, Judith

    2012-01-01

    This lesson plan is based on "The Hunger Games" by Suzanne Collins. Characters in "The Hunger Games" form alliances both inside and outside the arena. Katniss and Gale form alliances within District 12. Katniss, Peeta, and the other tributes form alliances for a variety of reasons during the Games. An alliance means that "someone's got your back"…

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

    Directory of Open Access Journals (Sweden)

    Mounier

    2014-05-01

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

  8. Rim versus Non-Rim States in the Arctic Region: Prospects for a Zero-Sum Game or a Win-Win One?

    Directory of Open Access Journals (Sweden)

    Ana-Maria Ghimiş

    2013-09-01

    Full Text Available The present paper aims to develop a critical approach on one of the most urgent energy security challenges: the Arctic region. Until recently, it was considered to be a frozen desert, upon which no one raised any legal demands or interests. The global warming, the technological development and the increased need for energy resources had transformed the frozen High North into a very hot spot, where states like US, Canada, Norway, Denmark or Russia started an energy race that threatens to escalate. The Arctic became a strategic area given its opportunities: besides the energy resources, new commercial routes could become available for a longer period of time. But, due to legal uncertainties, the lack of coherent and direct legal procedures of international law, the Arctic game is an open one, in which any state can intervene and ask for a solution that is suitable for its interests. This aspect complicates even further the already unstable region. Some of the actors see the region as an international area, as a common good, where everyone has the right to explore or exploit, while the rim states see the Arctic in sovereign rights terms. Therefore, the game tends to complicate as non-rim players (the EU, China, Japan, NATO and South Korea want to intervene in the region and try to influence its development.

  9. Does Blue Uniform Color Enhance Winning Probability in Judo Contests?

    OpenAIRE

    Dijkstra, Peter D.; Preenen, Paul T. Y.; van Essen, Hans

    2018-01-01

    The color of an athlete's uniform may have an effect on psychological functioning and consequently bias the chances of winning contests in sport competition. Several studies reported a winning bias for judo athletes wearing a blue outfit relative to those wearing a white outfit. However, we argue there is no winning bias and that previous studies were confounded and based on small and specific data sets. We tested whether blue biases winning in judo using a very extensive judo data set (45,87...

  10. Can Playing an End-of-Life Conversation Game Motivate People to Engage in Advance Care Planning?

    Science.gov (United States)

    Van Scoy, Lauren J; Green, Michael J; Reading, Jean M; Scott, Allison M; Chuang, Cynthia H; Levi, Benjamin H

    2017-09-01

    Advance care planning (ACP) involves several behaviors that individuals undertake to prepare for future medical care should they lose decision-making capacity. The goal of this study was to assess whether playing a conversation game could motivate participants to engage in ACP. Sixty-eight English-speaking, adult volunteers (n = 17 games) from communities around Hershey, Pennsylvania, and Lexington, Kentucky, played a conversation card game about end-of-life issues. Readiness to engage in 4 ACP behaviors was measured by a validated questionnaire (based on the transtheoretical model) immediately before and 3 months postgame and a semistructured phone interview. These behaviors were (1) completing a living will; (2) completing a health-care proxy; (3) discussing end-of-life wishes with loved ones; and (4) discussing quality versus quantity of life with loved ones. Participants' (n = 68) mean age was 51.3 years (standard deviation = 0.7, range: 22-88); 94% of the participants were caucasian and 67% were female. Seventy-eight percent of the participants engaged in ACP behaviors within 3 months of playing the game (eg, updating documents, discussing end-of-life issues). Furthermore, 73% of the participants progressed in stage of change (ie, readiness) to perform at least 1 of the 4 behaviors. Scores on measures of decisional balance and processes of change increased significantly by 3 months postintervention. This pilot study found that individuals who played a conversation game had high rates of performing ACP behaviors within 3 months. These findings suggest that using a game format may be a useful way to motivate people to perform important ACP behaviors.

  11. Lithuanian women actively participate in WIN

    International Nuclear Information System (INIS)

    Medeliene, D.

    1999-01-01

    WIN (Women in Nuclear) now has 900 members from 43 countries. Lithuanian women working at different institutions related with nuclear energy joined this international organization three years ago. Most of these women are working at the Ignalina NPP. It was women employed at the plant who became the first members of the national WIN team. The team has recently grown considerably. The new members are also mostly from the Ignalina NPP (author)

  12. WinHPC System Policies | High-Performance Computing | NREL

    Science.gov (United States)

    ) cluster. The WinHPC login node (WinHPC02) is intended to allow users with approved access to connect to also be run from the login node. There is a single login node for this system so any applications

  13. Ombud's Corner: fellows and students – a win-win equation

    CERN Multimedia

    Sudeshna Datta-Cockerill

    2014-01-01

    The hundreds of Fellows and students working at CERN bring precious new blood into the Laboratory. At the same time, CERN offers them invaluable work experience that will have a significant impact on their future careers. It is important that we all work together to make this a win-win situation with lasting positive effects for all concerned over the years to come.   Fellows and students are just setting out on a great professional adventure.  Some of them are very young, others are a bit more experienced … and what happens during this early period can have vast consequences on their approach to work and indeed on their overall careers. They all come here with their hard earned skills and a high degree of motivation, ready to make the most out of an internship at CERN. Sometimes, they are called to integrate into well-established units; at other times, they are asked to join complex collaborations. Almost always they have to deal with new information, new cultures, new t...

  14. Expressing determination: From ENS programme 'Women and nuclear energy' to WIN

    Energy Technology Data Exchange (ETDEWEB)

    Heininen-Ojanperae, Marke [Information Officer, Imatran Voima Oy (Finland)

    1993-07-01

    WIN is an international association of women working professionally in the fields of nuclear energy and radiation application and willing to devote time to public information. It is established as non-profit making. WIN'S working language is English. WIN aims to contribute to objectively informing the public, especially women, on nuclear energy and radiation, in particular by: meeting regularly to exchange ideas and experiences between countries' WIN information groups, establishing country WIN groups in nuclear countries as widely as practical, supporting each other across borders, working out shared information techniques and information materials for international use. WIN is open to female nuclear and radiation professionals and academics as well as communications specialists, from all over the world, pledged to adhere to the goals of this Charter. The first WINFO Quarterly Newsletter of Women in Nuclear has been published.

  15. Expressing determination: From ENS programme 'Women and nuclear energy' to WIN

    International Nuclear Information System (INIS)

    Heininen-Ojanperae, Marke

    1993-01-01

    WIN is an international association of women working professionally in the fields of nuclear energy and radiation application and willing to devote time to public information. It is established as non-profit making. WIN'S working language is English. WIN aims to contribute to objectively informing the public, especially women, on nuclear energy and radiation, in particular by: meeting regularly to exchange ideas and experiences between countries' WIN information groups, establishing country WIN groups in nuclear countries as widely as practical, supporting each other across borders, working out shared information techniques and information materials for international use. WIN is open to female nuclear and radiation professionals and academics as well as communications specialists, from all over the world, pledged to adhere to the goals of this Charter. The first WINFO Quarterly Newsletter of Women in Nuclear has been published

  16. Socially grounded game strategy enhances bonding and perceived smartness of a humanoid robot

    Science.gov (United States)

    Barakova, E. I.; De Haas, M.; Kuijpers, W.; Irigoyen, N.; Betancourt, A.

    2018-01-01

    In search for better technological solutions for education, we adapted a principle from economic game theory, namely that giving a help will promote collaboration and eventually long-term relations between a robot and a child. This principle has been shown to be effective in games between humans and between humans and computer agents. We compared the social and cognitive engagement of children when playing checkers game combined with a social strategy against a robot or against a computer. We found that by combining the social and game strategy the children (average age of 8.3 years) had more empathy and social engagement with the robot since the children did not want to necessarily win against it. This finding is promising for using social strategies for the creation of long-term relations between robots and children and making educational tasks more engaging. An additional outcome of the study was the significant difference in the perception of the children about the difficulty of the game - the game with the robot was seen as more challenging and the robot - as a smarter opponent. This finding might be due to the higher perceived or expected intelligence from the robot, or because of the higher complexity of seeing patterns in three-dimensional world.

  17. THE “HAPPY BOUNCING BALL” GAME FOR THE LEARNING OF TABLE TENNIS FOR GRADE V PRIMARY SCHOOL STUDENTS "PERMAINAN “HAPPY BOUNCING BALL” UNTUK PEMBELAJARAN TENIS MEJA BAGI SISWA KELAS V SEKOLAH DASAR"

    Directory of Open Access Journals (Sweden)

    Moch Fahmi Abdulaziz

    2017-06-01

    Full Text Available Physical education, health and sports is an integral part of the overall education, aiming to develop physical fitness, skills of motion, critical thinking skills, social skills, reasoning, emotional stability, moral action, aspects of healthy living patterns and the introduction of clean environment through physical activity, sport and health selected planned systematically in order to achieve the goals of national education. Physical education, health and sports are the attempts to embody the whole person in the school, either from a basic to intermediate education level.Table tennis is one of the Physical education learning material taught in elementary school. However, the reality in the learning process has not been implemented optimally because the table was not proportional to the number of students. Thus the need to win and the modifications to the game, make students more actively in learning. The problems that plagued the school made teacher’s creativity in developing models of learning a new, yet fun and in accordance with the objectives of the learning that has been set. Modification of the learning game of ping-pong was one of the efforts that must be realized. Learning the ping-pong game through the happy bouncing ball game was expected to make children more actively engaged in a variety of pleasant situations and conditions, while following the learning of table tennis game.

  18. Windows Calorimeter Control (WinCal) program computer software design description

    International Nuclear Information System (INIS)

    Pertzborn, N.F.

    1997-01-01

    The Windows Calorimeter Control (WinCal) Program System Design Description contains a discussion of the design details for the WinCal product. Information in this document will assist a developer in maintaining the WinCal system. The content of this document follows the guidance in WHC-CM-3-10, Software Engineering Standards, Standard for Software User Documentation

  19. Winning hearts and minds

    International Nuclear Information System (INIS)

    Drulia, M.R.

    1999-01-01

    'The greatest problem in communication is the illusion that it has been accomplished' (George Bernard Shaw). Over the past few decades we have seen major shifts in opinion as to what makes a business successful. The 1950's and 1960's saw a production focus whilst the 1970's and 1980's saw progressive change towards quality and 'customer is king' as key business drivers. A popular view now suggests that the next step change will be towards internal marketing, based on the concept that, in the future, winning employee support will be seen as the single biggest contributor to driving business performances. In summary, to win hearts and minds you must understand the needs of your audience, the intent of your communication activity, adopt a suitable style and match your deeds to your words

  20. Building HTML5 games with ImpactJS an introduction on HTML5 game development

    CERN Document Server

    Freeman, Jesse

    2012-01-01

    Create a real 2D game from start to finish with ImpactJS, the JavaScript game framework that works with the HTML5's Canvas element. Making video games is hard work that requires technical skills, a lot of planning, and-most critically-a commitment to completing the project. With this hands-on guide, you'll learn how to use Impact with other technologies step-by-step. You'll pick up important tips about game design, and discover how to publish Impact games to the Web, desktop, and mobile-including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels. Set up your development environment and discover Impact's advantagesBuild a complete game with core logic, collision detection, and player and monster behaviorLearn why a game design document is critical before you start buildingDisplay and animate game artwork with sprite sheetsAdd sound effects, background music, and textCreate screens to display stats and in-game statu...

  1. Serious Games Development and Applications: Proceedings of the Second International Conference on Serious Games Development and Applications (SGDA 2011)

    OpenAIRE

    2011-01-01

    The recent re-emergence of serious games as a branch of video games has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, just to name a few. If utilised alongside, or combined with conventional approaches serious games could provide a more powerful means of knowledge...

  2. How to create a serious game?

    Directory of Open Access Journals (Sweden)

    O. Heidmann

    2015-11-01

    Full Text Available Serious games are video games designed to achieve an educational effect and achieve some degree of training in a certain area. They are nowadays used in industries such as defense, education, scientific exploration, health care, emergency management, city planning, engineering, and many others. As it still a nascent subject who doesn’t follow exactly the same rules and practices than the commercial video games industry, questions remain about how to create and use serious games. This article presents some know-how on the subject of creating serious games.

  3. Offspring mortality was a determinant factor in the evolution of paternal investment in humans: An evolutionary game approach.

    Science.gov (United States)

    López Alonso, Diego; Ortiz-Rodríguez, Isabel M

    2017-04-21

    Some researchers support the belief that man evolved philandering behavior because of the greater reproductive success of promiscuous males. According to this idea, deserting behavior from the man should be expected along with null paternal involvement in offspring care. Paradoxically however, the average offspring investment in the human male is far higher than that of any other male mammal, including other primates. In our work, we have addressed this conundrum by employing evolutionary game theory, using objective payoffs instead of, as are commonly used, arbitrary payoffs. Payoffs were computed as reproductive successes by a model based on trivial probabilities, implemented within the Barreto's Population Dynamics Toolbox (2014). The evolution of the parent conflict was simulated by a game with two players (the woman and the man). First, a simple game was assayed with two strategies, 'desert-unfaithful' and 'care-faithful'. Then, the game was played with a third mixed strategy, 'care-unfaithful'. The two-strategy game results were mainly determined by the offspring survival rate (s) and the non-paternity rate (z), with remaining factors playing a secondary role. Starting from two empirical estimates for both rates (s = 0.617 and z = 0.033) and decreasing the offspring mortality from near 0.4 to 0.1, the results were consistent with a win for the 'care-faithful' strategy. The 'desert-unfaithful' strategy only won at unrealistically high non-paternity rates (z>0.2). When three-strategy games were played, the mixed strategy of 'care-unfaithful' man could win the game in some less frequent cases. Regardless of the number of game strategies, 'care' fathers always won. These results strongly suggest that offspring mortality was the key factor in the evolution of paternal investment within the Homo branch. The 'care-faithful' strategy would have been the main strategy in human evolution but 'care-unfaithful' men did evolve at a lesser frequency. It can therefore be

  4. Profit Allocation of Hybrid Power System Planning in Energy Internet: A Cooperative Game Study

    Directory of Open Access Journals (Sweden)

    Jicheng Liu

    2018-02-01

    Full Text Available The rapid development of Energy Internet (EI has prompted numbers of generators to participate, leading to a hybrid power system. Hence, how to plan the hybrid power system and allocate its profit becomes necessary. In this paper, the cooperative game theory is introduced to discuss this problem. We first design the basic structure of EI, and point out the object of this study—coal power plant-wind farm-photovoltaic power station-energy storage provider (CWPE alliance. Subsequently, average allocation strategy (AAS, capacity-based allocation strategy (CAS and Shapley value allocation strategy (SAS are proposed, and then the modified disruption propensity (MDP index is constructed to judge the advantages and disadvantages of the three schemes. Thirdly, taking a certain area of A Province as an example, the profits of CWPE under three strategies are calculated respectively. Finally, by analyzing individual rationality and collective rationality of cooperative game and the MDP index of the three profit allocation schemes, we find that SAS is the most stable.

  5. Coalitional Games, Excessive Competition and a Lack of Trust: an Experimental Aproach

    Directory of Open Access Journals (Sweden)

    Dawid Ners

    2017-06-01

    Full Text Available The article tackles the issues of the effectiveness and rationality of making choices in the conditions of competition and cooperation. It confronts the economic theory of rational choice with the empirical results from an experiment. The aim of the article is to show that excessive competition and a lack of trust cause limitation of rational choice in coalitional games. In the experiment conducted for this study purposes, a public good was used to construct a situation in which making a huge coalition is the winning strategy. Despite this fact, the research proves that under competition supported by uncertainty, which results from the lack of trust, the decision making entities behave far less rationally than the game theory would suggest. People competing with each other often take decisions irrationally.

  6. Mentor-mentee Relationship: A Win-Win Contract In Graduate Medical Education.

    Science.gov (United States)

    Toklu, Hale Z; Fuller, Jacklyn C

    2017-12-05

    Scholarly activities (i.e., the discovery of new knowledge; development of new technologies, methods, materials, or uses; integration of knowledge leading to new understanding) are intended to measure the quality and quantity of dissemination of knowledge. A successful mentorship program is necessary during residency to help residents achieve the six core competencies (patient care, medical knowledge, practice-based learning and improvement, systems-based practice, professionalism, interpersonal and communication skills) required by the Accreditation Council for Graduate Medical Education (ACGME). The role of the mentor in this process is pivotal in the advancement of the residents' knowledge about evidence-based medicine. With this process, while mentees become more self-regulated, exhibit confidence in their performance, and demonstrate more insight and aptitude in their jobs, mentors also achieve elevated higher self-esteem, enhanced leadership skills, and personal gratification. As such, we may conclude that mentoring is a two-sided relationship; i.e., a 'win-win' style of commitment between the mentor and mentee. Hence, both parties will eventually advance academically, as well as professionally.

  7. Identification of canonical neural events during continuous gameplay of an 8-bit style video game.

    Science.gov (United States)

    Cavanagh, James F; Castellanos, Joel

    2016-06-01

    Cognitive neuroscience suffers from a unique and pervasive problem of generalizability. Since neural findings are often interpreted in the context of a specific manipulation during a carefully controlled task, it is hard to transfer knowledge from one task to another. In this report we address problems of generalizability with two methodological advancements. First, we aimed to transcend status quo experimental procedures with a continuous, engaging task environment. To this end, we created a novel 8-bit style continuous space shooter video game that elicits a multitude of goal-oriented events, such as crashing into a wall or blowing up an enemy with a missile. Second, we aimed to objectively define the psychological significance of these events. To achieve this aim, we used pattern classification of EEG data to derive predictive weights from carefully controlled pre-game exemplar events (oddball target detection and gambling wins and losses) and transferred those weights to EEG activities during video game events. All major goal-oriented events (crashes into the wall, crashes into an enemy, missile hit on an enemy) had a significant between-task transfer bias towards oddball target weights in the time range of the canonical P3, indicating the presence of similar salience detection processes. Missile hits on an enemy were specifically identified as gambling wins, confirming the hypothesis that this goal-oriented event was appetitive. These findings suggest that it is possible to identify the contribution of canonical neural activities during otherwise ambiguous and uncontrolled task performance. Copyright © 2016 Elsevier Inc. All rights reserved.

  8. The Game Enhanced Learning Model

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik

    2016-01-01

    will describe the levels of the model, which is based on our experience in teaching professional game development at university level. Furthermore, we have been using the model to inspire numerous educators to improve their students’ motivation and skills. The model presents various game-based learning...... activities, and depicts their required planning and expected outcome through eight levels. At its lower levels, the model contains the possibilities of using stand-alone analogue and digital games as teachers, utilizing games as a facilitator of learning activities, exploiting gamification and motivating......In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of gameoriented learning activities. The model is intended to give an overview of the possibilities of game-based learning in general and all the way up to purposive game productions. In the paper, we...

  9. Education (gaming simulation: characteristic of software). Kyoiku (gaming simulation: software no tokucho)

    Energy Technology Data Exchange (ETDEWEB)

    Baba, N [Osaka Kyoiku University, Osaka (Japan)

    1992-12-10

    This paper explains history and classification of gaming simulations briefly, and then introduces some instances actually applied to education and training. First, an environmental game by personal computer network gaming system is introduced, which was recently developed. Each player is required to decide on his own investment for products and environmental protection in consideration of the present state of the environment and the managerial situation of his company. If his decision making is not correct, he fails to continue his management due to the aggravation of the environment. In addition, a gaming simulation for the acid rain problem is described, which is being developed in the same way of thinking. Second, an instance of an educational gaming called Sweden Game is introduced, where students learning the mathematical programming carried out the simulation of a pipe-line plan covering six regions of Sweden. Finally, the state of training is explained, in which several kinds of management games are utilized to bring up mainstay leaders in business organizations. 15 refs., 5 figs., 1 tab.

  10. Using the Theory of Planned Behavior to Understand the Beliefs of Chinese Teachers Concerning Teaching Games for Understanding

    Science.gov (United States)

    Wang, Lijuan

    2013-01-01

    This study describes the beliefs of Physical Education (PE) teachers regarding Teaching Games for Understanding (TGfU) based on the Theory of Planned Behavior (TPB). Twenty PE teachers participated in this study. Data collection consisted of a survey on demographic data and semistructured interviews. The research results indicate that the teachers…

  11. Practical application of game theory based production flow planning method in virtual manufacturing networks

    Science.gov (United States)

    Olender, M.; Krenczyk, D.

    2016-08-01

    Modern enterprises have to react quickly to dynamic changes in the market, due to changing customer requirements and expectations. One of the key area of production management, that must continuously evolve by searching for new methods and tools for increasing the efficiency of manufacturing systems is the area of production flow planning and control. These aspects are closely connected with the ability to implement the concept of Virtual Enterprises (VE) and Virtual Manufacturing Network (VMN) in which integrated infrastructure of flexible resources are created. In the proposed approach, the players role perform the objects associated with the objective functions, allowing to solve the multiobjective production flow planning problems based on the game theory, which is based on the theory of the strategic situation. For defined production system and production order models ways of solving the problem of production route planning in VMN on computational examples for different variants of production flow is presented. Possible decision strategy to use together with an analysis of calculation results is shown.

  12. Possession Zone as a Performance Indicator in Football. The Game of the Best Teams

    Directory of Open Access Journals (Sweden)

    Claudio A. Casal

    2017-07-01

    Full Text Available Possession time in football has been widely discussed in research but few studies have analyzed the importance of the field area in which possession occurs. The objective of this study was to identify the existence of significant differences in the field zone of ball possession between successful and unsuccessful teams and to acknowledge if the match status modulates the possession model. To this end, 2,284 attacks were analyzed corresponding to the matches in the final phase of the UEFA Euro 2016 France, recording possession time and field zone in which possession occurred. Video recordings of matches were analyzed and coded post-event using notational analysis. We have found that successful offensive game patterns are different from unsuccessful ones. Specifically, field zone in which major possession occurs changes significantly between successful and unsuccessful teams (x2 = 15.72, p < 0.05 and through Welch’s T significant differences were detected in possession time between successful and unsuccessful teams (H = 24.289, p < 0.001. The former are characterized by longer possession times, preferably in the middle offensive zone, on the other hand, unsuccessful teams have shorter possession times and preferably on the middle defensive zone. Logistic regression also allowed us to identify that greater possession in the middle offensive zone is a good indicator of success in the offensive game, allowing us to predict a greater chance of victory in the match. Specifically, every time the teams achieve possession in the middle offensive zone, the chance of winning the match will increase 1.72 times and, the probability of winning the match making longer possessions in the middle offensive zone is 44.25%. Applying the Kruskal–Wallis test we have also been able to verify how match status modulates the teams possession time, specifically, when teams are winning they have longer possessions x2 = 92.628, p = 0.011. Results obtained are expected to

  13. Operational Gaming: An International Approach

    OpenAIRE

    Stahl, I.

    1983-01-01

    Operational gaming involves several people interacting in a simulation of a real-world problem for the purpose of aiding decision making, planning or policy implementation. Contributors to this first book on international aspects of the subject are leading gaming experts from the United States, (including Martin Shubik and Richard Duke), Western Europe, and Japan as well as from the Soviet Union and other socialist countries. It includes such topics as the use of operational gaming in pr...

