Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

Vibration Control of a High-Speed Precision Servo Numerically Controlled Punching Press: Multidomain Simulation and Experiments

2017

A three-degree-of-freedom mathematical vibration model of a high-speed punching press was developed in order to explore the vibration modes of the punching press. A multidomain model of the punching press was established to predict the kinematic state during different conditions, as well as the effects of load fluctuation on the motor speed. Experimental measurements of the acceleration of the punching press were carried out. The results comparison reveals that the multidomain model is consistent with the vibration model and the experimental measurements. Modal analysis and structure modification of the punching press were conducted. The foundation at the base of the punching press was impr…

0209 industrial biotechnologyEngineeringArticle SubjectModal analysisVibration controlMechanical engineeringCondensed Matter Physic02 engineering and technologyKinematicsAcceleration020901 industrial engineering & automation0203 mechanical engineeringMechanics of MaterialPunchingCivil and Structural Engineeringbusiness.industryMechanical EngineeringComputingMilieux_PERSONALCOMPUTINGStructural engineeringGeotechnical Engineering and Engineering GeologyCondensed Matter PhysicsStrength of materialslcsh:QC1-999Vibration020303 mechanical engineering & transportsMechanics of Materialsbusinesslcsh:PhysicsServoShock and Vibration
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Strategic Thinking under social influence: Scalability, stability and robustness of allocations

2016

This paper studies the strategic behavior of a large number of game designers and studies the scalability, stability and robustness of their allocations in a large number of homogeneous coalitional games with transferable utilities (TU). For each TU game, the characteristic function is a continuous-time stochastic process. In each game, a game designer allocates revenues based on the extra reward that a coalition has received up to the current time and the extra reward that the same coalition has received in the other games. The approach is based on the theory of mean-field games with heterogeneous groups in a multi-population regime.

0209 industrial biotechnologyNon-cooperative gameGame mechanicsSequential gameComputer scienceComputingMilieux_PERSONALCOMPUTINGGeneral EngineeringCombinatorial game theory02 engineering and technology01 natural sciencesOptimal control010101 applied mathematicsMicroeconomicsDifferential game020901 industrial engineering & automationMean-field gameRepeated gameSimultaneous gameMean-field games; Coalitional game theory; Differential games; Optimal controlCoalitional game theorySettore MAT/09 - Ricerca Operativa0101 mathematicsVideo game designGame theoryMathematical economics
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Serious Game Design for Flooding Triggered by Extreme Weather

2017

Managing crises with limited resources through a serious game is deemed as one of the ways of training and can be regarded as an alternative to a table-top exercise. This article presents the so-called “Operasjon Tyrsdal” serious game, inspired by a real case of extreme weather that hit the west coast of Norway. This reference case is used to add realism to the game. The game is designed for a single player, while the mechanics are framed in such a way that the player will have limited resources, and elevated event pressure over time. Beside applying an iterative Scrum method with seven Sprint cycles, we combined the development work with desk research and used the involvement of testers, i…

021110 strategic defence & security studiesExtreme weatherComputer scienceComputingMilieux_PERSONALCOMPUTING0211 other engineering and technologies0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processing02 engineering and technologySerious gameWater resource managementFlooding (computer networking)International Journal of Information Systems for Crisis Response and Management
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A Grounded Theory of Elite Male Table Tennis Players’ Activity during Matches

2006

International audience; This article describes the main features of a collaborative project involving researchers, coaches, and elite table tennis players. The project was carried out between 1997 and 2002 with funding from the French Ministry of Youth and Sports, in response to a request by French Table Tennis Team coaches to improve the training of table tennis players. Matches were videotaped during international meets and followed by interviews during which the players described and commented on their activity as they viewed the tapes. A grounded theory of players' activity emerged from the data collected and the ensuing theoretical issues that were raised. The findings on table tennis …

05 social sciencesApplied psychologyComputingMilieux_PERSONALCOMPUTING[SHS.PSY]Humanities and Social Sciences/PsychologyCOACHES030229 sport sciencesPERFORMANCE050105 experimental psychologyGrounded theory[SHS.PSY] Humanities and Social Sciences/PsychologyCOMPETITIVE INTERACTION[ SHS.PSY ] Humanities and Social Sciences/Psychology03 medical and health sciences0302 clinical medicineReflexivityEliteCOGNITIONTable (database)0501 psychology and cognitive sciencesChristian ministryCompetitive interactionPsychologyApplied PsychologyThe Sport Psychologist
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Online Personal Narratives

2021

The aim of this chapter is to explore personal narratives and conversational stories of self-declared victims of abuse in the comments section of a knowledge-sharing platform, such as YouTube. The aim is to analyze the resemblance between the interaction and exchange of narratives in comments sections, on the one hand, and narrative group psychotherapy and self-help support groups, on the other. While previous research on storytelling mostly addresses professionally guided or produced narratives, this approach extends the production of these narratives to online communicative contexts. Firstly, the chapter looks at the theoretical tenets of storytelling. Secondly, a sociolinguistic, narrato…

050101 languages & linguistics0508 media and communicationsbusiness.industry05 social sciencesInternet privacyComputingMilieux_PERSONALCOMPUTING050801 communication & media studies0501 psychology and cognitive sciencesNarrativePsychologybusinessKnowledge sharing
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A reflection on the translation of sex-related language in audio-visual texts: the Spanish version of J.K. Rowling’sThe Casual Vacancy

2018

Studies on the way sex-related language has been approached in audio-visual translation are still rather limited. This article documents the range of solutions given in Spanish to the sex-related l...