  14. Using sound to unmask losses disguised as wins in multiline slot machines.

    Science.gov (United States)

    Dixon, Mike J; Collins, Karen; Harrigan, Kevin A; Graydon, Candice; Fugelsang, Jonathan A

    2015-03-01

    Losses disguised as wins (LDWs) are slot machine outcomes where participants bet on multiple lines and win back less than their wager. Despite losing money, the machine celebrates these outcomes with reinforcing sights and sounds. Here, we sought to show that psychophysically and psychologically, participants treat LDWs as wins, but that we could expose LDWs as losses by using negative sounds as feedback. 157 participants were allocated into one of three conditions: a standard sound condition where LDWs, despite being losses, are paired with winning sights and sounds; a silent condition, where LDWs are paired with silence; and a negative sound condition where LDWs and regular losses are both followed by a negative sound. After viewing a paytable, participants conducted 300 spins on a slot machine simulator while heart rate deceleration (HRD) and skin conductance responses (SCRs) were monitored. Participants were then shown 20 different spin outcomes including LDWs and asked whether they had won or lost on that outcome. Participants then estimated on how many spins (out of 300) they won more than they wagered. SCRs were similar for losses and LDWs (both smaller than actual wins). HRD, however, was steeper for both wins and LDWs, compared to losses. In the standard condition, a majority of participants (mis)categorized LDWs as wins, and significantly overestimated the number of times they actually won. In the negative sound condition, this pattern was reversed; most participants correctly categorized LDWs as losses, and they gave high-fidelity win estimates. We conclude that participants both think and physiologically react to LDWs as though they are wins, a miscategorization that misleads them to think that they are winning more often than they actually are. Sound can be used to effectively prevent this misconception and unmask the disguise of LDWs.

  15. The Gender Difference in the Value of Winning

    OpenAIRE

    Chen, Zhuoqiong; Ong, David; Sheremeta, Roman

    2015-01-01

    We design an all-pay auction experiment in which we reveal the gender of the opponent. Using this design, we find that women bid higher than men, but only when bidding against other women. These findings, interpreted through a theoretical model incorporating differences in risk attitude and the value of winning, suggest that women have a higher value of winning than men.

  16. WinHPC System Configuration | High-Performance Computing | NREL

    Science.gov (United States)

    ), login node (WinHPC02) and worker/compute nodes. The head node acts as the file, DNS, and license server . The login node is where the users connect to access the cluster. Node 03 has dual Intel Xeon E5530 2008 R2 HPC Edition. The login node, WinHPC02, is where users login to access the system. This is where

  17. A winning strategy for 3 x n Cylindrical Hex

    DEFF Research Database (Denmark)

    Huneke, S. C.; Hayward, R.; Toft, Bjarne

    2014-01-01

    For Cylindrical Hex on a board with circumference 3, we give a winning strategy for the end-to-end player. This is the first known winning strategy for odd circumference at least 3, answering a question of David Gale. (C) 2014 Elsevier B.V. All rights reserved....

  18. Computer simulation games in population and education.

    Science.gov (United States)

    Moreland, R S

    1988-01-01

    Computer-based simulation games are effective training tools that have several advantages. They enable players to learn in a nonthreatening manner and develop strategies to achieve goals in a dynamic environment. They also provide visual feedback on the effects of players' decisions, encourage players to explore and experiment with options before making final decisions, and develop players' skills in analysis, decision making, and cooperation. 2 games have been developed by the Research Triangle Institute for public-sector planning agencies interested in or dealing with developing countries. The UN Population and Development Game teaches players about the interaction between population variables and the national economy and how population policies complement other national policies, such as education. The BRIDGES Education Planning Game focuses on the effects education has on national policies. In both games, the computer simulates the reactions of a fictional country's socioeconomic system to players' decisions. Players can change decisions after seeing their effects on a computer screen and thus can improve their performance in achieving goals.

  19. Choking or Delivering Under Pressure? The Case of Elimination Games in NBA Playoffs

    Directory of Open Access Journals (Sweden)

    Elia Morgulev

    2018-06-01

    Full Text Available Neoclassical economic theories foretell that individuals exert the most effort, and consequently produce their best performances, when the net returns to effort are highest. We scanned through 33 NBA seasons and analyzed 1930 playoffs games in order to test this prediction. Analysis of win probabilities in games where one of the two teams faces elimination from the playoffs, demonstrated that the threat of severe losses didn’t lead to elevated level of performance. While previous studies analyzed mainly single-level performance in a stable environment, our results shed light on collective performance in a dynamic setting. These findings can be applicable to other realms as we suggest that managers should refrain from deliberate building of high-pressure environments with hopes of achieving performance enhancement effect among their groups.

  20. Women in neuroscience (WIN): the first twenty years.

    Science.gov (United States)

    Haak, Laurel L

    2002-03-01

    Women in Neuroscience (WIN) is an international organization whose major goal is to promote the professional advancement of women neuroscientists. To this end, WIN facilitates contacts and communication among women working in neuroscience, and organizes appropriate activities at the annual Society for Neuroscience (SfN) meeting. WIN was created in 1980, when despite major changes and advances in 'equal opportunities', women were still not achieving a proportionate level of success in the subdiscipline of neurosciences. In 1980, women made up 40 to 50% of entering classes in medical schools or graduate programs, but often comprised only 5 to 15% of leadership in respective organizations. Although there had been women elected to serve as SfN presidents, council, and committee members, women were under-represented in other positions of the Society, such as symposium and session chairs. There was an even lesser degree of representation in leadership positions at universities and medical schools in terms of full professorships, chairs, and program directors, as well as on editorial boards, advisory boards, and councils. Over the years, WIN has worked with success toward increasing the participation of women in neuroscience.

  1. Playing games at the Library: Seriously?

    Directory of Open Access Journals (Sweden)

    Cécile Swiatek

    2016-08-01

    Full Text Available During the past ten years, libraries have been developing gaming activities from library board games to mystery games and immersive roleplaying games. This article aims at giving a general overview of gaming issues in French academic libraries. General gaming theories are quickly reviewed, basic keys are given about how and why to set up a gaming service and department at the academic library, concrete and recent initiatives are presented. This article focuses on non-virtual and public-oriented games that were already organised in and by libraries. More generally, it underlines how to use gaming activities for promoting organisational innovation. It concludes on the necessity to settle a strategy for gaming activities, to enforce management practices, and on the importance to publicise the initiatives by establishing a public gaming policy and programme, and by formalising communication plans, staff training and knowledge management. The results of this fact study highlight how gaming activities are becoming a new reality for libraries, which requires a proper management perspective.

  2. 2014 WIN3 Workshop

    CERN Document Server

    Long, Ling; Pries, Rachel; Stange, Katherine

    2016-01-01

    Exploring the interplay between deep theory and intricate computation, this volume is a compilation of research and survey papers in number theory, written by members of the Women In Numbers (WIN) network, principally by the collaborative research groups formed at Women In Numbers 3, a conference at the Banff International Research Station in Banff, Alberta, on April 21-25, 2014. The papers span a wide range of research areas: arithmetic geometry; analytic number theory; algebraic number theory; and applications to coding and cryptography. The WIN conference series began in 2008, with the aim of strengthening the research careers of female number theorists. The series introduced a novel research-mentorship model: women at all career stages, from graduate students to senior members of the community, joined forces to work in focused research groups on cutting-edge projects designed and led by experienced researchers. The goals for Women In Numbers 3 were to establish ambitious new collaborations between women i...

  3. eSports Gaming and You

    Science.gov (United States)

    Engerman, Jason A.; Hein, Robert J.

    2017-01-01

    Digital gaming communities are nuanced and developing. The eSports community has advanced in noticeable ways and represents the highest form of online competitive play for digital gaming environments. Due to the high stakes nature of eSports, its participants sit on the very edge of strategic planning boundaries and push the ceiling of…

  4. BMC Ecology Image Competition 2016: the winning images.

    Science.gov (United States)

    Simundza, Julia; Palmer, Matthew; Settele, Josef; Jacobus, Luke M; Hughes, David P; Mazzi, Dominique; Blanchet, Simon

    2016-08-09

    The 2016 BMC Ecology Image Competition marked another celebration of the astounding biodiversity, natural beauty, and biological interactions documented by talented ecologists worldwide. For our fourth annual competition, we welcomed guest judge Dr. Matthew Palmer of Columbia University, who chose the winning image from over 140 entries. In this editorial, we highlight the award winning images along with a selection of highly commended honorable mentions.

  5. GAMING LAW ENFORCEMENT AND CRIMINAL JUSTICE PROBLEMS,

    Science.gov (United States)

    and techniques of gaming as they apply to the study of law enforcement problems in general, and to show how gaming may assist in identifying and overcoming some of the major pitfalls in law enforcement planning. (Author)

  6. Essential Features of Serious Games Design in Higher Education: Linking Learning Attributes to Game Mechanics

    Science.gov (United States)

    Lameras, Petros; Arnab, Sylvester; Dunwell, Ian; Stewart, Craig; Clarke, Samantha; Petridis, Panagiotis

    2017-01-01

    This paper consolidates evidence and material from a range of specialist and disciplinary fields to provide an evidence-based review and synthesis on the design and use of serious games in higher education. Search terms identified 165 papers reporting conceptual and empirical evidence on how learning attributes and game mechanics may be planned,…

  7. Home advantage in high-level volleyball varies according to set number.

    Science.gov (United States)

    Marcelino, Rui; Mesquita, Isabel; Palao Andrés, José Manuel; Sampaio, Jaime

    2009-01-01

    The aim of the present study was to identify the probability of winning each Volleyball set according to game location (home, away). Archival data was obtained from 275 sets in the 2005 Men's Senior World League and 65,949 actions were analysed. Set result (win, loss), game location (home, away), set number (first, second, third, fourth and fifth) and performance indicators (serve, reception, set, attack, dig and block) were the variables considered in this study. In a first moment, performance indicators were used in a logistic model of set result, by binary logistic regression analysis. After finding the adjusted logistic model, the log-odds of winning the set were analysed according to game location and set number. The results showed that winning a set is significantly related to performance indicators (Chisquare(18)=660.97, padvantage at the beginning of the game (first set) and in the two last sets of the game (fourth and fifth sets), probably due to facilities familiarity and crowd effects. Different game actions explain these advantages and showed that to win the first set is more important to take risk, through a better performance in the attack and block, and to win the final set is important to manage the risk through a better performance on the reception. These results may suggest intra-game variation in home advantage and can be most useful to better prepare and direct the competition. Key pointsHome teams always have more probability of winning the game than away teams.Home teams have higher performance in reception, set and attack in the total of the sets.The advantage of home teams is more pronounced at the beginning of the game (first set) and in two last sets of the game (fourth and fifth sets) suggesting intra-game variation in home advantage.Analysis by sets showed that home teams have a better performance in the attack and block in the first set and in the reception in the third and fifth sets.

  8. No effect of blue on winning contests in judo

    NARCIS (Netherlands)

    Dijkstra, Peter D.; Preenen, Paul T. Y.

    2008-01-01

    A study by Rowe et al. reported a winning bias for judo athletes wearing a blue outfit relative to those wearing a white one during the 2004 Olympics. It was suggested that blue is associated with a higher likelihood of winning through differential effects of colour on opponent visibility and/or an

  9. Maximum effort in the minimum-effort game

    Czech Academy of Sciences Publication Activity Database

    Engelmann, Dirk; Normann, H.-T.

    2010-01-01

    Roč. 13, č. 3 (2010), s. 249-259 ISSN 1386-4157 Institutional research plan: CEZ:AV0Z70850503 Keywords : minimum-effort game * coordination game * experiments * social capital Subject RIV: AH - Economics Impact factor: 1.868, year: 2010

  10. Norm, gender, and bribe-giving: Insights from a behavioral game.

    Directory of Open Access Journals (Sweden)

    Tian Lan

    Full Text Available Previous research has suggested that bribery is more normative in some countries than in others. To understand the underlying process, this paper examines the effects of social norm and gender on bribe-giving behavior. We argue that social norms provide information for strategic planning and impression management, and thus would impact participants' bribe amount. Besides, males are more agentic and focus more on impression management than females. We predicted that males would defy the norm in order to win when the amount of their bribe was kept private, but would conform to the norm when it was made public. To test this hypothesis, we conducted two studies using a competitive game. In each game, we asked three participants to compete in five rounds of creative tasks, and the winner was determined by a referee's subjective judgment of the participants' performance on the tasks. Participants were allowed to give bribes to the referee. Bribe-giving norms were manipulated in two domains: norm level (high vs. low and norm context (private vs. public, in order to investigate the influence of informational and affiliational needs. Studies 1 and 2 consistently showed that individuals conformed to the norm level of bribe-giving while maintaining a relative advantage for economic benefit. Study 2 found that males gave larger bribes in the private context than in the public, whereas females gave smaller bribes in both contexts. We used a latent growth curve model (LGCM to depict the development of bribe-giving behaviors during five rounds of competition. The results showed that gender, creative performance, and norm level all influence the trajectory of bribe-giving behavior.

  11. Norm, gender, and bribe-giving: Insights from a behavioral game.

    Science.gov (United States)

    Lan, Tian; Hong, Ying-Yi

    2017-01-01

    Previous research has suggested that bribery is more normative in some countries than in others. To understand the underlying process, this paper examines the effects of social norm and gender on bribe-giving behavior. We argue that social norms provide information for strategic planning and impression management, and thus would impact participants' bribe amount. Besides, males are more agentic and focus more on impression management than females. We predicted that males would defy the norm in order to win when the amount of their bribe was kept private, but would conform to the norm when it was made public. To test this hypothesis, we conducted two studies using a competitive game. In each game, we asked three participants to compete in five rounds of creative tasks, and the winner was determined by a referee's subjective judgment of the participants' performance on the tasks. Participants were allowed to give bribes to the referee. Bribe-giving norms were manipulated in two domains: norm level (high vs. low) and norm context (private vs. public), in order to investigate the influence of informational and affiliational needs. Studies 1 and 2 consistently showed that individuals conformed to the norm level of bribe-giving while maintaining a relative advantage for economic benefit. Study 2 found that males gave larger bribes in the private context than in the public, whereas females gave smaller bribes in both contexts. We used a latent growth curve model (LGCM) to depict the development of bribe-giving behaviors during five rounds of competition. The results showed that gender, creative performance, and norm level all influence the trajectory of bribe-giving behavior.

  12. A monogamy-of-entanglement game with applications to device-independent quantum cryptography

    International Nuclear Information System (INIS)

    Tomamichel, Marco; Kaniewski, Jędrzej; Wehner, Stephanie; Fehr, Serge

    2013-01-01

    We consider a game in which two separate laboratories collaborate to prepare a quantum system and are then asked to guess the outcome of a measurement performed by a third party in a random basis on that system. Intuitively, by the uncertainty principle and the monogamy of entanglement, the probability that both players simultaneously succeed in guessing the outcome correctly is bounded. We are interested in the question of how the success probability scales when many such games are performed in parallel. We show that any strategy that maximizes the probability to win every game individually is also optimal for the parallel repetition of the game. Our result implies that the optimal guessing probability can be achieved without the use of entanglement. We explore several applications of this result. Firstly, we show that it implies security for standard BB84 quantum key distribution when the receiving party uses fully untrusted measurement devices, i.e. we show that BB84 is one-sided device independent. Secondly, we show how our result can be used to prove security of a one-round position-verification scheme. Finally, we generalize a well-known uncertainty relation for the guessing probability to quantum side information. (paper)

  13. Games in the Brain: Neural Substrates of Gambling Addiction.

    Science.gov (United States)

    Murch, W Spencer; Clark, Luke

    2016-10-01

    As a popular form of recreational risk taking, gambling games offer a paradigm for decision neuroscience research. As an individual behavior, gambling becomes dysfunctional in a subset of the population, with debilitating consequences. Gambling disorder has been recently reconceptualized as a "behavioral addiction" in the DSM-5, based on emerging parallels with substance use disorders. Why do some individuals undergo this transition from recreational to disordered gambling? The biomedical model of problem gambling is a "brain disorder" account that posits an underlying neurobiological abnormality. This article first delineates the neural circuitry that underpins gambling-related decision making, comprising ventral striatum, ventromedial prefrontal cortex, dopaminergic midbrain, and insula, and presents evidence for pathophysiology in this circuitry in gambling disorder. These biological dispositions become translated into clinical disorder through the effects of gambling games. This influence is better articulated in a public health approach that describes the interplay between the player and the (gambling) product. Certain forms of gambling, including electronic gambling machines, appear to be overrepresented in problem gamblers. These games harness psychological features, including variable ratio schedules, near-misses, "losses disguised as wins," and the illusion of control, which modulate the core decision-making circuitry that is perturbed in gambling disorder. © The Author(s) 2015.

  14. WinFood data from Kenya and Cambodia

    DEFF Research Database (Denmark)

    Owino, Victor O; Skau, Jutta Kloppenborg Heick; Omollo, Selina

    2015-01-01

    during randomized, controlled trials (WinFood Study) designed to assess the efficacy of locally produced complementary foods based on traditional animal-source foods (edible termites and spiders) to support growth and nutritional status in Kenyan and Cambodian infants. METHODS: In a randomized......, controlled design, infants received WinFood or corn-soy blend (CSB) for 9 months from 6 to 15 months of age. Lean mass accrual and blood nutrition indicators (lipid profile, iron and zinc status) were measured cross-sectionally at 9 and 15 months of age, respectively. Lean mass was determined by measuring...

  15. BMC Ecology image competition: the winning images

    Science.gov (United States)

    2013-01-01

    BMC Ecology announces the winning entries in its inaugural Ecology Image Competition, open to anyone affiliated with a research institute. The competition, which received more than 200 entries from international researchers at all career levels and a wide variety of scientific disciplines, was looking for striking visual interpretations of ecological processes. In this Editorial, our academic Section Editors and guest judge Dr Yan Wong explain what they found most appealing about their chosen winning entries, and highlight a few of the outstanding images that didn’t quite make it to the top prize. PMID:23517630

  16. BMC Ecology image competition: the winning images.

    Science.gov (United States)

    Harold, Simon; Wong, Yan; Baguette, Michel; Bonsall, Michael B; Clobert, Jean; Royle, Nick J; Settele, Josef

    2013-03-22

    BMC Ecology announces the winning entries in its inaugural Ecology Image Competition, open to anyone affiliated with a research institute. The competition, which received more than 200 entries from international researchers at all career levels and a wide variety of scientific disciplines, was looking for striking visual interpretations of ecological processes. In this Editorial, our academic Section Editors and guest judge Dr Yan Wong explain what they found most appealing about their chosen winning entries, and highlight a few of the outstanding images that didn't quite make it to the top prize.

  17. 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...

  18. What Can WiN Learn From Other Male Dominated Industries

    International Nuclear Information System (INIS)

    Thomas, C.

    2015-01-01

    Thomas Thor Associates is an Executive Recruitment company solely dedicated to the Nuclear industry. We have been involved with WiN UK in 2014–2015 to help them develop their own organization, this research was part of our partnership. The main purpose of this paper is to provide a clear picture of the techniques that are used by organizations similar to WiN, and business in other industries that are similar to Nuclear, to attract more women to pursue a career in a particular industry, and to support retention and career progression of women in these industries. This paper has taken a look at all industries that require technical and engineering staff, after which the Mining, Oil and Gas, Petro-chemicals, Rail, Renewable Energy, Technology and Construction industries were found to show most similarities with Nuclear, in terms of the technical staff required and their structure on gender diversity. From here, case studies of industry organizations and professional business have been prepared in order to inform WiN of best practice in these industries and provide a benchmark for future WiN operations. Finally, the report results into giving recommendations on projects WiN could add to their current approach to achieve their objectives. The recommendations are based on the results from the case studies, focusing on attracting, recruiting, retaining and developing female professionals. In summary, the recommendations are to: highlight potential career paths for women in Nuclear, educate women on Nuclear, support the development of women and to help companies to increase their bottom line by getting WiN certified. (author)

  19. Goal-based dictator game

    Science.gov (United States)

    Zaibidi, Nerda Zura; Ibrahim, Adyda; Abidin, Norhaslinda Zainal

    2014-12-01

    A considerable number of studies have been conducted to study fairness issues using two-player game. Dictator Game is one of the two-player games that receive much attention. In this paper, we develop an evolutionary approach to the Dictator Game by using Goal programming to build a model of human decision-making for cooperation. The model is formulated based on the theories of cognitive neuroscience that is capable in capturing a more realistic fairness concerns between players in the games. We show that fairness will evolve by taking into account players' aspirations and preferences explicitly in terms of profit and fairness concerns. The model is then simulated to investigate any possible effective strategy for people in economics to deal with fairness coalition. Parallels are drawn between the approach and concepts of human decision making from the field of cognitive neuroscience and psychology. The proposed model is also able to help decision makers to plan or enhance the effective strategies for business purposes.

  20. The Changing Rules of the Game, Volleyball Player Systematic Structure and Effects in Applying

    Directory of Open Access Journals (Sweden)

    Özgür DİNÇER

    2015-08-01

    Full Text Available Purpose: We the purpose of this study, ranging from past to present and play volleyball rule changes that occur related to industry structure, how structure affects in applying with a systematic trial. Method: Volleyball, starting from the date of the present day sports entertainment, sport has become a subject performance. . As regards; the changing rules of the game, in terms of volleyball player systematic structure and effects on performance. The changing rules of the game, volleyball player systematic structure and effects the exhibition of the game, tactical understanding of the game is to combine the implementation of different systems to meet the needs of training and competition has created situations. Volleyball to purpose of changing the rules of the game, service, location and block combinations to improve defense, reducing the effect of conditions of service coverage and attack the ball to extend the duration of stay in the game. Thus, the visuals might volleyball, in terms of spectators and media will become attractive. While this study, scan was used during the research literature. Results: According to the data obtained from the literature, that the structural changes in the volleyball is thought to cause the positive and negative impact in the volleyball. Conclusion: Result of this research, the changing rules of the game affected the players' and the exhibition of the game and the diversity of training, volleyball game speed has increased, and became the focus of visual winning. The conclusion of every move made in the field with a number of players has increased and with it the responsibility of the importance of individual tactical exercises may have gained more importance.

  1. Games and life

    Czech Academy of Sciences Publication Activity Database

    Mareš, Milan

    č. 57 (2004), s. 12-13 ISSN 0926-4981 R&D Projects: GA AV ČR KSK1019101 Institutional research plan: CEZ:AV0Z1075907 Keywords : game * play-station * simulation Subject RIV: BD - Theory of Information

  2. The Overestimation Phenomenon in a Skill-Based Gaming Context: The Case of March Madness Pools.

    Science.gov (United States)

    Kwak, Dae Hee

    2016-03-01

    Over 100 million people are estimated to take part in the NCAA Men's Basketball Tournament Championship bracket contests. However, relatively little is known about consumer behavior in skill-based gaming situations (e.g., sports betting). In two studies, we investigated the overestimation phenomenon in the "March Madness" context. In Study 1 (N = 81), we found that individuals who were allowed to make their own predictions were significantly more optimistic about their performance than individuals who did not make their own selections. In Study 2 (N = 197), all subjects participated in a mock competitive bracket pool. In line with the illusion of control theory, results showed that higher self-ratings of probability of winning significantly increased maximum willingness to wager but did not improve actual performance. Lastly, perceptions of high probability of winning significantly contributed to consumers' enjoyment and willingness to participate in a bracket pool in the future.

  3. Faking or Convincing: Why Do Some Advertising Campaigns Win Creativity Awards?

    Directory of Open Access Journals (Sweden)

    Raoul V. Kübler

    2012-05-01

    Full Text Available Since the Sarbanes-Oxley Act was passed in 2002, it has become commonplace in the advertising industry to use creativity-award-show prizes instead of gross income figures to attract new customers. Therefore, achieving a top creativity ranking and winning creativity awards have become high priorities in the advertising industry. Agencies and marketers have always wondered what elements in the advertising creation process would lead to the winning of creativity awards. Although this debate has been dominated by pure speculation about the success of different routines, approaches and strategies in winning creativity awards, for the first time our study delivers an empirical insight into the key drivers of creativity award success. We investigate what strategies and which elements of an advertising campaign are truly likely to lead to winning the maximum number of creativity awards. Using a sample of 108 campaigns, we identify factors that influence campaign success at international advertising award shows. We identify innovativeness and the integration of multiple channels as the key drivers of creativity award success. In contrast to industry beliefs, meaningful or personally connecting approaches do not seem to generate a significant benefit in terms of winning creativity awards. Finally, our data suggest that the use of so-called “fake campaigns” to win more creativity awards does not prove to be effective.

  4. Optimal dimensionality reduction of complex dynamics: the chess game as diffusion on a free-energy landscape.

    Science.gov (United States)

    Krivov, Sergei V

    2011-07-01

    Dimensionality reduction is ubiquitous in the analysis of complex dynamics. The conventional dimensionality reduction techniques, however, focus on reproducing the underlying configuration space, rather than the dynamics itself. The constructed low-dimensional space does not provide a complete and accurate description of the dynamics. Here I describe how to perform dimensionality reduction while preserving the essential properties of the dynamics. The approach is illustrated by analyzing the chess game--the archetype of complex dynamics. A variable that provides complete and accurate description of chess dynamics is constructed. The winning probability is predicted by describing the game as a random walk on the free-energy landscape associated with the variable. The approach suggests a possible way of obtaining a simple yet accurate description of many important complex phenomena. The analysis of the chess game shows that the approach can quantitatively describe the dynamics of processes where human decision-making plays a central role, e.g., financial and social dynamics.

  5. Robust Trajectory Option Set planning in CTOP based on Bayesian game model

    KAUST Repository

    Li, Lichun; Clarke, John-Paul; Feron, Eric; Shamma, Jeff S.

    2017-01-01

    The Federal Aviation Administration (FAA) rations capacity to reduce en route delay, especially those caused by bad weather. This is accomplished via Collaborative Trajectory Options Program (CTOP) which has been recently developed to provide a mechanism for flight operators to communicate their route preferences for each flight via a Trajectory Option Set (TOS), as well as a mechanism for the FAA to assign the best possible route within the set of trajectories in the TOS for a given flight, i.e. the route with the lowest adjusted cost after consideration of system constraints and the requirements of all flights. The routes assigned to an airline depend not only on the TOS's for its own flights but also on the TOS's of all other flights in the CTOP, which are unknown. This paper aims to provide a detailed algorithm for the airline to design its TOS plan which is robust to the uncertainties of its competitors' TOS's. To this purpose, we model the CTOP problem as a Bayesian game, and use Linear Program (LP) to compute the security strategy in the Bayesian game model. This security strategy guarantees the airline an upper bound on the sum of the assigned times. The numerical results demonstrate the robustness of the strategy, which is not achieved by any other tested strategy.

  6. Robust Trajectory Option Set planning in CTOP based on Bayesian game model

    KAUST Repository

    Li, Lichun

    2017-07-10

    The Federal Aviation Administration (FAA) rations capacity to reduce en route delay, especially those caused by bad weather. This is accomplished via Collaborative Trajectory Options Program (CTOP) which has been recently developed to provide a mechanism for flight operators to communicate their route preferences for each flight via a Trajectory Option Set (TOS), as well as a mechanism for the FAA to assign the best possible route within the set of trajectories in the TOS for a given flight, i.e. the route with the lowest adjusted cost after consideration of system constraints and the requirements of all flights. The routes assigned to an airline depend not only on the TOS\\'s for its own flights but also on the TOS\\'s of all other flights in the CTOP, which are unknown. This paper aims to provide a detailed algorithm for the airline to design its TOS plan which is robust to the uncertainties of its competitors\\' TOS\\'s. To this purpose, we model the CTOP problem as a Bayesian game, and use Linear Program (LP) to compute the security strategy in the Bayesian game model. This security strategy guarantees the airline an upper bound on the sum of the assigned times. The numerical results demonstrate the robustness of the strategy, which is not achieved by any other tested strategy.

  7. Use of Byproduct from Cellulosic Ethanol Production as an Additive for Concrete: A Possible Win-win Strategy?

    Directory of Open Access Journals (Sweden)

    Xiangwei Hao

    2015-08-01

    Full Text Available Technologists are facing increasing demands to achieve ecologically sustainable industrial practices. Currently the concrete industry is a significant contributor to greenhouse gas emissions. On the other hand, the scaling up of cellulosic ethanol technology has not been a very easy task. In this context, the integration of “greener” concrete with cellulosic ethanol technology may open up promising possibilities. The solid byproducts from cellulosic ethanol production process have been demonstrated to increase the strength of concrete structures when used as a partial cement replacement. Such a delicate integration can also lead to reduction in both carbon footprint and product cost. The possible commercialization of the integrated technologies would provide win-win benefits for both industries.

  8. Does Blue Uniform Color Enhance Winning Probability in Judo Contests?

    NARCIS (Netherlands)

    Dijkstra, P.D.; Preenen, P.T.Y.; Essen, H. van

    2018-01-01

    The color of an athlete's uniform may have an effect on psychological functioning and consequently bias the chances of winning contests in sport competition. Several studies reported a winning bias for judo athletes wearing a blue outfit relative to those wearing a white outfit. However, we argue

  9. Communication, opponents, and clan performance in online games: a social network approach.

    Science.gov (United States)

    Lee, Hong Joo; Choi, Jaewon; Kim, Jong Woo; Park, Sung Joo; Gloor, Peter

    2013-12-01

    Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved.

  10. How to win friends and influence people

    CERN Document Server

    Carnegie, Dale

    2010-01-01

    For more than sixty years the rock-solid, time-tested advice in this book has carried thousands of now famous people up the ladder of success in their business and personal lives. With more than fifteen million copies sold, How to Win Friends and Influence People is one of the best known motivational books in history, with proven advice for achieving success in life. You’ll learn: three fundamental techniques in handling people; six ways to make people like you; twelve ways to win people to you way of thinking; nine ways to change people without arousing resentment; and much, much more!

  11. A Win-Win-Win Proposition -- Academia and Industry Working Together for Students

    Science.gov (United States)

    Cogswell, J.

    2011-12-01

    geoscience, to include having applied real problem solving via a robust field camp experience. In addition, we look for the maturity and ability to conduct independent research, to integrate broad suites of data, and to work as a team. We look for the ability to communicate results. We do not look for a focus on petroleum. We have many decades of experience in how to best develop that particular discipline quickly, to meet current and future business conditions. There are recurring themes that facilitate successful transition from Academia to a practicing industry geoscientist. These themes include giving students a good grounding in STEM, not just geology; one-on-one mentoring; sharing our passion for the science by sharing our research; and sharing the entire breadth of career opportunities. Similar best practices have been identified to encourage under-represented minority students and women to study STEM. Perhaps this is a suite of habits we should be practicing more broadly. This suite of habits takes extra time, extra effort, and extra money. But if geoscience mentors in Academia, Industry, and professional societies work together, we will be able to create a win for Academia, a win for Industry, and a win for students. (1) Gonzales and Keane, 2011, "Status of the Geoscience Workforce -- 2011," AGI, p. 123.

  12. NREL Solar Cell Wins Federal Technology Transfer Prize | News | NREL

    Science.gov (United States)

    Solar Cell Wins Federal Technology Transfer Prize News Release: NREL Solar Cell Wins Federal Technology Transfer Prize May 7, 2009 A new class of ultra-light, high-efficiency solar cells developed by the U.S. Department of Energy's National Renewable Energy Laboratory has been awarded a national prize

  13. UE-Initiated Cell Reselection Game for Cell Load Balancing in a Wireless Network

    Directory of Open Access Journals (Sweden)

    Jaesung Park

    2018-01-01

    Full Text Available A user changes its serving cell if the quality of experience (QoE provided by the current serving cell is not satisfactory. Since users reselect cells to increase their QoEs selfishly, the system resource efficiency can be deteriorated and a system can be unstable if users are not driven to cooperate appropriately. In this paper, inspired by the minority game (MG model, we design a UE-initiated cell reselection policy. The MG has a salient characteristic that the number of players who win the game converges to a prespecified value even though players act selfishly without knowing the actions taken by the other players. Using the MG model, we devise a rule by which each UE plays a cell reselection game. We also design a criterion that a system controller uses to determine the result of a game and public information sent by a system controller to induce implicit cooperation among UEs. The simulation results show that compared with noncooperative method the proposed method increases not only the system performance, such as cell load balance index and system utility, but also the performance of UEs in terms of a downlink data rate and an outage probability received from a system.

  14. Almost all k-cop-win graphs contain a dominating set of cardinality k

    OpenAIRE

    Pralat, Pawel

    2013-01-01

    We consider $k$-cop-win graphs in the binomial random graph $G(n,1/2).$ It is known that almost all cop-win graphs contain a universal vertex. We generalize this result and prove that for every $k \\in N$, almost all $k$-cop-win graphs contain a dominating set of cardinality $k$. From this it follows that the asymptotic number of labelled $k$-cop-win graphs of order $n$ is equal to $(1+o(1)) (1-2^{-k})^{-k} {n \\choose k} 2^{n^2/2 - (1/2-\\log_2(1-2^{-k})) n}$.

  15. Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games

    Directory of Open Access Journals (Sweden)

    Mark Guttenbrunner

    2010-07-01

    Full Text Available Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work

  16. BMC Ecology image competition 2014: the winning images.

    Science.gov (United States)

    Harold, Simon; Henderson, Caspar; Baguette, Michel; Bonsall, Michael B; Hughes, David; Settele, Josef

    2014-08-29

    BMC Ecology showcases the winning entries from its second Ecology Image Competition. More than 300 individual images were submitted from an international array of research scientists, depicting life on every continent on earth. The journal's Editorial Board and guest judge Caspar Henderson outline why their winning selections demonstrated high levels of technical skill and aesthetic sense in depicting the science of ecology, and we also highlight a small selection of highly commended images that we simply couldn't let you miss out on.

  17. BMC ecology image competition 2017: the winning images.

    Science.gov (United States)

    Foote, Christopher; Darimont, Chris T; Baguette, Michel; Blanchet, Simon; Jacobus, Luke M; Mazzi, Dominique; Settele, Josef

    2017-08-18

    For the fifth year, BMC Ecology is proud to present the winning images from our annual image competition. The 2017 edition received entries by talented shutterbug-ecologists from across the world, showcasing research that is increasing our understanding of ecosystems worldwide and the beauty and diversity of life on our planet. In this editorial we showcase the winning images, as chosen by our Editorial Board and guest judge Chris Darimont, as well as our selection of highly commended images. Enjoy!

  18. Challenging the other: exploring the role of opponent gender in digital game competition for female players.

    Science.gov (United States)

    Vermeulen, Lotte; Núñez Castellar, Elena; Van Looy, Jan

    2014-05-01

    Abstract The present study investigated the effect of opponent gender on the game experience of female players. Concretely, it looked into skill perception and player emotions of women in same gender and cross-gender game competition. We set up a 2×2×2 (male vs. female opponent×low vs. high competitive women×lost vs. won game) experimental design in which women were instructed to play against a proclaimed male and female competitor. Unknowingly, however, participants played against an AI, which was configured to produce a winning and a losing condition for each opponent by manipulating difficulty. Results indicated that opponent gender only had an effect on perceived stress, which was higher with male opponents. Moreover, players evaluated their own gaming skills as lower and the skills of presumed male opponents as higher when they thought they were playing against men. Importantly, our results also showed that the above described pattern for self-perceived skills and perceived opponent skills was modulated by trait competitiveness with a larger effect size for low competitive women. Overall, this study illustrates that gender dynamics affect the play experience of women in cross-gender gaming competition. Implications and suggestions for future research are discussed.

  19. Quality Evaluation of Mobile Game: Miftah Alfasaha

    Directory of Open Access Journals (Sweden)

    Ghada Alhuhud

    2016-01-01

    Full Text Available Due to evolution of digital games towards mobile platforms, a large exposure to mobile games is nowadays recorded. This is because of the availability of the cell phone with individuals anytime anywhere. Hence, a vital role of game quality assessment is raised. This is for the purpose of serving as a guide for developing healthy games. Accordingly, the mobile games would help in boosting the educational entertainment, healthy diets control, and behavioral sciences studies and research. This paper presents quality assurance and quality models for ISO based educational game. In this paper, an ISO quality model is presented and quality application behavioral impact measures are justified to evaluate the development quality of Miftah Alfasaha game. The quality model and proposed quality assessment plan are tested through a CodePro Analytix tool and six sigma evaluations.

  20. New combined machine for coal-winning by stripping. Neues Gewinnungssystem fuer die schaelende Gewinnung

    Energy Technology Data Exchange (ETDEWEB)

    Dinter, A.; Plaga, K.; Schwolow, G.; Wiechers, K.-P. (DMT-Gesellschaft fuer Forschung und Pruefung mbH (Germany, F.R.))

    1990-06-28

    The coal-winning system developed by Bochumer Eisenhuette Heintzmann GmbH Co. KG consists essentially of a round link chain running continuously in one direction, on which both the coal-winning bodies and drivers are mounted. The coal-winning bodies, which are subdivided into two groups, are returned in the face conveyor. Consequently the cutting forces are reduced and continuous coal winning achieved. The chain return strands are also dispensed with in the coal-winning system and the chain is easily accessible. The system has undergoine comprehensive coal-winning tests on various artificial faces at DMT Gesellschaft fur Forschung und Prufung GmbH, whereby advantages emerged compared to conventional ploughing. Favourable resistance coefficients were determined in conveyance tests with run-of-mine coal. Loading tests on the components were successful and numerous detailed improvements to the design were made in conjunction with the manufacturer. 4 figs.

  1. BMC Ecology image competition 2014: the winning images

    Science.gov (United States)

    2014-01-01

    BMC Ecology showcases the winning entries from its second Ecology Image Competition. More than 300 individual images were submitted from an international array of research scientists, depicting life on every continent on earth. The journal’s Editorial Board and guest judge Caspar Henderson outline why their winning selections demonstrated high levels of technical skill and aesthetic sense in depicting the science of ecology, and we also highlight a small selection of highly commended images that we simply couldn’t let you miss out on. PMID:25178017

  2. Increasing Student Interest and Comprehension of Production Planning and Control and Operations Performance Measurement Concepts Using a Production Line Game

    Science.gov (United States)

    Cox, James F., III; Walker, Edward D., II

    2005-01-01

    Production planning and control (PPC) systems and operations performance measures are topics that students generally find both boring and difficult to understand. In the article, the authors present a production line game that they have found to be an effective tool to increase student interest in the topics as well as student comprehension. The…

  3. Greenhouse Gas Emission Mitigation And Agriculture, Trade-off Or Win-win Situation: Bioeconomic Farm Modelling In The Sudanian Area of Burkina Faso

    Science.gov (United States)

    Some, T. E.; Barbier, B.

    2015-12-01

    Climate changes talks regularly underline that developing countries' agriculture could play a stronger role in GHGs mitigation strategies and benefit from the Kyoto Protocol program of subsidies. Scientists explain that agriculture can contribute to carbon mitigation by storing more carbon in the soil through greener cropping systems. In this context, a growing number of research projects have started to investigate how developing countries agriculture can contribute to these objectives. The clean development mechanism (CDM) proposed in the Kyoto protocol is one particular policy instrument that can incite farmers to mitigate the GHG balance towards more sequestration and less emission. Some economists such as Michael Porter think that environmental regulation lead to a win-win outcome, in which case subsidies are not necessary. If it is a trade-off between incomes and the environment, subsidies are required. CDM can be mobilized to support the mitigation strategy. Agriculture implies the use of inputs. Reducing the emission implies the reduction of those inputs which will in turn imply a yield decrease. The study aims to assess whether this measure will imply a trade-off between environmental and economic objectives or a win-win situation. I apply this study to the case of small farmers in Burkina Faso through environmental instruments such as the emissions limits and agroforestry using a bioeconomic model, in which the farmers maximize their utility subject to constraints. The study finds that the limitation of emissions in annual crops production involves a trade-off. by impacting negatively their net cash come. By integrating perennial crops in the farming system, the farmers' utility increases. Around 6,118 kg are sequestrated individually. By computing the value on this carbon balance, farmers' net cash incomes go better. Then practicing agroforestry is a win-win situation, as they reach a higher level of income, and reduce emissions. Policymakers must

  4. Effect of styrene maleic acid WIN55,212-2 micelles on neuropathic pain in a rat model.

    Science.gov (United States)

    Linsell, Oliver; Brownjohn, Philip W; Nehoff, Hayley; Greish, Khaled; Ashton, John C

    2015-05-01

    Cannabinoid receptor agonists are moderately effective at reducing neuropathic pain but are limited by psychoactivity. We developed a styrene maleic acid (SMA) based on the cannabinoid WIN 55,212-2 (WIN) and tested in a rat model of neuropathic pain and in the rotarod test. We hypothesized that miceller preparation can ensure prolonged plasma half-life being above the renal threshold of excretion. Furthermore, SMA-WIN could potentially reduce the central nervous system effects of encapsulated WIN by limiting its transport across the blood-brain barrier. Using the chronic constriction injury model of sciatic neuropathy, the SMA-WIN micelles were efficacious in the treatment of neuropathic pain for a prolonged period compared to control (base WIN). Attenuation of chronic constriction injury-induced mechanical allodynia occurred for up to 8 h at a dose of 11.5 mg/kg of SMA-WIN micelles. To evaluate central effects on motor function, the rotarod assessment was utilized. Results showed initial impairment caused by SMA-WIN micelles to be identical to WIN control for up to 1.5 h. Despite this, the SMA-WIN micelle formulation was able to produce prolonged analgesia over a time when there was decreased impairment in the rotarod test compared with base WIN.

  5. Engaging Systems Understanding through Games (Invited)

    Science.gov (United States)

    Pfirman, S. L.; Lee, J. J.; Eklund, K.; Turrin, M.; O'Garra, T.; Orlove, B. S.

    2013-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership (CCEP), supported by the National Science Foundation's CCEP Phase II program, uses novel educational approaches to engage adult learners and to inform public understanding about climate change. Both previous studies and our experience show that games and game-like activities lead people to explore systems and motivate problem-solving. This presentation focuses on three games developed by the PoLAR team: a multiplayer card game, a strategy board game, and a serious game, and discusses them within the larger framework of research and evaluation of learning outcomes. In the multiplayer card game EcoChains: Arctic Crisis, players learn how to build marine food chains, then strategize ways to make them resilient to a variety of natural and anthropogenic events. In the strategy board game Arctic SMARTIC (Strategic MAnagement of Resources in TImes of Change), participants take on roles, set developmental priorities, and then negotiate to resolve conflicts and deal with climate change scenarios. In the serious game FUTURE COAST, players explore "what if" scenarios in a collaborative narrative environment. Grounded on the award-winning WORLD WITHOUT OIL, which employed a similar story frame to impart energy concepts and realities, FUTURE COAST uses voicemails from the future to impel players through complexities of disrupted systems and realities of human interactions when facing change. Launching February 2014, FUTURE COAST is played online and in field events; players create media designed to be spreadable through their social networks. As players envision possible futures, they create diverse communities of practice that synthesize across human-environment interactions. Playtests highlight how the game evokes systems thinking, and engages and problem-solves via narrative: * 'While I was initially unsure how I'd contribute to a group I'd never met, the project itself proved so engaging that I

  6. Combinatorial study of WInZnO films deposited by rf magnetron co-sputtering

    International Nuclear Information System (INIS)

    Oh, Byeong-Yun; Park, Jae-Cheol; Lee, Young-Jun; Cha, Sang-Jun; Kim, Joo-Hyung; Kim, Kwang-Young; Kim, Tae-Won; Heo, Gi-Seok

    2011-01-01

    The compositional dependence of co-sputtered tungsten indium zinc oxide (WInZnO) film properties was first investigated by means of a combinatorial technique. Indium zinc oxide (IZO) and WO 3 targets were used with different target power. W composition ratio [W/(In+Zn+W)] was varied between 3 and 30 at% and film thickness was reduced as the sample position moved toward WO 3 target. Furthermore, the optical bandgap energy increased gradually, which might be affected by the reduction in film thickness. All the WInZnO films showed an amorphous phase regardless of the W/(In+Zn+W) ratio. As the W/(In+Zn+W) ratio in WInZnO films increased, the carrier concentration was restricted, causing the increase in electrical resistivity. W cations worked as oxygen binders in determining the electronic properties, resulting in suppressing the formation of oxygen vacancies. Consequentially, W metal cations were effectively incorporated into the WInZnO films as a suppressor against the oxygen vacancies and the carrier generation by employing the combinatorial technique. - Graphical abstract: The film thickness and the sheet resistance (R s ) with respect to the sample position of WInZnO films, which is compositionally graded by rf power for each target, are exhibited. Highlights: → The compositional dependence of co-sputtered WInZnO film properties is first investigated. → W cations work as oxygen binders in determining the electronic properties. → All the WInZnO films show an amorphous phase regardless of the W/(In+Zn+W) ratio. → W metal cations are effectively incorporated into the WInZnO films by the combinatorial technique.

  7. Customer Satisfaction Perceptions of Dislocated Workers Served by WIN Job Centers in the Mississippi Corridor Consortium

    Science.gov (United States)

    Washburn, Dava Michelle

    2009-01-01

    The purpose of this study was to determine the perceptions of satisfaction of dislocated workers served by WIN Job Centers in the Mississippi Corridor Consortium. Four WIN Job Centers participated in this study: Northeast Mississippi Community College WIN Job Center in Corinth, Northwest Mississippi Community College WIN Job Center in Oxford,…

  8. Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity.

    Science.gov (United States)

    Pope, Lizzy; Garnett, Bernice; Dibble, Marguerite

    2017-08-29

    Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 "losing" artwork and game concepts into the winning ideas. Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high school students need to be considered during

  9. Frances Allen Wins Turing Award

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 12; Issue 8. Frances Allen Wins Turing Award. Priti Shankar. Article-in-a-Box Volume 12 Issue 8 August 2007 pp ... Author Affiliations. Priti Shankar1. Department of Computer Science and Automation, Indian Institute of Science, Bangalore 560 012, India ...

  10. Winning public and political support for nuclear

    International Nuclear Information System (INIS)

    McFadden, D.J.

    2006-01-01

    The nuclear industry is entering an historic battle for the hearts and minds of Canadians as government decides on nuclear new build. Recent polls indicate that public support is rising for nuclear power. However, the support could be eroded by negative events or intense lobbying by anti-nuclear groups. The nuclear industry must deal with concerns raised about nuclear power, such as cost, safety, reliability and waste. The nuclear industry should build upon the positive movement in public support. The industry must go to Canadians with a credible message which responds effectively to public concerns. It must be remembered that winning public support will be essential to winning and maintaining political support. (author)

  11. Winning public and political support for nuclear

    Energy Technology Data Exchange (ETDEWEB)

    McFadden, D.J. [Gowling LaFleur Henderson, LLP, Toronto, Ontario (Canada)

    2006-07-01

    The nuclear industry is entering an historic battle for the hearts and minds of Canadians as government decides on nuclear new build. Recent polls indicate that public support is rising for nuclear power. However, the support could be eroded by negative events or intense lobbying by anti-nuclear groups. The nuclear industry must deal with concerns raised about nuclear power, such as cost, safety, reliability and waste. The nuclear industry should build upon the positive movement in public support. The industry must go to Canadians with a credible message which responds effectively to public concerns. It must be remembered that winning public support will be essential to winning and maintaining political support. (author)

  12. AI model for computer games based on case based reasoning and AI planning

    NARCIS (Netherlands)

    Menkovski, V.; Metafas, D.