050101 languages & linguisticsLinguistics and LanguageReflection (computer programming)030504 nursingCasual05 social sciencesComputingMilieux_PERSONALCOMPUTINGSpanish versionSex relatedTranslation (geometry)GeneralLiterature_MISCELLANEOUSLinguistics03 medical and health sciencesAudio visual0501 psychology and cognitive sciences0305 other medical sciencePsychologyRange (computer programming)Perspectives
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Fostering Dynamic Growth in New Ventures through Venture Capital: Conceptualizing Venture Capital Capabilities

2017

There is ample evidence of the influence of venture capital on the creation and growth of new ventures, yet scant attention has been paid to the heterogeneity of venture capitalists and their capacity to contribute to the dynamic growth of new ventures. This paper aims to contribute to the existing literature by exploring the notion that venture capitalists have beneficial effects on the growth of new ventures when they rely on a set of distinctive skills and processes that we associate with venture capital capabilities. We bridge the venture capital and resource-based view research streams to identify the foundational mechanisms of venture capital capabilities. We develop a set of proposit…

050208 financeSocial venture capitalVenture Capital Venture capital capabilities dynamic growthGeneralLiterature_INTRODUCTORYANDSURVEYStrategy and Management05 social sciencesGeography Planning and DevelopmentComputingMilieux_PERSONALCOMPUTINGNew VenturesVenture capitalGeneralLiterature_MISCELLANEOUSCommerce0502 economics and businessBusinessBeneficial effectsSettore SECS-P/08 - Economia E Gestione Delle Imprese050203 business & managementFinanceIndustrial organization
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Collaborative Game‐play as a Site for Participation and Situated Learning of a Second Language

2009

This paper addresses additional language learning as rooted in participation in the social activity of collaborative game‐play. Building on a social‐interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances for additional language learning. We describe how players engage with the language resources offered by the game, drawing on the vocabulary, constructions, prosodic features and utterances modelled on game dialogue, in building their own actions during collaborative play. With these resources, the players display their ongoing engagement with the g…

060201 languages & linguisticsVocabularyGame art designMultimediamedia_common.quotation_subjectSituated learning05 social sciencesComputingMilieux_PERSONALCOMPUTING050301 education06 humanities and the artsLanguage acquisitioncomputer.software_genreSecond-language acquisitionEducationGame design0602 languages and literatureMathematics educationSociologyGame Developer0503 educationcomputerVideo gamemedia_commonScandinavian Journal of Educational Research
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Effectance and control as determinants of video game enjoyment

2007

This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex. © 2007 Mary Ann Liebert, Inc.

AdultEngineeringInjury controlAdolescentAccident preventionControl (management)HappinessPoison controlComputer securitycomputer.software_genreUser-Computer InterfaceInteractivityHumansPerceived controlVideo gameApplied PsychologyAgedbusiness.industryCommunicationComputingMilieux_PERSONALCOMPUTINGGeneral MedicineConsumer BehaviorMiddle AgedPlay and PlaythingsHuman-Computer InteractionVideo GamesbusinesscomputerSocial psychology
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Technical, tactical and movement analysis of men's professional tennis on hard courts.

2018

Background There is very little information in tennis relating performance to both the movement of the players and the effectiveness of their shots. This study aimed to identify differences between winners and losers in the volume and intensity of their movements, as well as in the effectiveness of their shots. Methods Matches (N.=8) at the 2011 ATP 500 tournament in Valencia (Spain) were recorded and analyzed using SAGIT, a computerized vision-tracking system. Data were split into points for movement analysis, and into games for stroke analysis. Results Players winning points used more offensive strategies and spent more time in the offensive zone than point losers. They also forced point …

AdultMale060101 anthropologyMovementComputingMilieux_PERSONALCOMPUTINGOffensivePhysical Therapy Sports Therapy and RehabilitationAdvertising030229 sport sciences06 humanities and the artsAthletic PerformanceMovement analysis03 medical and health sciencesYoung Adult0302 clinical medicineSpainTennisHumans0601 history and archaeologyOrthopedics and Sports MedicineTournamentSports and Recreational FacilitiesPsychologyThe Journal of sports medicine and physical fitness
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