    2008-01-01

    Making efficient AI models for games with imperfect information can be a particular challenge. Considering the large number of possible moves and the incorporated uncertainties building game trees for these games becomes very difficult due to the exponential growth of the number of nodes at each

  13. A win-win marginal rent analysis for operator and consumer under battery leasing mode in China electric vehicle market

    International Nuclear Information System (INIS)

    Li Zhe; Ouyang Minggao

    2011-01-01

    Recently battery leasing has been introduced into the market by automobile manufacturers and power suppliers due to its potential to reduce the purchase cost of electric vehicles (EVs). However, the profit prospect of battery leasing is still uncertain. This paper takes the views of both the operators and consumers and calculates the 'win-win' marginal rent, which not only ensures the profitability of operators, but also allows consumers a lower expenditure than using Internal combustion engine vehicles (ICVs) and EVs with embedded batteries. Battery cost, vehicle weight, gasoline and electricity price, and the discount rate have impacts on the rent. Battery cost plays a dominant role and a battery cost >5 Yen /W h fails to enable the survival of battery leasing to all types of EVs. Battery leasing would be more competitive when focusing on heavier EVs. At least one of the three thresholds is required for the existence of rent pricing range for a 1000 kg EV: gasoline retail price >6 Yen /L, electricity price <0.6 Yen /kW h, or the discount rate <7%. Typically, the feasible battery rent range is 0.34-0.38 Yen /W h/year for a 1000 kg EV under the present battery cost 2 Yen /W h and China current gasoline and electricity prices. - Highlights: → Rent pricing for EV battery leasing must obey win-win rule for BLO and consumers. → Rent is affected by battery cost, vehicle weight, energy price and discount rate. → Battery cost plays dominant role for the BLO survival as described in '5-3-2' Law. → Heavier EVs are more suitable for battery leasing when battery cost is high. → The profitability of BLO is sensitive to the price of gasoline and electricity.

  14. How winning changes motivation in multiphase competitions.

    Science.gov (United States)

    Huang, Szu-Chi; Etkin, Jordan; Jin, Liyin

    2017-06-01

    What drives motivation in multiphase competitions? Adopting a dynamic approach, this research examines how temporary standing-being ahead of (vs. behind) one's opponent-in a multiphase competition shapes subsequent motivation. Six competitions conducted in the lab and in the field demonstrate that the impact of being ahead on contestants' motivation depends on when (i.e., in which phase of the competition) contestants learn they are in the lead. In the early phase, contestants are concerned about whether they can win; being ahead increases motivation by making winning seem more attainable. In the later phase, however, contestants are instead driven by how much additional effort they believe they need to invest; being ahead decreases motivation by reducing contestants' estimate of the remaining effort needed to win. Temporary standing thus has divergent effects on motivation in multiphase competitions, driven by a shift in contestants' main concern from the early to the later phase and thus the meaning they derive from being ahead of their opponent. By leveraging insights gained from approaching individuals' self-regulation as a dynamic process, this research advances understanding of how motivation evolves in a unique interdependent self-regulatory context. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  15. A cooperative game theory approach to transmission planning in power systems

    Science.gov (United States)

    Contreras, Javier

    The rapid restructuring of the electric power industry from a vertically integrated entity into a decentralized industry has given rise to complex problems. In particular, the transmission component of the electric power system requires new methodologies to fully capture this emerging competitive industry. Game theory models are used to model strategic interactions in a competitive environment. This thesis presents a new decentralized framework to study the transmission network expansion problem using cooperative game theory. First, the players and the rules of the game are defined. Second, a coalition formation scheme is developed. Finally, the optimized cost of expansion is allocated based on the history of the coalition formation.

  16. The need of a win-win regulation regarding the harmonization of advantages for the renewable energy sector and the concerns about the environment

    Directory of Open Access Journals (Sweden)

    Moraru Dan

    2015-06-01

    Full Text Available The main theme of this paper is the evolution of theories and suppositions regarding environment and growth. The sustainable green growth and the sustainable green capitalism concepts have attracted the interest and imagination of policy makers and industry, and also stimulated many exciting new ideas and practical actions such as the “triple bottom line” which refers to harmonizing and balancing out the three interests that are linked with sustainable business: economic, environmental and social ones. The policy has to create a workable association between what the government can ensure and not tax and what it cannot ensure and must tax. In this manner we get a win-win regulation meaning that both sides win. National and supranational policies are part of the macro-level governance and very relevant for the sustainable development of the EU Member States and for the stability of the EU itself.

  17. Dynamic optimization and differential games

    CERN Document Server

    Friesz, Terry L

    2010-01-01

    Dynamic Optimization and Differential Games has been written to address the increasing number of Operations Research and Management Science problems that involve the explicit consideration of time and of gaming among multiple agents. With end-of-chapter exercises throughout, it is a book that can be used both as a reference and as a textbook. It will be useful as a guide to engineers, operations researchers, applied mathematicians and social scientists whose work involves both the theoretical and computational aspects of dynamic optimization and differential games. Included throughout the text are detailed explanations of several original dynamic and game-theoretic mathematical models which are of particular relevance in today's technologically-driven-global economy: revenue management, oligopoly pricing, production planning, supply chain management, dynamic traffic assignment and dynamic congestion pricing. The book emphasizes deterministic theory, computational tools and applications associated with the stu...

  18. The Role of Spatial Ability in the Relationship Between Video Game Experience and Route Effectiveness Among Unmanned Vehicle Operators

    Science.gov (United States)

    2008-12-01

    Effective route planning is essential to the successful operation of unmanned vehicles. Video game experience has been shown to affect route planning...and execution, but why video game experience helps has not been addressed. One answer may be that spatial skills, necessary for route planning and...mediates the relationship between video game experience and route planning. Results indicated that this mediated relationship existed for the UGV

  19. Game analysis of product-service integration

    Directory of Open Access Journals (Sweden)

    Heping Zhong

    2014-10-01

    Full Text Available Purpose: This paper aims at defining the value creation mechanism and income distribution strategies of product-service integration in order to promote product-service integration of a firm.Design/methodology/approach: This paper conducts researches quantitatively on the coordination mechanism of product-service integration by using game theory, and uses the methods of Shapley value and Equal growth rate to further discuss income distribution strategies of product-service integration.Findings: Product-service integration increases the total income of a firm and the added value of the income decreases as the unit price demand variation coefficient of products and services increases, while decreases as the marginal cost of products increases, decreases as the marginal cost of services increases. Moreover, the findings suggest that both income distribution strategies of product-service integration based on Shapley value method and Equal growth rate method can make the product department and service department of a firm win-win and realize the pareto improvement. The choice of what kind of distribution strategy to coordinate the actions between departments depends on the department playing dominant role in the firm. Generally speaking, for a firm at the center of market, when the product department is the main contributor to firm income, the service department will choose the income distribution strategy of product-service integration based on Shapley value method; when the service department is the main contributor to firm income, the service department will choose the income distribution strategy of product-service integration based on Equal growth rate method.Research limitations/implications: This paper makes some strict assumptions such as complete information, risk neutral, linear cost function and so on and the discussion is limited to the simple relationship between product department and service department.Practical implications: Product

  20. Winning the Invisible War: An Agricultural Pilot Plan for Afghanistan

    National Research Council Canada - National Science Library

    Borcherdt, Edward; Carson, Austin; Kennefick, Frank; Moseley, James; Taylor, William; Ullman, Harlan; Wentz, Larry

    2008-01-01

    .... The third was to propose specific pilot plans for rejuvenating the agricultural sector. These plans were developed by experienced American farmers and other experts with long careers in government, agriculture, and development...

  1. On the Open-Loop Nash Equilibrium in LQ-Games

    NARCIS (Netherlands)

    Engwerda, J.C.

    1996-01-01

    In this paper we consider open-loop Nash equilibria of the linear-quadratic differential game.As well the finite-planning-horizon, the infinite-planning horizon as convergence properties of the finite-planning-horizon equilibrium if the planning horizon is extended to infinity are studied.Particular

  2. Atlanta Centennial Olympic Games and Paralympic Games event study, 1996. Final report, July 1996--August 1996

    Energy Technology Data Exchange (ETDEWEB)

    Amodei, R.; Bard, E.; Brong, B.; Cahoon, F.; Jasper, K.

    1998-11-01

    The Atlanta metropolitan region was the location of one of the most ambitious Intelligent Transportation Systems (ITS) deployments in the United States. This deployment included several individual projects--a Central Transportation Management Center (TMC), six Traffic Control Centers (TCCs), one Transit Information Center (TIC), The Travel Information Showcase (TIS), and the extension of the Metropolitan Atlanta Rapid Transit Authority (MARTA) Rail network and the new high-occupancy vehicle (HOV) lanes on I-85 and I-75. The 1996 Atlanta Centennial Olympic Games and Paralympic Games created a focus for these projects. All of these systems were to be brought on-line in time for the Olympic Games. This report presents the findings of the 1996 Olympic and Paralympic Games Events Study--a compilation of findings of system performance, the benefits realized, and the lessons learned during their operations over the event period. The study assessed the performance of the various Travel Demand Management (TDM) plans employed for Olympic Games traffic management.

  3. INTERVALS OF ACTIVE PLAY AND BREAK IN BASKETBALL GAMES

    Directory of Open Access Journals (Sweden)

    Pavle Rubin

    2010-09-01

    Full Text Available The problem of the research comes from the need for decomposition of a basketball game. The aim was to determine the intervals of active game (“live ball” - term defined by rules and break (“dead ball” - term defined by rules, by analyzing basketball games. In order to obtain the relevant information, basketball games from five different competitions (top level of quality were analyzed. The sample consists of seven games played in the 2006/2007 season: NCAA Play - Off Final game, Adriatic League finals, ULEB Cup final game, Euroleague (2 games and the NBA league (2 games. The most important information gained by this research is that the average interval of active play lasts approximately 47 seconds, while the average break interval lasts approximately 57 seconds. This information is significant for coaches and should be used in planning the training process.

  4. Jackpot? Gender Differences in the Effects of Lottery Wins on Separation

    Science.gov (United States)

    Boertien, Diederik

    2012-01-01

    In this study, information on small to modest lottery wins from the British Household Panel Survey (N = 2,563) was used to investigate the effect of income on separation. The analysis demonstrated that money matters within relationships. Lottery wins temporarily reduced the odds of separation after men won. Men spent more on leisure and became…

  5. Achieving ecological restoration by working with local people: a Chinese scholar seeks win-win paths

    Directory of Open Access Journals (Sweden)

    Heran Zheng

    2014-09-01

    Full Text Available Environmental degradation and poverty are linked, and this means that conservation and poverty reduction must be tackled together. However, finding a successful integrated strategy has been an elusive goal. We describe the career of a Chinese scholar, Shixiong Cao, whose persistent efforts to find and follow win-win paths have led to ecological restoration accompanied by long-term benefits for local residents. Cao's story illustrates how development that combines environmental and economic perspectives can both help people to escape the poverty trap and restore degraded environments. His experience demonstrates that when environmental managers find solutions that can mitigate or eliminate poverty through the development of green enterprises, they can combine them with environmental restoration efforts to produce long-term sustainable solutions. In this paper, we share Cao's 28 years of experience because we believe that his scientific and practical spirit, and his belief that it is necessary to work directly with the people affected by environmental projects, will inspire other scholars and practitioners to achieve similar successes.

  6. On the Usefulness of Cooperation in N Person Games

    Directory of Open Access Journals (Sweden)

    Mikhail Sergeevich Nikolskii

    2016-01-01

    Full Text Available The N person games in which each player maximizes his payoff function are considered. We have studied an interesting question for the cooperative game theory about the usefulness of uniting the N players in a union. The aim of such cooperation is for each player to get a positive increase to his guaranteed payoff. We have obtained some effective sufficient conditions under which the joining of the players in union is useful for each player. The linear case, specially, is being considered. In the second part of the paper, we have studied the question about the usefulness of cooperation of the N players in the presence of the (N+1th player, an ill-intentioned destructive player, whose whole aim is not to win but to harm each player individually, and also the union of these players, for example, global terrorism. It should be noted that the considered situation in the second part is related to A. V. Kryazhimskiy’s talk delivered in the summer of 2014. We obtain constructive conditions under which the union of the players is beneficial in this situation as well.

  7. Feedback nash equilibria for linear quadratic descriptor differential games

    NARCIS (Netherlands)

    Engwerda, J.C.; Salmah, S.

    2012-01-01

    In this paper, we consider the non-cooperative linear feedback Nash quadratic differential game with an infinite planning horizon for descriptor systems of index one. The performance function is assumed to be indefinite. We derive both necessary and sufficient conditions under which this game has a

  8. Feedback Nash Equilibria for Linear Quadratic Descriptor Differential Games

    NARCIS (Netherlands)

    Engwerda, J.C.; Salmah, Y.

    2010-01-01

    In this note we consider the non-cooperative linear feedback Nash quadratic differential game with an infinite planning horizon for descriptor systems of index one. The performance function is assumed to be indefinite. We derive both necessary and sufficient conditions under which this game has a

  9. Using Communicative Games in Improving Students' Speaking Skills

    Science.gov (United States)

    Dewi, Ratna Sari; Kultsum, Ummi; Armadi, Ari

    2017-01-01

    The aims of the study are to know whether communicative games have an impact on teaching speaking skill and describe how communicative games give an influence on speaking skills of students at junior high schools in Jakarta, Indonesia. Classroom Action Research (CAR) was implemented based on Kurt. L model. The procedures used were planning,…

  10. WIN 55,212-2 Inhibits the Epithelial Mesenchymal Transition of Gastric Cancer Cells via COX-2 Signals

    Directory of Open Access Journals (Sweden)

    Xiangshu Xian

    2016-11-01

    Full Text Available Background: Cannabinoids (the active components of Cannabis sativa and their derivatives have received considerable interest due to reports that they can affect the tumor growth, migration, and metastasis. Previous studies showed that the cannabinoid agonist WIN 55,212-2 (WIN was associated with gastric cancer (GC metastasis, but the mechanisms were unknown. Methods: The effects of WIN on GC cell migration and invasion were analyzed by the wound-healing assay and Transwell assay. Quantitative real-time PCR and Western blot were used to evaluate changes in expression of COX-2 and EMT associated markers in SGC7901 and AGS cells. Results: WIN inhibited cell migration, invasion, and epithelial to mesenchymal transition (EMT in GC. WIN treatment resulted in the downregulation of cyclooxygenase-2 (COX-2 expression and decreased the phosphorylation of AKT, and inhibited EMT in SGC7901 cells. Decreased expression of COX-2 and vimentin, and increased expression of E-cadherin, which was induced by WIN, were normalized by overexpression of AKT, suggesting that AKT mediated, at least partially, the WIN suppressed EMT of GC cells. Conclusion: WIN can inhibit the EMT of GC cells through the downregulation of COX-2.

  11. Explaining How to Play Real-Time Strategy Games

    Science.gov (United States)

    Metoyer, Ronald; Stumpf, Simone; Neumann, Christoph; Dodge, Jonathan; Cao, Jill; Schnabel, Aaron

    Real-time strategy games share many aspects with real situations in domains such as battle planning, air traffic control, and emergency response team management which makes them appealing test-beds for Artificial Intelligence (AI) and machine learning. End user annotations could help to provide supplemental information for learning algorithms, especially when training data is sparse. This paper presents a formative study to uncover how experienced users explain game play in real-time strategy games. We report the results of our analysis of explanations and discuss their characteristics that could support the design of systems for use by experienced real-time strategy game users in specifying or annotating strategy-oriented behavior.

  12. Green transportation logistics: the quest for win-win solutions

    DEFF Research Database (Denmark)

    measures and speed and route optimization; Sulphur emissions; Lifecycle emissions; Green rail transportation; Green air transportation; Green inland navigation and possible areas for further research. Throughout, the book pursues the goal of “win-win” solutions and analyzes the phenomenon of “push......This book examines the state of the art in green transportation logistics from the perspective of balancing environmental performance in the transportation supply chain while also satisfying traditional economic performance criteria. Part of the book is drawn from the recently completed European...... Union project Super Green, a three-year project intended to promote the development of European freight corridors in an environmentally friendly manner. Additional chapters cover both the methodological base and the application context of green transportation logistics. Individual chapters look...

  13. The Sport League's Dilemma: Competitive Balance versus Incentives to Win.

    OpenAIRE

    Frederic Palomino and Luca Rigotti.

    2000-01-01

    We analyze a dynamic model of strategic interaction between a professional sport league that organizes a tournament, the teams competing to win it, and the broadcasters paying for the rights to televise it. Teams and broadcasters maximize expected profits, while the league's objective may be either to maximize the demand for the sport or to maximize the teams' joint profits. Demand depends positively on symmetry among teams (competitive balance) and how aggressively teams try to win (incentiv...

  14. The Sport League's Dilemma: Competitive Balance versus Incentives to Win

    OpenAIRE

    Palomino, F.A.; Rigotti, L.

    2000-01-01

    We analyze a dynamic model of strategic interaction between a professional sport league that organizes a tournament, the teams competing to win it, and the broadcasters paying for the rights to televise it. Teams and broadcasters maximize expected profits, while the league's objective may be either to maximize the demand for the sport or to maximize the teams' joint profits. Demand depends positively on symmetry among teams (competitive balance) and how aggressively teams try to win (incenti...

  15. NETPATH-WIN: an interactive user version of the mass-balance model, NETPATH

    Science.gov (United States)

    El-Kadi, A. I.; Plummer, Niel; Aggarwal, P.

    2011-01-01

    NETPATH-WIN is an interactive user version of NETPATH, an inverse geochemical modeling code used to find mass-balance reaction models that are consistent with the observed chemical and isotopic composition of waters from aquatic systems. NETPATH-WIN was constructed to migrate NETPATH applications into the Microsoft WINDOWS® environment. The new version facilitates model utilization by eliminating difficulties in data preparation and results analysis of the DOS version of NETPATH, while preserving all of the capabilities of the original version. Through example applications, the note describes some of the features of NETPATH-WIN as applied to adjustment of radiocarbon data for geochemical reactions in groundwater systems.

  16. Windows Calorimeter Control (WinCal) system configuration control board (SCCB) operating procedure

    International Nuclear Information System (INIS)

    Westsik, G.A.

    1997-01-01

    This document describes the operating procedure for the System Configuration Control Board (SCCB) performed in support of the Windows Calorimeter Control (WinCal) system. This board will consist of representatives from Babcock and Wilcox Hanford Company Babcock and Wilcox Protec, Inc.; and Lockheed Martin Services, Inc. In accordance with agreements for the joint use of the Babcock and Wilcox Hanford Company calorimeters located in the Hanford Site Plutonium Finishing Plant (PFP) Nondestructive Assay Laboratory, concurrence regarding changes to the WinCal system will be obtained from the International Atomic Energy Agency (IAEA). Further, changes to the WinCal software will be communicated to Los Alamos National Laboratory

  17. Relationship between team assists and win-loss record in The National Basketball Association.

    Science.gov (United States)

    Melnick, M J

    2001-04-01

    Using research methodology for analysis of secondary data, statistical data for five National Basketball Association (NBA) seasons (1993-1994 to 1997-1998) were examined to test for a relationship between team assists (a behavioral measure of teamwork) and win-loss record. Rank-difference correlation indicated a significant relationship between the two variables, the coefficients ranging from .42 to .71. Team assist totals produced higher correlations with win-loss record than assist totals for the five players receiving the most playing time ("the starters"). A comparison of "assisted team points" and "unassisted team points" in relationship to win-loss record favored the former and strongly suggested that how a basketball team scores points is more important than the number of points it scores. These findings provide circumstantial support for the popular dictum in competitive team sports that "Teamwork Means Success-Work Together, Win Together."

  18. Carry on winning: the gamblers' fallacy creates hot hand effects in online gambling.

    Science.gov (United States)

    Xu, Juemin; Harvey, Nigel

    2014-05-01

    People suffering from the hot-hand fallacy unreasonably expect winning streaks to continue whereas those suffering from the gamblers' fallacy unreasonably expect losing streaks to reverse. We took 565,915 sports bets made by 776 online gamblers in 2010 and analyzed all winning and losing streaks up to a maximum length of six. People who won were more likely to win again (apparently because they chose safer odds than before) whereas those who lost were more likely to lose again (apparently because they chose riskier odds than before). However, selection of safer odds after winning and riskier ones after losing indicates that online sports gamblers expected their luck to reverse: they suffered from the gamblers' fallacy. By believing in the gamblers' fallacy, they created their own hot hands. Copyright © 2014 The Authors. Published by Elsevier B.V. All rights reserved.

  19. A Team-Based Online Game Improves Blood Glucose Control in Veterans With Type 2 Diabetes: A Randomized Controlled Trial.

    Science.gov (United States)

    Kerfoot, B Price; Gagnon, David R; McMahon, Graham T; Orlander, Jay D; Kurgansky, Katherine E; Conlin, Paul R

    2017-09-01

    Rigorous evidence is lacking whether online games can improve patients' longer-term health outcomes. We investigated whether an online team-based game delivering diabetes self-management education (DSME) to patients via e-mail or mobile application (app) can generate longer-term improvements in hemoglobin A 1c (HbA 1c ). Patients ( n = 456) on oral diabetes medications with HbA 1c ≥58 mmol/mol were randomly assigned between a DSME game (with a civics booklet) and a civics game (with a DSME booklet). The 6-month games sent two questions twice weekly via e-mail or mobile app. Participants accrued points based on performance, with scores posted on leaderboards. Winning teams and individuals received modest financial rewards. Our primary outcome measure was HbA 1c change over 12 months. DSME game patients had significantly greater HbA 1c reductions over 12 months than civics game patients (-8 mmol/mol [95% CI -10 to -7] and -5 mmol/mol [95% CI -7 to -3], respectively; P = 0.048). HbA 1c reductions were greater among patients with baseline HbA 1c >75 mmol/mol: -16 mmol/mol [95% CI -21 to -12] and -9 mmol/mol [95% CI -14 to -5] for DSME and civics game patients, respectively; P = 0.031. Patients with diabetes who were randomized to an online game delivering DSME demonstrated sustained and meaningful HbA 1c improvements. Among patients with poorly controlled diabetes, the DSME game reduced HbA 1c by a magnitude comparable to starting a new diabetes medication. Online games may be a scalable approach to improve outcomes among geographically dispersed patients with diabetes and other chronic diseases. © 2017 by the American Diabetes Association.

  20. The Ernst & Young Business Plan Guide

    CERN Document Server

    Ford, Brian R; Pruitt, Patrick T; Young, Ernst

    2010-01-01

    In today's competitive business environment, a well thought out business plan is more important than ever before. Not only can it assist you in raising the money needed to start or expand a business-by attracting the interest of potential investors-but it can also help you keep tabs on your progress once the business is up and running.Completely revised and updated to reflect today's dynamic business environment, The Ernst & Young Business Plan Guide, Third Edition leads you carefully through every aspect involved in researching, writing, and presenting a winning business plan. Illustrating ea

  1. Which countries bid for the Olympic Games? Economic, political, and social factors and chances of winning

    OpenAIRE

    Maennig, Wolfgang; Vierhaus, Christopher

    2016-01-01

    This contribution analyzes 132 factors on their potential to discriminate countries bidding for hosting the Olympic Games from non-bidding countries. Our binary, clustered model using generalized estimating equations (GEE) shows that countries recording long-term economic growth and pursuing a liberalization and globalization policy will consider an Olympic bid. In addition, countries with an urban population above 10 million, with stable election results and an improvement in health standard...

  2. Game Related Statistics Discriminating Between Starters and Nonstarters Players in Women’S National Basketball Association League (WNBA)

    Science.gov (United States)

    Gòmez, Miguel-Ángel; Lorenzo, Alberto; Ortega, Enrique; Sampaio, Jaime; Ibàñez, Sergio-José

    2009-01-01

    The aim of the present study was to identify the game-related statistics that allow discriminating between starters and nonstarter players in women’s basketball when related to winning or losing games and best or worst teams. The sample comprised all 216 regular season games from the 2005 Women’s National Basketball Association League (WNBA). The game-related statistics included were 2- and 3- point field-goals (both successful and unsuccessful), free-throws (both successful and unsuccessful), defensive and offensive rebounds, assists, blocks, fouls, steals, turnovers and minutes played. Results from multivariate analysis showed that when best teams won, the discriminant game-related statistics were successful 2-point field-goals (SC = 0.47), successful free-throws (SC = 0.44), fouls (SC = -0.41), assists (SC = 0.37), and defensive rebounds (SC = 0.37). When the worst teams won, the discriminant game-related statistics were successful 2-point field- goals (SC = 0.37), successful free-throws (SC = 0.45), assists (SC = 0.58), and steals (SC = 0.35). The results showed that the successful 2-point field-goals, successful free-throws and the assists were the most powerful variables discriminating between starters and nonstarters. These specific characteristics helped to point out the importance of starters’ players shooting and passing ability during competitions. Key points The players’ game-related statistical profile varied according to team status, game outcome and team quality in women’s basketball. The results of this work help to point out the different player’s performance described in women’s basketball compared with men’s basketball. The results obtained enhance the importance of starters and nonstarters contribution to team’s performance in different game contexts. Results showed the power of successful 2-point field-goals, successful free-throws and assists discriminating between starters and nonstarters in all the analyses. PMID:24149538

  3. 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

  4. 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.

  5. Creative Design of Digital Cognitive Games: Application of Cognitive Toys and Isomorphism

    Science.gov (United States)

    Sedig, Kamran; Haworth, Robert

    2012-01-01

    Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design…

  6. Is poker a skill game? New insights from statistical physics

    Science.gov (United States)

    Javarone, Marco Alberto

    2015-06-01

    During last years poker has gained a lot of prestige in several countries and, besides being one of the most famous card games, it represents a modern challenge for scientists belonging to different communities, spanning from artificial intelligence to physics and from psychology to mathematics. Unlike games like chess, the task of classifying the nature of poker (i.e., as “skill game” or gambling) seems really hard and it also constitutes a current problem, whose solution has several implications. In general, gambling offers equal winning probabilities both to rational players (i.e., those that use a strategy) and to irrational ones (i.e., those without a strategy). Therefore, in order to uncover the nature of poker, a viable way is comparing performances of rational vs. irrational players during a series of challenges. Recently, a work on this topic revealed that rationality is a fundamental ingredient to succeed in poker tournaments. In this study we analyze a simple model of poker challenges by a statistical physics approach, with the aim to uncover the nature of this game. As main result we found that, under particular conditions, few irrational players can turn poker into gambling. Therefore, although rationality is a key ingredient to succeed in poker, also the format of challenges has an important role in these dynamics, as it can strongly influence the underlying nature of the game. The importance of our results lies on the related implications, as for instance in identifying the limits within which poker can be considered as a “skill game” and, as a consequence, which kind of format must be chosen to devise algorithms able to face humans.

  7. A framework for learning and planning against switching strategies in repeated games

    Science.gov (United States)

    Hernandez-Leal, Pablo; Munoz de Cote, Enrique; Sucar, L. Enrique

    2014-04-01

    Intelligent agents, human or artificial, often change their behaviour as they interact with other agents. For an agent to optimise its performance when interacting with such agents, it must be capable of detecting and adapting according to such changes. This work presents an approach on how to effectively deal with non-stationary switching opponents in a repeated game context. Our main contribution is a framework for online learning and planning against opponents that switch strategies. We present how two opponent modelling techniques work within the framework and prove the usefulness of the approach experimentally in the iterated prisoner's dilemma, when the opponent is modelled as an agent that switches between different strategies (e.g. TFT, Pavlov and Bully). The results of both models were compared against each other and against a state-of-the-art non-stationary reinforcement learning technique. Results reflect that our approach obtains competitive results without needing an offline training phase, as opposed to the state-of-the-art techniques.

  8. Cost allocation in distribution planning

    International Nuclear Information System (INIS)

    Engevall, S.

    1996-01-01

    This thesis concerns cost allocation problems in distribution planning. The cost allocation problems we study are illustrated using the distribution planning situation at the Logistics department of Norsk Hydro Olje AB. The planning situation is modeled as a Traveling Salesman Problem and a Vehicle Routing Problem with an inhomogeneous fleet. The cost allocation problems are the problems of how to divide the transportation costs among the customers served in each problem. The cost allocation problems are formulated as cooperative games, in characteristic function form, where the customers are defined to be the players. The games contain five and 21 players respectively. Game theoretical solution concepts such as the core, the nucleolus, the Shapley value and the τ-value are discussed. From the empirical results we can, among other things, conclude that the core of the Traveling Salesman Game is large, and that the core of the Vehicle Routing Game is empty. In the accounting of Norsk Hydro the cost per m 3 can be found for each tour. We conclude that for a certain definition of the characteristic function, a cost allocation according to this principle will not be included in the core of the Traveling Salesman Game. The models and methods presented in this thesis can be applied to transportation problems similar to that of Norsk Hydro, independent of the type of products that are delivered. 96 refs, 11 figs, 26 tabs

  9. Cost allocation in distribution planning

    Energy Technology Data Exchange (ETDEWEB)

    Engevall, S.

    1996-12-31

    This thesis concerns cost allocation problems in distribution planning. The cost allocation problems we study are illustrated using the distribution planning situation at the Logistics department of Norsk Hydro Olje AB. The planning situation is modeled as a Traveling Salesman Problem and a Vehicle Routing Problem with an inhomogeneous fleet. The cost allocation problems are the problems of how to divide the transportation costs among the customers served in each problem. The cost allocation problems are formulated as cooperative games, in characteristic function form, where the customers are defined to be the players. The games contain five and 21 players respectively. Game theoretical solution concepts such as the core, the nucleolus, the Shapley value and the {tau}-value are discussed. From the empirical results we can, among other things, conclude that the core of the Traveling Salesman Game is large, and that the core of the Vehicle Routing Game is empty. In the accounting of Norsk Hydro the cost per m{sup 3} can be found for each tour. We conclude that for a certain definition of the characteristic function, a cost allocation according to this principle will not be included in the core of the Traveling Salesman Game. The models and methods presented in this thesis can be applied to transportation problems similar to that of Norsk Hydro, independent of the type of products that are delivered. 96 refs, 11 figs, 26 tabs

  10. Cost allocation in distribution planning

    Energy Technology Data Exchange (ETDEWEB)

    Engevall, S

    1997-12-31

    This thesis concerns cost allocation problems in distribution planning. The cost allocation problems we study are illustrated using the distribution planning situation at the Logistics department of Norsk Hydro Olje AB. The planning situation is modeled as a Traveling Salesman Problem and a Vehicle Routing Problem with an inhomogeneous fleet. The cost allocation problems are the problems of how to divide the transportation costs among the customers served in each problem. The cost allocation problems are formulated as cooperative games, in characteristic function form, where the customers are defined to be the players. The games contain five and 21 players respectively. Game theoretical solution concepts such as the core, the nucleolus, the Shapley value and the {tau}-value are discussed. From the empirical results we can, among other things, conclude that the core of the Traveling Salesman Game is large, and that the core of the Vehicle Routing Game is empty. In the accounting of Norsk Hydro the cost per m{sup 3} can be found for each tour. We conclude that for a certain definition of the characteristic function, a cost allocation according to this principle will not be included in the core of the Traveling Salesman Game. The models and methods presented in this thesis can be applied to transportation problems similar to that of Norsk Hydro, independent of the type of products that are delivered. 96 refs, 11 figs, 26 tabs

  11. Striatal connectivity changes following gambling wins and near-misses: Associations with gambling severity

    NARCIS (Netherlands)

    Holst, R.J. van; Chase, H.W.; Clark, L.

    2014-01-01

    Frontostriatal circuitry is implicated in the cognitive distortions associated with gambling behaviour. 'Near-miss' events, where unsuccessful outcomes are proximal to a jackpot win, recruit overlapping neural circuitry with actual monetary wins. Personal control over a gamble (e.g., via choice) is

  12. Anthropogenic contamination of a phreatic drinking water winning: 3-dimensional reactive transport modelling

    NARCIS (Netherlands)

    Griffioen, J.|info:eu-repo/dai/nl/091129265; van der Grift, B.|info:eu-repo/dai/nl/373433484; Maas, D.; van den Brink, C.|info:eu-repo/dai/nl/187443416; Zaadnoordijk, J. W.

    2003-01-01

    Groundwater is contaminated at the regional scale by agricultural activities and atmospheric deposition. A 3-D transport model was set-up for a phreatic drinking water winning, where the groundwater composition was monitored accurately. The winning is situated at an area with unconsolidated

  13. Modelling the costs of natural hazards in games

    Science.gov (United States)

    Bostenaru-Dan, M.

    2012-04-01

    We will present the application of (socio-)economic models coming from games theory to urban planning and to large scale architectural tasks, the most frequent one presented being that of the church. The importance of games will be seen as a continuation of the role played by toys for the development of skills of the architects. While toys dealt with the development of 3D viewing and more realistic "building" focusing, for example, on details, games use stylized construction management models with "symbols" for resources, being it in a board game or in a computer supported social environment. 22 October 1997 to 31 May 1998 the Canadian Centre of Architecture hosted the exhibition "Toy Town". Apart of architecture toys, a field where principles of city building apply are architecture games. City building games are a subgenre of construction and management games, the best know of each is SimCity. In its initial version of 1989 SimCity included disaster scenarios including the 1906 San Francisco earthquake, but also flooding, fire etc. During the further development only the fire remained as well implemented as the initial scenarios. It was a way to look at the role of disasters in urban planning, not only as way for a new begin, but also as mitigation and earthquake management. It is to be noted that disasters represented in SimCity 2000 are converted to such which develop in surface, such as fire and flood. Earthquake damage which occures at random buildings is not modelled. Also, the fight against the consequences of the disaster, fire and flood are done in a realtime first hand action game, not as construction management game. However, there are costs associated to mitigating the disaster, such as the costs for fire fighters. Today such city building games evolved to 3D applications, the semantic enrichment of which involves the economic model. The digital 3D model will be compared with the "hard copy" 3D model which architecture toys represent. Models for Sim

  14. Hydrograph sensitivity to estimates of map impervious cover: a WinHSPF BASINS case study

    Science.gov (United States)

    Endreny, Theodore A.; Somerlot, Christopher; Hassett, James M.

    2003-04-01

    The BASINS geographic information system hydrologic toolkit was designed to compute total maximum daily loads, which are often derived by combining water quantity estimates with pollutant concentration estimates. In this paper the BASINS toolkit PLOAD and WinHSPF sub-models are briefly described, and then a 0·45 km2 headwater watershed in the New York Croton River area is used for a case study illustrating a full WinHSPF implementation. The goal of the Croton study was to determine the sensitivity of WinHSPF hydrographs to changes in land cover map inputs. This scenario occurs when scaling the WinHSPF model from the smaller 0·45 km2 watershed to the larger 1000 km2 management basin of the entire Croton area. Methods used to test model sensitivity include first calibrating the WinHSPF hydrograph using research-monitored precipitation and discharge data together with high spatial resolution and accuracy land cover data of impervious and pervious areas, and then swapping three separate land cover files, known as GIRAS, MRLC, and DOQQ data, into the calibrated model. Research results indicated that the WinHSPF land cover swapping had peak flow sensitivity in December 2001 hydrographs between 35% underestimation and 20% overestimation, and that errors in land-cover-derived runoff ratios for storm totals and peak flows tracked with the land cover data estimates of impervious area.

  15. RSAC 6.2 with WinRP 2.0 User Manual

    Energy Technology Data Exchange (ETDEWEB)

    Bradley Schrader

    2005-09-01

    The Radiological Safety Analysis Computer Program (RSAC-6.2) calculates the consequences of a release of radionuclides to the atmosphere. Using a personal computer, a user can generate a fission product inventory from either reactor operating history or a nuclear criticality accident. RSAC-6.2 models the effects of high-efficiency particulate air filters or other cleanup systems and calculates decay and ingrowth during transport through processes, facilities, and the environment. Doses are calculated for resuspension, inhalation, immersion, ground surface, and ingestion pathways. WinRP 2.0, a windows based overlay to RSAC-6.2, assists users in creating and running RSAC-6.2 input files. This users manual contains the mathematical models and operating instructions for RSAC-6.2 and WinRP 2.0. Instructions, screens, and examples are provided to guide the user through the functions provided by RSAC-6.2 and WinRP 2.0. These programs are designed for users who are familiar with radiological dose assessment methods.

  16. Improvement of information on the nuclear energy health effects, the aim of win Slovakia

    International Nuclear Information System (INIS)

    Petrasova, M.; Nikodemova, D.

    1998-01-01

    International organisation WIN Global and national organisation WIN Slovakia which as a section of Slovak Nuclear Society, offer unique opportunities for the improvement of radiation risk communication. WIN Global was established in 1993 and currently has about 600 members in 39 countries. WIN Slovakia was established in the end of 1997 and has 20 members. WIN Slovakia is the association of women working professionally in the fields of nuclear energy and application of radiation and willing to devote time to public information. Members of WIN Slovakia all have one thing in common: They want the general public to have a better understanding of nuclear and radiation matter. The members of WIN Slovakia would like and plane to make presentations, discuss and give information material on subjects as: energy and sustainable development; radiation, radioactivity, and health effects; medical applications, radiation protection; nuclear energy, uranium mining; nuclear power plants and their safety; radioactive waste; nuclear and environment; natural radiation, radon. In 1996-1997 a comparative risk perception study was carried out in Slovak Republic. Real data were collected through the administration of a questionnaires distributed among a group of 14-17 years old children (N 1 = 308) and teenagers (N 2 = 150). The list of 44 items covered a wide range of risks and hazards, including risks from technology (nuclear power plants, water-dams etc.) pollution (air-, water-, soil, waste management) nature (floods, fire, etc.), life style (smoking, drugs, alcohol abuse) and society (crime, conflicts, war, terror etc.). The questionnaire contains the questions about the sources of risk information. The topic of the study was the self assessment of the knowledge on particular risks too. The results were summarised

  17. Win Market by Brand

    Institute of Scientific and Technical Information of China (English)

    FENG Zhende

    2002-01-01

    Brand is symbol of product quality and strength of enterprise. As a typical culture in market economy, it has great influences in everyday life. Famous brands attract purchasing, which prospers enterprise. After China' s entry to WTO, Chinese economy has turned into a new page.As the world manufacturing base, China is to win international market with its own brands. Chunsheng Refractory Ltd., which specialized in quality silica bricks, has grown in size and strength. And our experiences proved how important the brand is for an enterprise.

  18. Business plan: LevelUp

    OpenAIRE

    Zhak, Viktor; Sokolov, Ilya

    2013-01-01

    The following thesis was created to enable the writers to produce a business plan for LevelUp Company, gaming café that is going to operate in the center of Helsinki and provide customers playing hours on PC, PS4 and X-box One. The entire business plan describes all aspects concerning marketing analysis, financial data and basic information on the gaming café as location, number of staff, prices open hours etc. The theoretical framework was based on the most reliable marketing and finance...

  19. 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....

  20. Does a Least-Preferred Candidate Win a Seat? A Comparison of Three Electoral Systems

    Directory of Open Access Journals (Sweden)

    Yoichi Hizen

    2015-01-01

    Full Text Available In this paper, the differences between two variations of proportional representation (PR, open-list PR and closed-list PR, are analyzed in terms of their ability to accurately reflect voter preference. The single nontransferable vote (SNTV is also included in the comparison as a benchmark. We construct a model of voting equilibria with a candidate who is least preferred by voters in the sense that replacing the least-preferred candidate in the set of winners with any loser is Pareto improving, and our focus is on whether the least-preferred candidate wins under each electoral system. We demonstrate that the least-preferred candidate never wins under the SNTV, but can win under open-list PR, although this is less likely than winning under closed-list PR.

  1. Improving working equine welfare in 'hard-win' situations, where gains are difficult, expensive or marginal.

    Science.gov (United States)

    Pritchard, Joy; Upjohn, Melissa; Hirson, Tamsin

    2018-01-01

    Brooke is a non-government organisation with working equine welfare programmes across Africa, Asia and Latin America. In 2014, staff from ten country programmes were asked to identify 'no-win' situations (subsequently reframed as 'hard-wins')-where improving equine welfare is proving difficult, expensive and/or marginal-in order to inform strategic decisions on how to approach, manage and mitigate for such situations. The Delphi-type consultation process had three phases. Round 1 posed five questions in the form of a workshop, survey and semi-structured interviews. Round 2 re-presented key themes and sense-checked initial conclusions. Round 3 reviewed the nature and prevalence of hard-win situations at an international meeting of all participants. Reasons given for hard-win situations included: no economic or social benefit from caring for working animals; poor resource availability; lack of empathy for working equids or their owners among wider stakeholders; deep-seated social issues, such as addiction or illegal working; areas with a high animal turnover or migratory human population; lack of community cooperation or cohesion; unsafe areas where welfare interventions cannot be adequately supported. Participants estimated the prevalence of hard-win situations as 40-70% of their work. They suggested some current ways of working that may be contributing to the problem, and opportunities to tackle hard-wins more effectively. Respondents agreed that if equine welfare improvements are to span generations of animals, interventions cannot rely on relatively simple, technical knowledge-transfer strategies and quick-wins alone. Programmes need to be more flexible and iterative and less risk-averse in their approaches to embedding good equine welfare practices in all relevant actors. Consultation recommendations informed development of Brooke's new global strategy, a revised organisational structure and redefinition of roles and responsibilities to streamline ways to

  2. 26 CFR 31.3402(q)-1 - Extension of withholding to certain gambling winnings.

    Science.gov (United States)

    2010-04-01

    ... 26 Internal Revenue 15 2010-04-01 2010-04-01 false Extension of withholding to certain gambling... to certain gambling winnings. (a)(1) General rule. Every person, including the Government of the.... With respect to reporting requirements for certain payments of gambling winnings not subject to...

  3. Faking or Convincing: Why Do Some Advertising Campaigns Win Creativity Awards?

    OpenAIRE

    Raoul V. Kübler; Dennis Proppe

    2012-01-01

    Since the Sarbanes-Oxley Act was passed in 2002, it has become commonplace in the advertising industry to use creativity-award-show prizes instead of gross income figures to attract new customers. Therefore, achieving a top creativity ranking and winning creativity awards have become high priorities in the advertising industry. Agencies and marketers have always wondered what elements in the advertising creation process would lead to the winning of creativity awards. Although this debate has ...

  4. 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

  5. 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

  6. 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

  7. Winning the Shell Game.

    Science.gov (United States)

    Machiavelli, Nick

    1992-01-01

    Inspired by the survivalist strategies of James Clavell's protagonist in "King Rat," this article advises administrators how to practice creative insubordination by informally lobbying board members, winking at obstructive rules, and pursuing devious ends in their school's interest. The best administrators take chances, hiding their…

  8. Bead Game Simulation. Lesson Plan.

    Science.gov (United States)

    Ripp, Ken

    This lesson plan offers students the opportunity to participate in the three basic economic systems (market, command, and tradition). By working in each of the systems, students will internalize the fundamental values present in each system and will gain insights into the basic advantages and disadvantages of each system. The lesson plan provides…

  9. 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

  10. Virtual and game-inspired approaches to concept store planning

    DEFF Research Database (Denmark)

    Andreasen, Kristian Emil; Tambo, Torben

    2012-01-01

    will typically involve engagement from franchisers, landlord, chain management, visual merchandisers, architects and construction specialists. In this paper a system is presented and discussed for electronic modeling of concept store. The system is based on principles of computer games, gamification, to let...

  11. Mischievous responding in Internet Gaming Disorder research.

    Science.gov (United States)

    Przybylski, Andrew K

    2016-01-01

    The most recent update to the American Psychiatric Association's (APA) Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a new potential psychiatric condition that merited further scientific study. The present research was conducted in response to the APA Substance-Related Disorders Working Group's research call to estimate the extent to which mischievous responding-a known problematic pattern of participant self-report responding in questionnaires-is relevant to Internet Gaming Disorder research. In line with a registered sampling and analysis plan, findings from two studies (n tot = 11,908) provide clear evidence that mischievous responding is positively associated with the number of Internet Gaming Disorder indicators participants report. Results are discussed in the context of ongoing problem gaming research and the discussion provides recommendations for improving the quality of scientific practice in this area.

  12. Mischievous responding in Internet Gaming Disorder research

    Directory of Open Access Journals (Sweden)

    Andrew K. Przybylski

    2016-09-01

    Full Text Available The most recent update to the American Psychiatric Association’s (APA Diagnostic and Statistical Manual of Mental Disorders (DSM-5 included Internet Gaming Disorder as a new potential psychiatric condition that merited further scientific study. The present research was conducted in response to the APA Substance-Related Disorders Working Group’s research call to estimate the extent to which mischievous responding—a known problematic pattern of participant self-report responding in questionnaires—is relevant to Internet Gaming Disorder research. In line with a registered sampling and analysis plan, findings from two studies (ntot = 11,908 provide clear evidence that mischievous responding is positively associated with the number of Internet Gaming Disorder indicators participants report. Results are discussed in the context of ongoing problem gaming research and the discussion provides recommendations for improving the quality of scientific practice in this area.

  13. CERN exhibition wins yet another design prize

    CERN Multimedia

    Joannah Caborn Wengler

    2012-01-01

    The “Universe of Particles” exhibition in CERN’s Globe wins the silver design prize from the German direct business communications association FAMAB.   Not only do tens of thousands of people visit the “Universe of Particles” exhibition each year, but juries for design prizes are crossing its threshold more and more frequently too. In 2011 alone it claimed 8 awards, including winning outright the 2011 Annual Multimedia award, the iF Communication Design for Corporate Architecture award and the Modern Decoration Media award (the Bulletin already reported on some of these in July 2011). The FAMAB award is the latest to join the prestigious list. The jury of FAMAB’s “ADAM 2011” award was particularly impressed by the hands-on nature of the exhibition, which encourages visitors to get interested in science. They also appreciated the way that the space in the Globe is not just a container for the exhibits, but itself ...

  14. What Influences Chinese Adolescents’ Choice Intention between Playing Online Games and Learning? Application of Theory of Planned Behavior with Subjective Norm Manipulated as Peer Support and Parental Monitoring

    Science.gov (United States)

    Wang, Jia; Liu, Ru-De; Ding, Yi; Liu, Ying; Xu, Le; Zhen, Rui

    2017-01-01

    This study investigated how and why Chinese adolescents choose between playing online games and doing homework, using the model of the theory of planned behavior (TPB) in which the subjective norm was manipulated as two sub-elements (peer support and parental monitoring). A total of 530 students from an elementary school and a middle school in China were asked to complete the measures assessing two predictors of TPB: attitude and perceived behavioral control (PBC). Next, they completed a survey about their choice intention between playing an online game and doing homework in three different situations, wherein a conflict between playing online games and doing homework was introduced and subjective norm was manipulated as peers supporting and parents objecting to playing online games. The results showed that adolescents’ attitude and PBC, as well as the perception of obtaining or not obtaining support from their peers and caregivers (manipulated subjective norm), significantly influenced their choice intention in online gaming situations. These findings contribute to the understanding of the factors affecting adolescents’ online gaming, which has been a concern of both caregivers and educators. With regard to the theoretical implications, this study extended previous work by providing evidence that TPB can be applied to analyze choice intention. Moreover, this study illuminated the effects of the separating factors of subjective norm on choice intention between playing online games and studying. PMID:28458649

  15. What Influences Chinese Adolescents' Choice Intention between Playing Online Games and Learning? Application of Theory of Planned Behavior with Subjective Norm Manipulated as Peer Support and Parental Monitoring.

    Science.gov (United States)

    Wang, Jia; Liu, Ru-De; Ding, Yi; Liu, Ying; Xu, Le; Zhen, Rui

    2017-01-01

    This study investigated how and why Chinese adolescents choose between playing online games and doing homework, using the model of the theory of planned behavior (TPB) in which the subjective norm was manipulated as two sub-elements (peer support and parental monitoring). A total of 530 students from an elementary school and a middle school in China were asked to complete the measures assessing two predictors of TPB: attitude and perceived behavioral control (PBC). Next, they completed a survey about their choice intention between playing an online game and doing homework in three different situations, wherein a conflict between playing online games and doing homework was introduced and subjective norm was manipulated as peers supporting and parents objecting to playing online games. The results showed that adolescents' attitude and PBC, as well as the perception of obtaining or not obtaining support from their peers and caregivers (manipulated subjective norm), significantly influenced their choice intention in online gaming situations. These findings contribute to the understanding of the factors affecting adolescents' online gaming, which has been a concern of both caregivers and educators. With regard to the theoretical implications, this study extended previous work by providing evidence that TPB can be applied to analyze choice intention. Moreover, this study illuminated the effects of the separating factors of subjective norm on choice intention between playing online games and studying.

  16. Collaborative gaming and competition for CS-STEM education using SPHERES Zero Robotics

    Science.gov (United States)

    Nag, Sreeja; Katz, Jacob G.; Saenz-Otero, Alvar

    2013-02-01

    There is widespread investment of resources in the fields of Computer Science, Science, Technology, Engineering, Mathematics (CS-STEM) education to improve STEM interests and skills. This paper addresses the goal of revolutionizing student education using collaborative gaming and competition, both in virtual simulation environments and on real hardware in space. The concept is demonstrated using the SPHERES Zero Robotics (ZR) Program which is a robotics programming competition. The robots are miniature satellites called SPHERES—an experimental test bed developed by the MIT SSL on the International Space Station (ISS) to test navigation, formation flight and control algorithms in microgravity. The participants compete to win a technically challenging game by programming their strategies into the SPHERES satellites, completely from a web browser. The programs are demonstrated in simulation, on ground hardware and then in a final competition when an astronaut runs the student software aboard the ISS. ZR had a pilot event in 2009 with 10 High School (HS) students, a nationwide pilot tournament in 2010 with over 200 HS students from 19 US states, a summer tournament in 2010 with ˜150 middle school students and an open-registration tournament in 2011 with over 1000 HS students from USA and Europe. The influence of collaboration was investigated by (1) building new web infrastructure and an Integrated Development Environment where intensive inter-participant collaboration is possible, (2) designing and programming a game to solve a relevant formation flight problem, collaborative in nature—and (3) structuring a tournament such that inter-team collaboration is mandated. This paper introduces the ZR web tools, assesses the educational value delivered by the program using space and games and evaluates the utility of collaborative gaming within this framework. There were three types of collaborations as variables—within matches (to achieve game objectives), inter

  17. Tragedy of the Commons Fisheries Management Simulation Game

    Science.gov (United States)

    Prothero, W. A.

    2011-12-01

    The goal of the "Fishing Game" is that students will understand some of the issues that occur when multiple stakeholders share, and profit from, common and finite resources. Garrett Hardin described this as "The Tragedy of the Commons." The global fisheries provide a timely example of the over-exploitation of a shared resource. The forests, our water supplies, and atmosphere are other examples of "commons" that we must manage effectively. The "Fishing Game" is loosely based on the "Fishbanks Game" of Dennis Meadows. The student plays against two virtual fishing companies in an effort to make as much money as possible, while exploring the management issues that arise when trying to sustain the fish population for future profits. The player selects each of four realistic management scenarios. These are 1) free for all, 2) limited fishing season, 3) marine reserves, and 4) catch shares. For each scenario the student makes decisions about how many ships to build and how many to send to each of two fishing areas. A simple population model works in the background to determine the catch and number of new fish that are added to the population through birth each year. The student sets the management parameters for each of the scenarios. A modeling tool is used to determine the optimum parameters for each management scenario. The player will quickly find that a single aggressive player whose profit motive trumps concern over the sustainability of the population will almost always win under all scenarios except the 4'th. When the season is limited, everybody fishes harder. With marine reserves, catches will drop, but the population will not disappear completely. Only catch shares sustain the population while providing reasonable long term profit for the fishing companies. For each management scenario, the player is asked a pre and a post play thought question. After all scenarios are played, the student can edit the post versions of the thought questions, plus several added

  18. Improving working equine welfare in 'hard-win' situations, where gains are difficult, expensive or marginal.

    Directory of Open Access Journals (Sweden)

    Joy Pritchard

    Full Text Available Brooke is a non-government organisation with working equine welfare programmes across Africa, Asia and Latin America. In 2014, staff from ten country programmes were asked to identify 'no-win' situations (subsequently reframed as 'hard-wins'-where improving equine welfare is proving difficult, expensive and/or marginal-in order to inform strategic decisions on how to approach, manage and mitigate for such situations.The Delphi-type consultation process had three phases. Round 1 posed five questions in the form of a workshop, survey and semi-structured interviews. Round 2 re-presented key themes and sense-checked initial conclusions. Round 3 reviewed the nature and prevalence of hard-win situations at an international meeting of all participants.Reasons given for hard-win situations included: no economic or social benefit from caring for working animals; poor resource availability; lack of empathy for working equids or their owners among wider stakeholders; deep-seated social issues, such as addiction or illegal working; areas with a high animal turnover or migratory human population; lack of community cooperation or cohesion; unsafe areas where welfare interventions cannot be adequately supported. Participants estimated the prevalence of hard-win situations as 40-70% of their work. They suggested some current ways of working that may be contributing to the problem, and opportunities to tackle hard-wins more effectively.Respondents agreed that if equine welfare improvements are to span generations of animals, interventions cannot rely on relatively simple, technical knowledge-transfer strategies and quick-wins alone. Programmes need to be more flexible and iterative and less risk-averse in their approaches to embedding good equine welfare practices in all relevant actors. Consultation recommendations informed development of Brooke's new global strategy, a revised organisational structure and redefinition of roles and responsibilities to

  19. Bayesian Analysis for Penalized Spline Regression Using WinBUGS

    Directory of Open Access Journals (Sweden)

    Ciprian M. Crainiceanu

    2005-09-01

    Full Text Available Penalized splines can be viewed as BLUPs in a mixed model framework, which allows the use of mixed model software for smoothing. Thus, software originally developed for Bayesian analysis of mixed models can be used for penalized spline regression. Bayesian inference for nonparametric models enjoys the flexibility of nonparametric models and the exact inference provided by the Bayesian inferential machinery. This paper provides a simple, yet comprehensive, set of programs for the implementation of nonparametric Bayesian analysis in WinBUGS. Good mixing properties of the MCMC chains are obtained by using low-rank thin-plate splines, while simulation times per iteration are reduced employing WinBUGS specific computational tricks.

  20. Who Spends Money to Play for Free? Identifying Who Makes Micro-transactions on Social Casino Games (and Why).

    Science.gov (United States)

    Kim, Hyoun S; Hollingshead, Samantha; Wohl, Michael J A

    2017-06-01

    Social casino games are online gambling-like games found on social networking sites. They are initially free to play, however, players are encouraged to make micro-transactions (i.e., in-game purchases) for additional game credits or functionality. As a result, they generate billions of dollars in revenue. Yet, little is known as to who purchases virtual credits, let alone why. In the present research, we assessed whether there are individual differences (impulsivity, reward sensitivity, competitiveness, and problem gambling severity) between who is and who is not likely to make micro-transactions during social casino game play. Moreover, we examined possible motivations for making micro-transactions (e.g., extend play, win back lost credits) and whether the individual difference variables of interest predict reported motivation(s) for making micro-transactions. Results showed that social casino gamers who engaged in micro-transactions reported significantly higher levels of impulsivity, reward sensitivity and problem gambling severity, but not competitiveness. In terms of motivation to make micro-transactions, desire to extend play was endorsed most frequently, followed by a desire to access additional features, chasing lost credits, and to speed up play. Lastly, among participants who made micro-transactions, reward sensitivity predicted making micro-transactions to chase lost credits. These results suggest the personality make-up of social casino gamers is important to understand who is likely to make micro-transactions as well as their motivation to do so-information that could prove useful for regulation of the industry.

  1. A Ten-Step Design Method for Simulation Games in Logistics Management

    NARCIS (Netherlands)

    Fumarola, M.; Van Staalduinen, J.P.; Verbraeck, A.

    2011-01-01

    Simulation games have often been found useful as a method of inquiry to gain insight in complex system behavior and as aids for design, engineering simulation and visualization, and education. Designing simulation games are the result of creative thinking and planning, but often not the result of a

  2. Negotiation and Design for the Self-Organizing City. Gaming as a method for Urban Design

    Directory of Open Access Journals (Sweden)

    Ekim Tan

    2014-08-01

    Full Text Available An understanding of cities as open systems whose agents act on them simultaneously from below and above, influencing urban processes by their interaction with them and with each other, is replacing the simplistic debate on urban participation which asks whether cities should be organized bottom-up or top-down. This conceptualization of cities as complex systems calls for new collaborative city-making methods: a combination of collaborative planning (which already embraces various agencies and derives decision-making from negotiations between them and collaborative design (existing methods rely on rule-based iterative processes which control spatial outcomes. While current collaborative planning methods are open and interactive, they fail to simulate realistic power negotiations in the evolution of the physical environments they plan; collaborative design methods fall short in modelling the decision-making mechanisms of the physical environments they control. This research is dedicated to building an open negotiation and design method for cities as self-organizing systems that bridges this gap. Gaming as a tool for knowledge creation and negotiation serves as an interface between the more abstract decision-making and material city-making. Rarely involved in the creation of our environment, it has the unexplored potential of combining the socio-spatial dimensions of self-organizing urban processes. Diverse agents, the collaborations and conflicts within and between interest groups, and the parameters provided by topological data can all be combined in an operational form in gaming: potentially a great unifier of multiple stakeholder negotiations and individual design aspirations through which to generate popularly informed policies or design. The simple language and rules of games will allow jargon-free communication between stakeholders, experts and non-experts alike. The interactive and iterative nature of city gaming encourages the development

  3. Action video game training reduces the Simon Effect.

    Science.gov (United States)

    Hutchinson, Claire V; Barrett, Doug J K; Nitka, Aleksander; Raynes, Kerry

    2016-04-01

    A number of studies have shown that training on action video games improves various aspects of visual cognition including selective attention and inhibitory control. Here, we demonstrate that action video game play can also reduce the Simon Effect, and, hence, may have the potential to improve response selection during the planning and execution of goal-directed action. Non-game-players were randomly assigned to one of four groups; two trained on a first-person-shooter game (Call of Duty) on either Microsoft Xbox or Nintendo DS, one trained on a visual training game for Nintendo DS, and a control group who received no training. Response times were used to contrast performance before and after training on a behavioral assay designed to manipulate stimulus-response compatibility (the Simon Task). The results revealed significantly faster response times and a reduced cost of stimulus-response incompatibility in the groups trained on the first-person-shooter game. No benefit of training was observed in the control group or the group trained on the visual training game. These findings are consistent with previous evidence that action game play elicits plastic changes in the neural circuits that serve attentional control, and suggest training may facilitate goal-directed action by improving players' ability to resolve conflict during response selection and execution.

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

    Directory of Open Access Journals (Sweden)

    Robin Baumgarten

    2009-01-01

    Full Text Available 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 generate a new plan using a method based on decision tree learning. In addition, we have implemented more sophisticated control over low-level actions that enable the AI-bot to synchronize bombing runs, and used a simulated annealing approach for assigning bombing targets to planes and opponent cities to missiles. We describe how our AI-bot operates, and the experimentation we have performed in order to determine an optimal configuration for it. With this configuration, our AI-bot beats Introversion's finite state machine automated player in 76.7% of 150 matches played. We briefly introduce the notion of ability versus enjoyability and discuss initial results of a survey we conducted with human players.

  5. 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)

  6. The Role of Mythical Form of Thinking Embedded into Earlier and Recent Computer Games in Teaching Religious and Ethical Values

    Directory of Open Access Journals (Sweden)

    Hülya ALTUNYA

    2017-08-01

    Full Text Available In the world of eastern thought, narration of exemplary events is common through methods of mythical expression such as fairy tales, stories, myths etc. In these discourses, it is aimed at giving moral advice and thus educating the audience. It is stated in these discourses in which surreal events are told people who stand up against distress and difficulties retain their happiness. In such narrative texts, on one hand hope is being kept alive; on the other hand, such messages as patience, clinging to honesty under harsh times and possessing stamina are conveyed to the audience. Likewise, today, surreal events; namely, mythical fictions are animated in cartoons, animation and computer games. In these games, it is told that the most brutal battles are carried out through the most merciless weapons and only the most powerful one wins. These games, causing youth to grow up as aggressive, merciless and likely to try each way to seize power, should be examined in terms of education as well as that way of thinking. In this article, the form of thinking in the stories in which surreal events in the past were narrated is compared in terms of ethical values with the form of thinking in recent computer games in which surreal events are embedded.

  7. Simulating the Tragedy of the Commons with the Fishing Game

    Science.gov (United States)

    Prothero, W. A.

    2009-12-01

    The "Tragedy of the Commons" (Garrett Hardin) exemplifies the challenges and conflicts that occur when a common resource is shared by multiple users whose motive is profit. The global fisheries provide a timely example of the over-exploitation of a shared resource. The "Fishing Game" was inspired by the "Fishbanks Game" of Dennis Meadows. The student plays against two virtual fishing companies in an effort to make as much money as possible, while exploring the management issues that arise when trying to sustain the fish population for future profits. The game is played with four realistic management scenarios. These are 1) free for all, 2) limited fishing season, 3) marine reserves, and 4) catch shares. For each scenario the student makes decisions about how many ships to build and how many to send to each of two fishing areas. A simple population model works in the background to determine the catch and number of new fish that are added to the population through birth each year. The student sets the management parameters for each of the scenarios. Each of the scenarios can be modeled by the student to determine the optimum parameters. The player will quickly find that a single aggressive player whose profit motive trumps concern over the sustainability of the population will almost always win under all scenarios except the 4’th. When the season is limited, everybody fishes harder. With marine reserves, catches will drop, but the population will not disappear completely. Only catch shares sustain the population while providing reasonable long term profit for the fishing companies. For each management scenario, the player is asked a pre and a post thought question asking what issues they think are relevant. After all scenarios are played, the student can edit the post versions of the thought questions, plus several added questions about their experience with the game. The game results and answers to the questions are then automatically emailed to the instructor, or

  8. A Career that is Playing to Win

    Science.gov (United States)

    Reese, Susan

    2006-01-01

    As the gaming industry has expanded throughout the United States, job opportunities have grown along with revenue. Holly Thomsen with the American Gaming Association says that, not only has the casino part of the hospitality business grown dramatically, but it encompasses so much--hotels, restaurants, the gaming floor and the shows. He also states…

  9. Improving Students’ English Pronunciation Ability Through Go Fish Game and Maze Game

    Directory of Open Access Journals (Sweden)

    Dwi Astuti Wahyu Nurhayati

    2015-12-01

    Full Text Available The problem highlighted in this research is the low pronunciation ability of Kindergarten students in Al-Irsyad  Madiun  that is caused by (1 the uninteresting activities in learning English; (2 the students' difficulties in pronunciating English words; (3 the students' low motivation in learning. The theoretical review includes the young learners characteristics, games in language, games for young learners. The procedure of the research consists of identifying the problem, planning the action, implementing the action, observing the action, and reflecting the result of the research. In this research, the researcher acts as the teacher who conducts the action research in the classroom and she is helped by the classsroom teacher. In collecting the data, the researcher uses observational technique supported with tests. In analyzing the data, the researcher uses the field notes, teacher's diaries, students ‘work supported with the cassette recording and photograph,then also compares the result of the students' pre-test and post-test to answer the research questions. There is significant improvement in the result of pre-test and post-test of cycle 1 and 2. In cycle 1, t0 (2.55734 is higher than tt (1.73 and in cycle 2, t0 (6.765738 is also higher than tt (1.73. From these two results, therefore, h0 is rejected and the alternative hypothesis (ha is accepted. They practice their pronunciation through taking turn and asking each other for cards to match those they have in their hands, arranging a word and sticking on alphabet, pronunciating the word, giving the meaning, hen making a sentence such as Go Fish Game and Maze Game. By conducting these games, using interesting media, creating various interesting tasks and activities can increase the students' motivation in learning English and pronunciation ability.Keywords: Improving, pronunciation, ability,  go fish and Maze games

  10. 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?

  11. Never split tens! a biographical novel of blackjack game theorist Edward O. Thorp : plus tips and techniques to help you win

    CERN Document Server

    Golden, Leslie M

    2017-01-01

    Renowned probability theorist Edward O. Thorp revolutionized the casino industry by developing card counting systems for the casino game of blackjack. Les Golden, the celebrated blackjack, roulette, and craps columnist for Bluff Europe, Gambling.com, iGaming Business, GamblingOnline, and Jackpots Review magazines, tells Thorp’s incredible true story of lucrative applied probability with charm, wit, and humor.  Whether you visit casinos for fun, dinner money, or a living, or whether you’re simply interested in a story of romance and casino intrigue, this lively biographical novel will capture and delight you. Illustrations by the author.

  12. The determinants of response time in a repeated constant-sum game: A robust Bayesian hierarchical dual-process model.

    Science.gov (United States)

    Spiliopoulos, Leonidas

    2018-03-01

    The investigation of response time and behavior has a long tradition in cognitive psychology, particularly for non-strategic decision-making. Recently, experimental economists have also studied response time in strategic interactions, but with an emphasis on either one-shot games or repeated social-dilemmas. I investigate the determinants of response time in a repeated (pure-conflict) game, admitting a unique mixed strategy Nash equilibrium, with fixed partner matching. Response times depend upon the interaction of two decision models embedded in a dual-process framework (Achtziger and Alós-Ferrer, 2014; Alós-Ferrer, 2016). The first decision model is the commonly used win-stay/lose-shift heuristic and the second the pattern-detecting reinforcement learning model in Spiliopoulos (2013b). The former is less complex and can be executed more quickly than the latter. As predicted, conflict between these two models (i.e., each one recommending a different course of action) led to longer response times than cases without conflict. The dual-process framework makes other qualitative response time predictions arising from the interaction between the existence (or not) of conflict and which one of the two decision models the chosen action is consistent with-these were broadly verified by the data. Other determinants of RT were hypothesized on the basis of existing theory and tested empirically. Response times were strongly dependent on the actions chosen by both players in the previous rounds and the resulting outcomes. Specifically, response time was shortest after a win in the previous round where the maximum possible payoff was obtained; response time after losses was significantly longer. Strongly auto-correlated behavior (regardless of its sign) was also associated with longer response times. I conclude that, similar to other tasks, there is a strong coupling in repeated games between behavior and RT, which can be exploited to further our understanding of decision

  13. 26 CFR 1.6011-3 - Requirement of statement from payees of certain gambling winnings.

    Science.gov (United States)

    2010-04-01

    ... 26 Internal Revenue 13 2010-04-01 2010-04-01 false Requirement of statement from payees of certain gambling winnings. 1.6011-3 Section 1.6011-3 Internal Revenue INTERNAL REVENUE SERVICE, DEPARTMENT OF THE... of statement from payees of certain gambling winnings. (a) General rule. Except as provided in...

  14. Social strategy games in communicating trade-offs between mitigation and adaptation in cities

    DEFF Research Database (Denmark)

    Juhola, Sirkku; Driscoll, Patrick Arthur; Suarez, Pablo

    2013-01-01

    and mitigation strategies and what kinds of negative and positive synergies can be identified between them. This paper explores how social games can help people to understand the trade-offs between mitigation and adaptation measures in an urban environment and examines the possibilities of using social gaming...... as a research method. Data was collected from Denmark, Finland and the US through organized gaming sessions. The conclusion of the study is that social games are a promising method to understand complex planning problems....

  15. 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

  16. Winning fights induces hyperaggression via the action of the biogenic amine octopamine in crickets.

    Directory of Open Access Journals (Sweden)

    Jan Rillich

    Full Text Available Winning an agonistic interaction against a conspecific is known to heighten aggressiveness, but the underlying events and mechanism are poorly understood. We quantified the effect of experiencing successive wins on aggression in adult male crickets (Gryllus bimaculatus by staging knockout tournaments and investigated its dependence on biogenic amines by treatment with amine receptor antagonists. For an inter-fight interval of 5 min, fights between winners escalated to higher levels of aggression and lasted significantly longer than the preceding round. This winner effect is transient, and no longer evident for an inter-fight interval of 20 min, indicating that it does not result from selecting individuals that were hyper-aggressive from the outset. A winner effect was also evident in crickets that experienced wins without physical exertion, or that engaged in fights that were interrupted before a win was experienced. Finally, the winner effect was abolished by prior treatment with epinastine, a highly selective octopamine receptor blocker, but not by propranolol, a ß-adrenergic receptor antagonist, nor by yohimbine, an insect tyramine receptor blocker nor by fluphenazine an insect dopamine-receptor blocker. Taken together our study in the cricket indicates that the physical exertion of fighting, together with some rewarding aspect of the actual winning experience, leads to a transient increase in aggressive motivation via activation of the octopaminergic system, the invertebrate equivalent to the adrenergic system of vertebrates.

  17. Tactic determinants of game practiced by middle attacker in men’s volleyball

    Directory of Open Access Journals (Sweden)

    Gustavo De Conti Teixeira Costa

    2016-07-01

    Full Text Available DOI: http://dx.doi.org/10.5007/1980-0037.2016v18n3p371   Among volleyball skills, spike is responsible for the highest number of scores, and the first tempo of attack is related to the higher incidence of score a point, by hindering the defensive opponent’s action. However, most of the studies show general results and do not specify the conditions and constraints of each attack zone. Thus, the aim of this study was analyzing the offensive game (complex I performed by the middle attacker at the 2014/2015 National men’s Brazilian Championship (Superliga. The sample wascomposed by 142 games of 12 teams, totaling 5350 receptions, setting and spikes actions. The results showed that the middle spikes occurred mostly after receptions A and B, being the most frequent attack scoring point as well as the most powerful one. Moreover, the relationship between the reception effect and setting effect was observed, showing that the best receptions influenced the setting type and the attack effect. Therefore, the middle attack had effective effect in the winning score, since it decreased the chances of opponent’s defense, due to the reduced time to defensive organization. Finally, the situational constraints delimited the middle attacker actions. Based on the above, we suggest that future studies should restrict the analysis conditions and situational constraints of each specific game situation.

  18. PR-konsulter och bloggare; en win-win situation? : En studie om PR-konsulters förändrade arbetssätt i och med modebloggarnas framväxt

    OpenAIRE

    Girell, Cecilia; Kjellström, Sandra

    2014-01-01

    Abstract Title: PR consultants and bloggers; a win-win situation? -  A study of PR consultants’ new adaptations in the labour market due to the emergence of fashion bloggers.  Authors: Cecilia Girell, Sandra Kjellström Tutor: Ylva Ekström Purpose: With the expansion of the Internet, fashion bloggers have gotten more power. A few companies have understood this powerful and reasonable cheap marketing channel. Despite this, most companies still feel powerless, but what has happened to the wor...

  19. EPJ Web of Conferences, Proceedings of the joint meeting QENS/WINS 2014

    International Nuclear Information System (INIS)

    Frick, B.; Koza, M.M.; Boehm, M.; Mutka, H.

    2015-01-01

    The 11. QENS (Quasi-Elastic Neutron Scattering) conference and the 6. WINS (Workshop on Inelastic Neutron Spectrometers) were held for the second time together as the joint meeting QENS/WINS 2014. QENS 2014 aims to highlight topical scientific activities in the investigation of the dynamics of matter using quasi-elastic neutron scattering and to envision new applications. In dynamics of matter, matter must be considered in a very broad sense since issues like dynamics of confined matter in nano-porous materials, dynamics of biological systems in relation to function, dynamics of ionic and electrolytes, dynamics of soft matter, liquids, and liquid crystals, are of concern. The aim of the WINS 2014 workshop is to overview recent developments, forthcoming projects and practice of inelastic and quasi-elastic neutron spectrometers. Related issues such as the development of data analysis software, auxiliary devices and outlook for future scientific efforts are also dealt with

  20. Fuzzy TU games and their classes

    Czech Academy of Sciences Publication Activity Database

    Mareš, Milan

    2001-01-01

    Roč. 7, č. 13 (2001), s. 83-88 ISSN 1212-074X R&D Projects: GA ČR GA402/99/0032 Institutional research plan: AV0Z1075907 Keywords : fuzzy set * coalitional gam * fuzzification of game Subject RIV: BB - Applied Statistics, Operational Research

  1. 23rd WiN Global Annual Conference: Women in Nuclear meet Atoms for Peace. Programme and Abstracts

    International Nuclear Information System (INIS)

    2015-01-01

    Women in Nuclear (WiN) Global is a worldwide non-profit-making association made up mostly of female professionals working in the various fields of nuclear energy and radiation applications. WiN Global aims to promote understanding and public awareness of the benefits of nuclear and radiation applications through a series of active networks, both national and international. It has approximately 25 000 members from more than 100 countries, organized in national, regional and international chapters. Every year, a chapter of WiN Global organizes the annual conference, which is a unique occasion for the WiN Global community to meet. The 23. WiN Global Annual Conference will highlight the vital role women play in all applications of nuclear science and technology. At the same time, it will provide opportunities for networking, exchanging ideas, technical visits and obtaining the most up-to-date information on the nuclear programmes and facilities around the world as well as on employment opportunities at the International Atomic Energy Agency (IAEA).

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

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

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

  4. Prepare for X-Win32 - the new X11 server software for Windows computers

    CERN Multimedia

    IT Department

    2011-01-01

    Starnet X-Win32 will replace Exceed as the X11 Server software on Windows computers by February 2012. X11 Server software allows a Windows user to have a graphical user interface on a remote Linux server. This change, initially motivated by a significant change of license conditions for Exceed, brings an easier integration of Windows and Linux logon mechanisms. At the same time, X-Win32 addresses the common use cases while providing a more intuitive configuration interface. CERN Predefined Connections will be available as before. They offer an easy way of starting applications on LXPLUS using PuTTY or starting the KDE, GNOME or ICE window managers. Since X-Win32 is better integrated with SSH and CERN Kerberos compared to Exceed, it is much simpler to set up secure access to Linux services. The decision to choose X-Win32 as the new X11 software resulted from an evaluation that involved various user communities and support teams. More information, including the documented use cases, is available at https://...

  5. Winning and losing: an evolutionary approach to mood disorders and their therapy.

    Science.gov (United States)

    Sloman, Leon; Sturman, Edward D; Price, John S

    2011-06-01

    To advance a new evolutionary model that examines the effects of winning and losing on mood and physiological variables. Previous studies have focused on the involuntary defeat strategy in de-escalating conflict. Here, we propose that there also exists an involuntary winning strategy (IWS) that is triggered by success and characterized by euphoria and increased self-confidence. It motivates efforts to challenge, and promotes reconciliation. Previous studies are presented, including data on student athletes, demonstrating the impact of winning and losing on mood. Winning is consistently shown to be related to physiological changes such as increased testosterone and serotonin levels in primates. It reliably leads to mood changes that serve to motivate winners to continue their competitive efforts. When the IWS functions optimally, success leads to success in an adaptive cycle. Over time, the initial differences between the winners and losers of agonistic encounters become magnified in a process known as difference amplification. As a result of assortative mating, the children of people who have entered into an adaptive cycle will inherit traits from both parents that will, in turn, give them an increased competitive advantage. In this manner, difference amplification could have accelerated human evolution by natural selection. Vignettes of clinical interventions are also used to illustrate therapeutic strategies designed to disrupt maladaptive cycles and promote adaptive behaviour.

  6. Contributions from the ludological analysis for the design of serious games

    Directory of Open Access Journals (Sweden)

    GOLDONI, D.

    2014-06-01

    Full Text Available This article aims to describe contributions that the Ludological Analysis can offer to the development of serious games. We describe a case study evaluating the characteristics of different digital Serious Games for the understanding of the main elements that make players feel challenged and motivated. This study was conducted based on the application of concepts of Ludology, seeking to validate the factors associated with the liminality, a psychological state in which the player feels so engaged in the gaming experience that focuses, almost entirely, in the game. After identifying these factors in the games analyzed in the case study, these features are mapped to the needs and possibilities in the field of education, specifically in the analysis and planning of digital Serious Games, considering that it's observation may represent improvement in the conception and use of these materials.

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

    Science.gov (United States)

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

    2009-01-01

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

  8. 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

  9. 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

  10. IMPACT OF SHOTS ON FINAL SCORE OF A FOOTBALL MATCH

    Directory of Open Access Journals (Sweden)

    Miroslav Radoman

    2008-08-01

    Full Text Available The research has been done on a sample of 64 played games on the World championship FIFA, World Cup Germany 2006 and 128 results of the games divided in three integrals according to the score (win, defeat and unresolved score . The analysis is done according to the total number of shots during the game. Considering the results that are got and their interpretations, we could conclude that the results of data analysis in which is used the multi-method of MANOVA analysis and discriminative analysis, has shown that there are significant difference in frequency of the games result (win, defeat or unresolved score in shots element during the game. Even thou the noticed difference in frequency are not equally expressed, the results that are got have insinuated that there are significant differences in followed elements of the football game. Implemented analysis (royev test i T-test have confirmed that in every analyzed elements of the shot there are statistically significant differences in the result of the game (win, defeat, unresolved score and that the differences in shot’s elements are consequence different selection of the tactics and techniques also the ability of their realization in the stage of at tack and defense.

  11. Digital image processing in the nuclear field with ImaWin 5.0

    International Nuclear Information System (INIS)

    Marajofsky, A.; Trafelati, A.A.; Lavagnino, C.E.

    2000-01-01

    ImaWin is a software project designed to cover a broad set of applications of Digital Image Processing in the Nuclear Field. Since 1994 the system has evolved in a complete tool that helped to face problems like densitometry calculus, quality control in pellets, deposit administration and surveillance. Neural network kernel and ImaScript scripting language are included within the package. The open and incremental development of ImaWin software has been allowing easy expansion upon a common re-engineering framework. (author)

  12. Home advantage in soccer--A matter of expectations, goal setting and tactical decisions of coaches?

    Science.gov (United States)

    Staufenbiel, Kathrin; Lobinger, Babett; Strauss, Bernd

    2015-01-01

    In soccer, home teams win about 67% of decided games. The causes for this home advantage are still unresolved. There is a shortage of research on the psychological states of actors involved. In this study, we examined soccer coaches' expectations, goal setting and tactical decisions in relation to game location. Soccer coaches (N = 297) with different expertise levels participated in an experimental, online management game and were randomly assigned to one of two groups, "home game (HG)" or "away game." Participants received information on the game for which they were asked to make decisions in multiple points. The only differing information between groups was game location. Regardless of expertise, HG coaches had higher expectations to win, set more challenging goals and decided for more offensive and courageous playing tactics. Possible consequences of these findings concerning home advantage in soccer are discussed.

  13. "I'm pretty sure that we will win!": The influence of score-related nonverbal behavioral changes on the confidence in winning a basketball game.

    Science.gov (United States)

    Furley, Philip; Schweizer, Geoffrey

    2014-06-01

    The goal of the present research was to test whether score-related changes in opponents' nonverbal behavior influence athletes' confidence in beating their opponents. In an experiment, 40 participants who were experienced basketball players watched brief video clips depicting athletes' nonverbal behavior. Video clips were not artificially created, but showed naturally occurring behavior. Participants indicated how confident they were in beating the presented athletes in a hypothetical scenario. Results indicated that participants' confidence estimations were influenced by opponents' score-related nonverbal behavior. Participants were less confident about beating a leading team and more confident about beating a trailing team, although they were unaware of the actual score during the depicted scenes. The present research is the first to show that in-game variations of naturally occurring nonverbal behavior can influence athletes' confidence. This finding highlights the importance of research into nonverbal behavior in sports, particularly in relation to athletes' confidence.

  14. The Role of Trust-building in Fostering Cooperation in the Eastern Nile Basin: A Case of Experimental Game Application

    Directory of Open Access Journals (Sweden)

    Mahsa Motlagh

    2017-09-01

    Full Text Available Escalating tension and a sense of mistrust currently prevail between downstream and upstream countries in the Nile Basin over Ethiopia's construction of the Grand Ethiopian Renaissance Dam (GERD. Striving for self-sufficiency in hydropower generation, Ethiopia has initiated a new series of upstream reservoir construction projects, with the GERD being the largest, and this may affect the water availability in downstream countries of Egypt and Sudan. This paper examines a set of compensation options to induce cooperation through trust-building, possibly minimizing uncertainties in water allocation decision-making and simplifying complex inter-relationships in the basin using laboratory game experiments. The game was developed and conducted using hydro-economic modeling of the basin with GAMS software, an expert survey with the SPSS program and Z-tree software to design and analyze the laboratory experiment. This paper presents the results of the laboratory game experiment where the Eastern Nile Basin scenario was modeled as a multi-round, adjusted trust game with non-binding deals among players. The results suggest that the "win for all" situation may be reached through a stable integrative, cooperative framework. Building the enabling environment, in particular, transparency, knowledge, trust, and confidence among riparian states is the first step in developing transboundary cooperation. Basin-wide cooperation requires a transparent environment including a variety of compensation options, institutional changes, and incentive-compatible considerations.

  15. Use of educational games in the health professions: a mixed-methods study of educators' perspectives in the UK.

    Science.gov (United States)

    Blakely, Gillian; Skirton, Heather; Cooper, Simon; Allum, Peter; Nelmes, Pam

    2010-03-01

    Educational games have been shown to be effective in supporting learning, especially to reinforce knowledge, and students are generally positive about the use of games. The aim of this mixed-methods study that was conducted in the UK was to explore educators' views towards the use of educational games in the health sciences. The data were collected via semistructured interviews with 13 health educators and an online survey that was completed by 97 health educators. Three factors influence the use of classroom games: reflective practice, the impact of games on students, and the impact of logistical factors. Educators assess their own performance and the impact of the games on students when planning their use; however, large classes and the need for preparation time have a negative impact on educators' willingness to use games. Similar constraints might restrict the use of active learning strategies, such as simulation, that are crucial for enabling health professionals to develop competence. These issues require consideration when planning educational methods.

  16. Game-Related Performance Factors in four European Men's Professional Volleyball Championships.

    Science.gov (United States)

    Peña, Javier; Casals, Martí

    2016-12-01

    The present study was designed to assess the relevance of game-related performance factors as outcome predictors in high-level volleyball. To carry out the analysis, the official box scores of 399 matches played by 47 different teams in four different European male professional volleyball leagues (Italy, Poland, Germany and Turkey) during the 2013-14 regular season were analyzed. A logistic mixed model was performed to determine the effects of different variables in matches' outcomes. According to the multivariate analysis the following factors were significantly associated with winning matches: the number of scorers (OR = 1.32; CI: 1.09 - 1.59), service errors (OR = 0.91; CI: 0.87 - 0.95), service points (OR = 1.25; CI: 1.15 -1.36), reception errors (OR = 0.79; CI: 0.74 - 0.84), the percentage of positive receptions (OR = 1.02; CI: 1.00 -1.04) and blocked balls (OR = 1.17; CI: 1.11 - 1.26). Team category 2 (OR = 0.39; CI: 0.24 - 0.63) and team category 3 (OR = 0.15; CI: 0.09 - 0.25) were significantly associated with losing matches. These findings can contribute to a better understanding of performance indicators in professional volleyball, helping coaches and decision makers to better determine the importance of particular game factors.

  17. Representations in Award-Winning LGBTQ Young Adult Literature from 2000-2013.

    Science.gov (United States)

    Jiménez, Laura M

    2015-01-01

    Lesbian, gay, bisexual, transgendered, and queer (LGBTQ) young adult (YA) literature is increasing in popularity, with novels like Bil Wright's Putting Makeup on the Fat Boy winning the two LGBTQ YA honors--the Lambda Literary and Stonewall Book Awards--as well awards commending their cultural diversity. Despite the upsurge of celebrated LGBTQ YA literature, a study of the protagonists in Lambda- and Stonewall-winning YA novels from 2000-2013 reveals three findings: the dominance of White, gay, male characters contradicts the trend toward strong female protagonists in mainstream YA; stories about lesbians are primarily tragic; and there are no bisexual protagonists.

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

    Science.gov (United States)

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

    2017-01-01

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

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

    Science.gov (United States)

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

    2017-12-05

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

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

    Directory of Open Access Journals (Sweden)

    Soo-Hyun Paik

    2017-12-01

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

  1. Group Decisions in Biodiversity Conservation: Implications from Game Theory

    OpenAIRE

    Frank, David M.; Sarkar, Sahotra

    2010-01-01

    Background Decision analysis and game theory [1], [2] have proved useful tools in various biodiversity conservation planning and modeling contexts [3]?[5]. This paper shows how game theory may be used to inform group decisions in biodiversity conservation scenarios by modeling conflicts between stakeholders to identify Pareto?inefficient Nash equilibria. These are cases in which each agent pursuing individual self?interest leads to a worse outcome for all, relative to other feasible outcomes....

  2. 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...

  3. Strategic Team AI Path Plans: Probabilistic Pathfinding

    Directory of Open Access Journals (Sweden)

    Tng C. H. John

    2008-01-01

    Full Text Available This paper proposes a novel method to generate strategic team AI pathfinding plans for computer games and simulations using probabilistic pathfinding. This method is inspired by genetic algorithms (Russell and Norvig, 2002, in that, a fitness function is used to test the quality of the path plans. The method generates high-quality path plans by eliminating the low-quality ones. The path plans are generated by probabilistic pathfinding, and the elimination is done by a fitness test of the path plans. This path plan generation method has the ability to generate variation or different high-quality paths, which is desired for games to increase replay values. This work is an extension of our earlier work on team AI: probabilistic pathfinding (John et al., 2006. We explore ways to combine probabilistic pathfinding and genetic algorithm to create a new method to generate strategic team AI pathfinding plans.

  4. The Curriculum Planning Process for Undergraduate Game Degree Programs in the United Kingdom and United States

    Science.gov (United States)

    McGill, Monica M.

    2012-01-01

    Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, postsecondary institutions in the UK and the U.S. have started to create game degree programs. Though curriculum theorists provide insight into the process of creating a new program, no formal…

  5. Squad management, injury and match performance in a professional soccer team over a championship-winning season.

    Science.gov (United States)

    Carling, Christopher; Le Gall, Franck; McCall, Alan; Nédélec, Mathieu; Dupont, Gregory

    2015-01-01

    Squad management, injury and physical, tactical and technical match performance were investigated in a professional soccer team across five consecutive league seasons (2008-2013, 190 league games) with specific focus on a championship-winning season (2010/11). For each player, match participation and time-loss injuries were recorded, the latter prospectively diagnosed by the team's physician. Defending and attacking tactical and technical performance indicators investigated included ball possession and possession in opponents' half, passes, forward passes, completed passes and forward passes, crosses and completed crosses, goal attempts and goal attempts on target, successful final third entries, free-kicks and 50/50 duels won/lost. Physical performance measures included total distance and distance covered at high-speeds (≥19.1 km/h). Results showed that during the 2010/11 season, squad utilisation was lowest potentially owing to the observed lower match injury occurrence and working days lost to injury thereby increasing player availability. In 2010/11, the team won both its highest number of points and conceded its lowest number of goals especially over the second half of this season. The team also won its highest number of games directly via a goal from a substitute and scored and conceded a goal first on the highest and lowest number of occasions, respectively. While multivariate analysis of variance (MANOVA) detected a significant difference in some attacking and defensive performance indicators across the five seasons, these were generally not distinguishing factors in 2010/11. Similarly, univariate ANOVAs showed a significant difference in running distances covered across seasons, but the trend was for less activity in 2010/11.

  6. Displacement Convexity for First-Order Mean-Field Games

    KAUST Repository

    Seneci, Tommaso

    2018-05-01

    In this thesis, we consider the planning problem for first-order mean-field games (MFG). These games degenerate into optimal transport when there is no coupling between players. Our aim is to extend the concept of displacement convexity from optimal transport to MFGs. This extension gives new estimates for solutions of MFGs. First, we introduce the Monge-Kantorovich problem and examine related results on rearrangement maps. Next, we present the concept of displacement convexity. Then, we derive first-order MFGs, which are given by a system of a Hamilton-Jacobi equation coupled with a transport equation. Finally, we identify a large class of functions, that depend on solutions of MFGs, which are convex in time. Among these, we find several norms. This convexity gives bounds for the density of solutions of the planning problem.

  7. 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...

  8. Using Gaming Equipment to Teach

    Science.gov (United States)

    Curriculum Review, 2009

    2009-01-01

    Gaming equipment (such as Nintendo's Wii[TM]) is making its way to schools and classrooms. However, most of the discussion regarding how to use this technology and integrate it into lesson plans is happening in blogs on the Internet. An advocate of interactive media in the classroom, Dr. Dawn Hawkins, a faculty member for the Art Institute of…

  9. The effects of costless pre-play communication: experimental evidence from games with Pareto-ranked equilibria

    Czech Academy of Sciences Publication Activity Database

    Blume, A.; Ortmann, Andreas

    2007-01-01

    Roč. 132, č. 1 (2007), s. 274-290 ISSN 0022-0531 Institutional research plan: CEZ:MSM0021620846 Keywords : coordination games * order-statistic games * cheap talk Subject RIV: AH - Economics Impact factor: 1.353, year: 2007

  10. Unreal game development

    CERN Document Server

    Amresh, Ashish

    2010-01-01

    AcknowledgmentsRequired ToolsIntroduction: So You Want To Make GamesDesign Coming Up with a PlanLevel DesignLeading the Player with LightingTerrainManaging LevelsEvents and Triggers: What's Kismet?User Interfaces and MenusRefining Your WorkSpecial Effects and CutscenesAnimated Characters in CutscenesArtArt, ""The Unreal Way""3D Design and Autodesk 3D Studio Max2D Images and GIMPUsing Max with GIMPProcess and MethodsMaking Better MaterialsProps and ObjectsWeapons<

  11. Evaluation of Continuation Desire as an Iterative Game Development Method

    DEFF Research Database (Denmark)

    Schoenau-Fog, Henrik; Birke, Alexander; Reng, Lars

    2012-01-01

    When developing a game it is always valuable to use feedback from players in each iteration, in order to plan the design of the next iteration. However, it can be challenging to devise a simple approach to acquiring information about a player's engagement while playing. In this paper we will thus...... concerning a crowd game which is controlled by smartphones and is intended to be played by audiences in cinemas and at venues with large screens. The case study demonstrates how the approach can be used to help improve the desire to continue when developing a game....

  12. Award-Winning Faculty at a Faith-Based Institution

    Science.gov (United States)

    Livingston, Jennifer; Jun, Alexander

    2011-01-01

    Exploring the development of excellent teachers could contribute to the revision of current practices in faculty recruitment, evaluation, workload expectations, and reward systems. This grounded theory study examined the professional careers of nine award-winning faculty members of a faith-based institution of higher education. The data, collected…

  13. 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 ...

  14. 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

  15. 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...

  16. 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

  17. 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…

  18. The 'Interactive' of Interactive Storytelling: Customizing the Gaming Experience

    OpenAIRE

    Bostan , Barbaros; Marsh , Tim

    2010-01-01

    International audience; In this article, we define interactive storytelling as a gaming experience where the form and content of the game is customized in real time and tailored to the preferences and needs of the player to maximixe enjoyment. The primary focus of interactive storytelling should not be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but on different interaction levels provided by...

  19. The Effect of Dorsal Hippocampal α2-Adrenegic Receptors on WIN55,212-2 State-Dependent Memory of Passive Avoidance

    Directory of Open Access Journals (Sweden)

    Zarrindast M.R.

    2010-09-01

    Full Text Available Background and Objectives: Cannabinoids are a class of psychoactive compounds that produce a wide array of effects in a large number of species. In the present study, the effects of bilateral intra-CA1 injections of an α2-adrenergic receptor agents, on WIN55,212-2 state-dependent learning were examined in adult male Wistar rats. Methods: The animals were bilaterally implanted with chronic cannulae in the CA1 regions of the dorsal hippocampus, trained in a step-down type inhibitory avoidance task, and tested 24h after training to measure step-down latency.Results: Post-training intra-CA1 injection of WIN55,212-2 (0.25 and 0.5µg/rat induced impairment of memory retention. Amnesia produced by post-training WIN55,212-2 (0.5µg/rat was reversed by pre-test administration of the same dose of WIN55,212-2 that is due to a state-dependent effect. Pre-test intra-CA1 injection of clonidine (0.5 and 0.75µg/rat, intra-CA1 improved post-training WIN55,212-2 (0.5µg/rat, intra-CA1-induced retrieval impairment, while pre-test intra-CA1 injection of yohimbine (1µg/rat, intra-CA1 2min before the administration of WIN55,212-2 (0.5µg/rat, intra-CA1 inhibited WIN55,212-2 state-dependent memory. Conclusion: These results suggest that α2-adrenergic receptors of the dorsal hippocampal CA1 regions may play an important role in Win55,212-2-induced amnesia and WIN55,212-2 state-dependent memory.

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

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

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

  1. 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...

  2. Generation Expansion Planning in pool market: A hybrid modified game theory and improved genetic algorithm

    International Nuclear Information System (INIS)

    Shayanfar, H.A.; Lahiji, A. Saliminia; Aghaei, J.; Rabiee, A.

    2009-01-01

    Unlike the traditional policy, Generation Expansion Planning (GEP) problem in competitive framework is complicated. In the new policy, each Generation Company (GENCO) decides to invest in such a way that obtains as much profit as possible. This paper presents a new hybrid algorithm to determine GEP in a Pool market. The proposed algorithm is divided in two programming levels: master and slave. In the master level a Modified Game Theory (MGT) is proposed to evaluate the contrast of GENCOs by the Independent System Operator (ISO). In the slave level, an Improved Genetic Algorithm (IGA) method is used to find the best solution of each GENCO for decision-making of investment. The validity of the proposed method is examined in the case study including three GENCOs with multi-type of power plants. The results show that the presented method is both satisfactory and consistent with expectation. (author)

  3. Generation expansion planning in Pool market: A hybrid modified game theory and particle swarm optimization

    International Nuclear Information System (INIS)

    Moghddas-Tafreshi, S.M.; Shayanfar, H.A.; Saliminia Lahiji, A.; Rabiee, A.; Aghaei, J.

    2011-01-01

    Unlike the traditional policy, Generation Expansion Planning (GEP) problem in competitive framework is complicated. In the new policy, each GENeration COmpany (GENCO) decides to invest in such a way that obtains as much profit as possible. This paper presents a new hybrid algorithm to determine GEP in a Pool market. The proposed algorithm is divided in two programming levels: master and slave. In the master level a modified game theory (MGT) is proposed to evaluate the contrast of GENCOs by the Independent System Operator (ISO). In the slave level, a particle swarm optimization (PSO) method is used to find the best solution of each GENCO for decision-making of investment. The validity of the proposed method is examined in the case study including three GENCOs with multi-types of power plants. The results show that the presented method is both satisfactory and consistent with expectation.

  4. Design and Effectiveness of a serious Game for Children with ADHD

    NARCIS (Netherlands)

    K.C.M. Bul (Kim)

    2017-01-01

    markdownabstractThe serious game developed during project HealSeeker is called “Plan-It Commander” and is focused on promoting behavioural strategies in domains of daily life functioning such as time management, planning/organizing, and prosocial (i.e., cooperation) skills that have shown to be

  5. Chemistry Games in the Classroom: A Pilot Study

    Directory of Open Access Journals (Sweden)

    Marina Stojanovska

    2018-05-01

    Full Text Available In this study a game-based learning approach was introduced among students and teachers. Several chemistry games and a survey method were used as a tool to obtain insight into students’ knowledge about ionic bonding, to learn about the students’ and teachers’ perceptions related to this teaching method and to get insights into the misunderstanding and misconceptions that students might have. Students were tested on the ionic bonding test and both students and teachers anonymously filled in a questionnaire to express their perceptions about the game-based learning approach. Students achievements on the test were satisfactory; the mean score was 11.31 out of 15 (or 75.33 %. Most comments regarding the lesson itself were positive, stating that the lesson was well planned, interesting and very helpful. The usage of games in chemistry classroom was proven to be an excellent way to motivate students, to provide active engagement and discussion among students and to develop skills to solve problems.

  6. Defining and Leveraging Game Qualities for Serious Games

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

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

  7. Assessing problematic video gaming using the Theory of Planned Behavior: A longitudinal study of Dutch young people

    NARCIS (Netherlands)

    Haagsma, M.C.; King, D.L.; Pieterse, M.E.; Peters, O.

    2013-01-01

    Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of

  8. Assessing problematic video gaming using the theory of planned behavior: a longitudinal study of Dutch young people

    NARCIS (Netherlands)

    Haagsma, M.C.; King, Daniel L.; Pieterse, Marcel E.; Peters, O.

    2013-01-01

    Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of

  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. From chaos to control: winning the war.

    Science.gov (United States)

    Wojciak, P J

    1994-08-01

    This article illustrates how a small manufacturing facility in the Midwest undertook the process of an MRP II implementation and ultimately gained class A status at a true make-or-break time in its history. The control that was gained throughout the entire process has helped create a winning environment and will continue to strengthen our position as we move toward world-class excellence.

  11. Auction game in electric power market place

    International Nuclear Information System (INIS)

    Kumar, J.; Sheble, G.

    1996-01-01

    The power industry in the US is presently an evolving changing business environment. While planning to meet future peak demand is still a concern, the efficient utilization of existing generation and transmission resources is fast becoming a primary interest. This interest suggests a move from cost-based market operations to price based market operations. Auction market structure is one of the various ways to perform price based operation. Such a market place would be very new and challenging to all players of the electric power industry. This paper describes an overview of the new business environment. The paper presents a detailed description of the auction game. The trading objectives in the bidding game are defined. The framework of auction process is described by defining the rules to play the game. Finally, strategies for market players are discussed

  12. 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...

  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. Postgame testosterone levels of individuals in team-based status games are affected by genetic makeup, gender, and winning versus losing

    NARCIS (Netherlands)

    Verbeke, W.J.M.I.; Belschak, F.D.; Bagozzi, R.P.; De Rijcke, Y. B.

    2015-01-01

    Testosterone, a steroid hormone, affects the ability of the prefrontal cortex to regulate the limbic system and therefore has been implicated in a wide range of social behaviors such as facing status challenges, aggression and dominance. Here we use a team-based status game to examine factors that

  15. Family Violence and Football: The Effect of Unexpected Emotional Cues on Violent Behavior*

    Science.gov (United States)

    Card, David; Dahl, Gordon B.

    2013-01-01

    We study the link between family violence and the emotional cues associated with wins and losses by local professional football teams. We hypothesize that the risk of violence is affected by the ‘gain-loss’ utility of game outcomes around a rationally expected reference point. Our empirical analysis uses police reports of violent incidents on Sundays during the professional football season. Controlling for the pre-game point spread and the size of the local viewing audience, we find that upset losses (defeats when the home team was predicted to win by 4 or more points) lead to a 10 percent increase in the rate of at-home violence by men against their wives and girlfriends. In contrast, losses when the game was expected to be close have small and insignificant effects. Upset wins (when the home team was predicted to lose) also have little impact on violence, consistent with asymmetry in the gain-loss utility function. The rise in violence after an upset loss is concentrated in a narrow time window near the end of the game, and is larger for more important games. We find no evidence for reference point updating based on the halftime score. PMID:21853617

  16. 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...

  17. Team Performance Indicators Explain Outcome during Women’s Basketball Matches at the Olympic Games

    Directory of Open Access Journals (Sweden)

    Anthony S. Leicht

    2017-12-01

    Full Text Available The Olympic Games is the pinnacle international sporting competition with team sport coaches interested in key performance indicators to assist the development of match strategies for success. This study examined the relationship between team performance indicators and match outcome during the women’s basketball tournament at the Olympic Games. Team performance indicators were collated from all women’s basketball matches during the 2004–2016 Olympic Games (n = 156 and analyzed via linear (binary logistic regression and non-linear (conditional interference (CI classification tree statistical techniques. The most parsimonious linear model retained “defensive rebounds”, “field-goal percentage”, “offensive rebounds”, “fouls”, “steals”, and “turnovers” with a classification accuracy of 85.6%. The CI classification tree retained four performance indicators with a classification accuracy of 86.2%. The combination of “field-goal percentage”, “defensive rebounds”, “steals”, and “turnovers” provided the greatest probability of winning (91.1%, while a combination of “field-goal percentage”, “steals”, and “turnovers” provided the greatest probability of losing (96.7%. Shooting proficiency and defensive actions were identified as key team performance indicators for Olympic female basketball success. The development of key defensive strategies and/or the selection of athletes highly proficient in defensive actions may strengthen Olympic match success. Incorporation of non-linear analyses may provide teams with superior/practical approaches for elite sporting success.

  18. Connected Gaming: An Inclusive Perspective for Serious Gaming

    Directory of Open Access Journals (Sweden)

    Yasmin Kafai

    2017-09-01

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

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

    NARCIS (Netherlands)

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

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

  20. A Strategic Planning for a College Student-Segment Shopping Mall

    OpenAIRE

    Astri Anindya Sari; Hanson Endra Kusuma; Baskoro Tedjo

    2011-01-01

    In the midst of shopping mall development today, an understanding of consumer behaviors and preferences is absolutely a must if we want to plan successfuly a shopping mall. This knowledge will provide input for strategic planning so that the concept offered for shopping mall development will meet the consumers’ demand and may win the market competition. This study explores the preferences of students in Bandung as one of the potential market segments of the shopping mall. Qualitative study w...

  1. Game-Aided Education for Transportation Engineering: Design, Development, and Assessment

    OpenAIRE

    Wang, Qichao

    2017-01-01

    Transportation engineering is a wide area that covers different topics including traffic planning, highway design, pavement design, traffic safety, and traffic control. Certain concepts in those topics are challenging and are hard to understand based on textbooks and lectures. In this work, we developed five web games targeting the five topics in transportation engineering education to improve students’ understanding of those hard concepts. The games are hosted in a website server. Students c...

  2. Evaluation of the Accuracy of NASS/CDS Delta-V Estimates from the Enhanced WinSmash Algorithm

    Science.gov (United States)

    Hampton, Carolyn E.; Gabler, Hampton C.

    2010-01-01

    The National Automotive Sampling System / Crashworthiness Data System (NASS/CDS) uses the WinSmash program to reconstruct changes in vehicle velocity for real world crashes. Vehicle change in velocity, or delta-V, is a measure of crash severity and a predictor of injury risk. Earlier studies have demonstrated that WinSmash 2.42 underestimated the delta-V by 23% on average with the use of categorical stiffness values for vehicles identified as a source of error. An enhanced version of WinSmash, WinSmash 2008, was developed to employ vehicle specific stiffness values whenever possible. A total of 478 General Motors vehicles equipped with event data recorders (EDRs) and involved in real-world crashes were collected from years 2000 – 2008 of the NASS/CDS database and the delta-V was computed using the enhanced WinSmash. All vehicles were involved in frontal impacts. The enhanced reconstruction algorithm reduced the underestimation of delta-V from 23% to 13% on average for all vehicles. Delta-V estimates for cars only were greatly improved but still understated by 16% on average. Less than 5% error in delta-V was observed for pickup trucks and utility vehicles. The amount of structural overlap for the vehicle and investigator confidence in the reconstruction continued to have an effect on accuracy. No difference in average delta-V was observed when using either updated categorical stiffness values or vehicle specific stiffness values. The changes in WinSmash delta-Vs have important policy implications for NHTSA as the NASS/CDS delta-Vs are the basis for traffic and safety regulations as well as the speeds for vehicular crash testing and costs/benefits analyses. PMID:21050607

  3. The political economy of local government in Croatia: winning coalitions, corruption, and taxes

    Directory of Open Access Journals (Sweden)

    Vuk Vukovic

    2017-12-01

    Full Text Available This paper represents the first comprehensive effort to provide a theoretical and empirical explanation of systemic corruption in Croatian local government. It follows the logic of the selectorate theory, according to which staying in power for long periods of time depends on creating a small group of loyal but powerful supporters (the winning coalition. Mayors that exist within such environments not only maximize their chances of staying in power; they also engage in greater corruption and set higher taxes. Its citizens are stuck in a negative spiral of corruption, high taxes, and a politician that regardless of this keeps winning elections. The paper makes two main contributions to the current literature. First it provides a theoretical extension of the selectorate theory to Croatian local government by explicitly modeling the link between corruption and winning coalitions, and second, it empirically verifies the theoretical findings using a novel matching approach called entropy balancing.

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

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

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

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

    Science.gov (United States)

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

    2017-07-01

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

  6. Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey.

    Science.gov (United States)

    Koh, Hyeseung Elizabeth; Oh, Jeeyun; Mackert, Michael

    2017-12-11

    There has been a sharp increase in the number of pedestrians injured while using a mobile phone, but little research has been conducted to explain how and why people use mobile devices while walking. Therefore, we conducted a survey study to explicate the motivations of mobile phone use while walking. The purpose of this study was to identify the critical predictors of behavioral intention to play a popular mobile game, Pokemon Go, while walking, based on the theory of planned behavior (TPB). In addition to the three components of TPB, automaticity, immersion, and enjoyment were added to the model. This study is a theory-based investigation that explores the underlying mechanisms of mobile phone use while walking focusing on a mobile game behavior. Participants were recruited from a university (study 1; N=262) and Amazon Mechanical Turk (MTurk) (study 2; N=197) in the United States. Participants completed a Web-based questionnaire, which included measures of attitude, subjective norms, perceived behavioral control (PBC), automaticity, immersion, and enjoyment. Participants also answered questions regarding demographic items. Hierarchical regression analyses were conducted to examine hypotheses. The model we tested explained about 41% (study 1) and 63% (study 2) of people's intention to play Pokemon Go while walking. The following 3 TPB variables were significant predictors of intention to play Pokemon Go while walking in study 1 and study 2: attitude (Pmobile use while walking. To sum up, younger users who are habitual, impulsive, and less immersed players are more likely to intend to play a mobile game while walking. ©Hyeseung Elizabeth Koh, Jeeyun Oh, Michael Mackert. Originally published in JMIR Mhealth and Uhealth (http://mhealth.jmir.org), 11.12.2017.

  7. WinSim: A simple simulation program for evaluating the influence of windows on heating demand and risk of overheating

    DEFF Research Database (Denmark)

    Schultz, Jørgen Munthe; Svendsen, Sv Aa Højgaard

    1998-01-01

    A two-node model of a room has been implemented in a computer program, WinSim, devel-oped for evaluation of thermal performance of windows in new buildings and in case of retro-fitting. The program calculates the annual heating demand and the number of hours with in-door temperatures higher than...... a user defined limit. WinSim is characterised by the limited amount of required input data. Guide-lines for calculation of the effective thermal capacity of the room is given, and results obtained with WinSim have been compared to results from an advanced building simulation program. Good agreement has...... been found between the two programs with respect to calculated annual heating demand and energy savings due to win-dow exchange, and also the calculated number of hours with overtemperature is similar. Based on the limited examples used for the comparison it can be concluded that WinSim is well suited...

  8. Social dilemmas and individual/group coordination strategies in a complex rural land-use game

    Directory of Open Access Journals (Sweden)

    Luis García-Barrios

    2011-09-01

    Full Text Available Strengthening ongoing bottom-up capacity building processes for local and sustainable landscape-level governance is a multi-dimensional social endeavor. One of the tasks involved – participatory rural land use planning – requires more understanding and more awareness among all stakeholders regarding the social dilemmas local people confront when responding to each other’s land-use decisions. In this paper we will analyze and discuss a version of our game SIERRA SPRINGS that is simple to play for any stakeholder that can count to 24, yet entails a complex-coordination land use game – with an extensive and yet finite set of solutions – which can mimic in a stylized form some of the dilemmas landowners could confront in a landscape planning process where there livelihoods are at stake. The game has helped researchers and players observe and reflect on the individual coordination strategies that emerge within a group in response to these stylized dilemmas. This paper (1 develops a game-theoretical approach to cooperation, competition and coordination of land uses in small rural watersheds, (2 describe the goal, rules and mechanics of the game, (3 analyzes the structure of each farms’ solution set vs. the whole watershed’s solution set, (4 derives from them the coordination dilemmas and the risk of coordination failure, (5 describes four individual coordination strategies consistently displayed by players; mapping them in a plane we have called Group-Level Coordination Space, and (6 discusses the strengths, limitations and actual and potential uses of the game both for research and as an introductory tool for stakeholders involved in participatory land use planning.

  9. A Midsummer Knot's Dream

    Science.gov (United States)

    Henrich, A.; MacNaughton, N.; Narayan, S.; Pechenik, O.; Silversmith, R.; Townsend, J.

    2011-01-01

    We introduce playing games on the shadows of knots and demonstrate two novel games, namely, "To Knot or Not to Knot" and "Much Ado about Knotting." We discuss winning strategies for these games on certain families of knot shadows and go on to suggest variations of these games for further study.

  10. Tight Focus on Instruction Wins Texas District Prize

    Science.gov (United States)

    Maxwell, Lesli A.

    2009-01-01

    It took a while for four-time finalist Aldine, Texas, to win the Broad Prize for Urban Education. But it took even longer to craft the system that ultimately put the district over the top. Educators in Aldine district have been working for more than a decade to refine their "managed instruction" system. Reviewers examined how the school…

  11. Internet Gaming Disorder: Investigating the Clinical Relevance of a New Phenomenon.

    Science.gov (United States)

    Przybylski, Andrew K; Weinstein, Netta; Murayama, Kou

    2017-03-01

    The American Psychiatric Association (APA) identified Internet gaming disorder as a new potential psychiatric disorder and has recognized that little is known about the prevalence, validity, or cross-cultural robustness of proposed Internet gaming disorder criteria. In response to this gap in our understanding, the present study, a first for this research topic, estimated the period prevalence of this new potential psychiatric disorder using APA guidance, examined the validity of its proposed indicators, evaluated reliability cross-culturally and across genders, compared it to gold-standard research on gambling addiction and problem gaming, and estimated its impact on physical, social, and mental health. Four survey studies (N=18,932) with large international cohorts employed an open-science methodology wherein the analysis plans for confirmatory hypotheses were registered prior to data collection. Among those who played games, more than 2 out of 3 did not report any symptoms of Internet gaming disorder, and findings showed that a very small proportion of the general population (between 0.3% and 1.0%) might qualify for a potential acute diagnosis of Internet gaming disorder. Comparison to gambling disorder revealed that Internet-based games may be significantly less addictive than gambling and similarly dysregulating as electronic games more generally. The evidence linking Internet gaming disorder to game engagement was strong, but links to physical, social, and mental health outcomes were decidedly mixed.

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

    Directory of Open Access Journals (Sweden)

    Flavio Pereira Senra

    2016-01-01

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

  13. WinDAM C earthen embankment internal erosion analysis software

    Science.gov (United States)

    Two primary causes of dam failure are overtopping and internal erosion. For the purpose of evaluating dam safety for existing earthen embankment dams and proposed earthen embankment dams, Windows Dam Analysis Modules C (WinDAM C) software will simulate either internal erosion or erosion resulting f...

  14. Award-winning machine boosts sorghum farming in Sudan | IDRC ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    2016-04-28

    Apr 28, 2016 ... Award-winning machine boosts sorghum farming in Sudan ... The new planter, developed by researchers at Sudan's Agricultural ... Senegal: Staying home at all costs ... This ICT4D article series features results from innovative research on participatory geographic information systems (P-GIS) in Africa.

  15. Assessment Planning within the Context of University English Language Teaching (ELT) in China: Implications for Teacher Assessment Literacy

    Science.gov (United States)

    Xu, Yueting

    2016-01-01

    Teacher assessment literacy (AL) is a concern for both educational assessment and teacher education research. As part of teacher AL, teacher competency of assessment planning has remained underexplored. To address this gap, this study explored how a group of 20 contest-winning university English teachers in China planned for assessment through…

  16. Explaining Match Outcome During The Men’s Basketball Tournament at The Olympic Games

    Directory of Open Access Journals (Sweden)

    Anthony S. Leicht, Miguel A. Gómez, Carl T. Woods

    2017-12-01

    Full Text Available In preparation for the Olympics, there is a limited opportunity for coaches and athletes to interact regularly with team performance indicators providing important guidance to coaches for enhanced match success at the elite level. This study examined the relationship between match outcome and team performance indicators during men’s basketball tournaments at the Olympic Games. Twelve team performance indicators were collated from all men’s teams and matches during the basketball tournament of the 2004-2016 Olympic Games (n = 156. Linear and non-linear analyses examined the relationship between match outcome and team performance indicator characteristics; namely, binary logistic regression and a conditional interference (CI classification tree. The most parsimonious logistic regression model retained ‘assists’, ‘defensive rebounds’, ‘field-goal percentage’, ‘fouls’, ‘fouls against’, ‘steals’ and ‘turnovers’ (delta AIC <0.01; Akaike weight = 0.28 with a classification accuracy of 85.5%. Conversely, four performance indicators were retained with the CI classification tree with an average classification accuracy of 81.4%. However, it was the combination of ‘field-goal percentage’ and ‘defensive rebounds’ that provided the greatest probability of winning (93.2%. Match outcome during the men’s basketball tournaments at the Olympic Games was identified by a unique combination of performance indicators. Despite the average model accuracy being marginally higher for the logistic regression analysis, the CI classification tree offered a greater practical utility for coaches through its resolution of non-linear phenomena to guide team success.

  17. Evaluation of the WinROP system for identifying retinopathy of prematurity in Czech preterm infants.

    Science.gov (United States)

    Timkovic, Juraj; Pokryvkova, Martina; Janurova, Katerina; Barinova, Denisa; Polackova, Renata; Masek, Petr

    2017-03-01

    Retinopathy of Prematurity (ROP) is a potentially serious condition that can afflict preterm infants. Timely and correct identification of individuals at risk of developing a serious form of ROP is therefore of paramount importance. WinROP is an online system for predicting ROP based on birth weight and weight increments. However, the results vary significantly for various populations. It has not been evaluated in the Czech population. This study evaluates the test characteristics (specificity, sensitivity, positive and negative predictive values) of the WinROP system in Czech preterm infants. Data on 445 prematurely born infants included in the ROP screening program at the University Hospital Ostrava, Czech Republic, were retrospectively entered into the WinROP system and the outcomes of the WinROP and regular screening were compared. All 24 infants who developed high-risk (Type 1 or Type 2) ROP were correctly identified by the system. The sensitivity and negative predictive values for this group were 100%. However, the specificity and positive predictive values were substantially lower, resulting in a large number of false positives. Extending the analysis to low risk ROP, the system did not provide such reliable results. The system is a valuable tool for identifying infants who are not likely to develop high-risk ROP and this could help to substantially reduce the number of preterm infants in need of regular ROP screening. It is not suitable for predicting the development of less serious forms of ROP which is however in accordance with the declared aims of the WinROP system.

  18. [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.

  19. Modelling relationships between match events and match outcome in elite football.

    Science.gov (United States)

    Liu, Hongyou; Hopkins, Will G; Gómez, Miguel-Angel

    2016-08-01

    Identifying match events that are related to match outcome is an important task in football match analysis. Here we have used generalised mixed linear modelling to determine relationships of 16 football match events and 1 contextual variable (game location: home/away) with the match outcome. Statistics of 320 close matches (goal difference ≤ 2) of season 2012-2013 in the Spanish First Division Professional Football League were analysed. Relationships were evaluated with magnitude-based inferences and were expressed as extra matches won or lost per 10 close matches for an increase of two within-team or between-team standard deviations (SD) of the match event (representing effects of changes in team values from match to match and of differences between average team values, respectively). There was a moderate positive within-team effect from shots on target (3.4 extra wins per 10 matches; 99% confidence limits ±1.0), and a small positive within-team effect from total shots (1.7 extra wins; ±1.0). Effects of most other match events were related to ball possession, which had a small negative within-team effect (1.2 extra losses; ±1.0) but a small positive between-team effect (1.7 extra wins; ±1.4). Game location showed a small positive within-team effect (1.9 extra wins; ±0.9). In analyses of nine combinations of team and opposition end-of-season rank (classified as high, medium, low), almost all between-team effects were unclear, while within-team effects varied depending on the strength of team and opposition. Some of these findings will be useful to coaches and performance analysts when planning training sessions and match tactics.

  20. Design Smart Games with requirements, generate them with a Click, and revise them with a GUIs

    Directory of Open Access Journals (Sweden)

    Vincenza COFINI

    2012-12-01

    Full Text Available TERENCE is an FP7 ICT European project that is developing an adaptive learning system for supporting poor comprehenders and their educators. Its learning material are books of stories and games. The games are specialised into smart games, which stimulate inference-making for story comprehension, and relaxing games, which stimulate visual perception and not story comprehension. The paper focuses on smart games. It first describes the TERENCE system architecture, thus delves into the design of smart games starting from the requirements and their automated generation, by highlighting the role of the reasoning module therein. Finally, it outlines the manual revision of the generated smart games, and ends with short conclusions about the planned improvements on the automated generation process.