Search results for "ComputingMilieux_PERSONALCOMPUTING"
showing 10 items of 256 documents
Multi-Authored Manuscripts and Speedup in Academic Publishing
2014
It is unfair to count a n-authored paper as one paper for each coauthor, i.e., as n papers: this is “feeding the multitude”. Sharing the credit among coauthors by percentages or by simply dividing by n is fairer but somewhat harsh. So, we propose to take into account the productivity gains of parallelization by introducing a team bonus function that multiplies the allocation thereby increasing the credit allocated to each coauthor.The degree of parallelization cannot be determined exogenously discipline by discipline. So, one may propose that each team of coauthors indicates how the labor was organized to produce the paper. Unfortunately, the coauthors may systematically bias their answers …
Temporal Fairness Provisioning in Multi-Rate Contention-Based 802.11e WLANs
2005
The IEEE 802.11e extensions for QoS support in WLAN define the transmission opportunity (TXOP) concept, in order to limit the channel holding times of the contending stations in the presence of delay-sensitive traffic. We evaluate the use of TXOP for a different purpose: "temporal fairness" provisioning among stations employing different data rates. We show that the equalization of the channel access times allows each station to obtain its throughput basically (1) proportional to its transmission rate, and (2) independent of the transmitted frame length. This also improves the aggregate throughput of the overall WLAN. For a given TXOP limit, i.e., a granted channel access time, a station is…
Product Placement in Video Games as a Marketing Strategy: An Attempt to Analysis in Disney Company
2011
What is the best marketing strategy in video games? The literature is not unanimous in upholding the best strategy. Researchers investigating advertising effectiveness disagree on the value of product placement in video games and the methods firms should use with product placement strategies. The state of the question now must figure out the dichotomy between two perspectives: to identify the differences in the effectiveness of product placement in video games when using “traditional placement approaches” compared to the “branded entertainment approach”. The “traditional approach” to product placement in video games involves the product appearing as a visual object that is passive, used by …
Two Overwatch Player Profiles
2022
AbstractWe pursue Overwatch player profiles via a statistical cluster analysis of survey data from the UK (N = 1089) and the USA (N = 417). The profiles are based on the players’ activity, challenge, and experiential preferences as well as motivations. Our analytical process produces six esports player clusters, two of which with Overwatch. The first (OW1) plays mainly Overwatch and Fortnite on a console, and they enjoy diverse types of non-competitive play elements more than other esports players. The second cluster (OW2) plays mainly Overwatch and League of Legends on a PC, and despite appearing more “competitive”, they did not report more competitive preferences. We suggest that the alle…
Comparison of Game-Related Statistics in Men's International Championships between Winning and Losing Teams according to Margin of Victory
2014
The aims of this study were (i) to compare water polo game-related statistics by game outcome (winning and losing teams) and margins of victory (close games, unbalanced games, and very unbalanced games), and (ii) to identify characteristics that mark the differences in performances for each group of margin of victory. The game-related statistics of the 308 men's matches played in seven International Championships (Olympic Games, World and European Championships) were analysed. A cluster analysis established three groups (close games, unbalanced games, and very unbalanced games) according to the margin of victory. Differences between game outcomes (winning or losing teams) and margins of vic…
Shared Situational Awareness in a Professional Soccer Team: An Explorative Analysis of Post-Performance Interviews
2020
Sport science research has done little to elaborate on the cognitive factors that turn a collection of individual players into a coordinated elite team. The purpose of this paper is to clarify if the players and coach of an elite soccer team express shared situational awareness. Ten players and one coach were exposed to twelve video pictures from a previous soccer match, and their statements for each picture were recorded and analyzed using a qualitative approach. Two of five game situations were with ball possession and three out of seven were without ball possession
Towards Experiencing Eating as a Form of Play
2018
There is an increasing trend in interaction design to engage with food. We note that most prior work targets instrumental benefits (for example see food tracking apps to manage nutritional intake). In contrast, in this article, we highlight the potential of technology to support eating as a form of play. We reflect on our own work to articulate two design strategies for game designers on how they can facilitate playful eating experiences using novel technologies. Ultimately, with our work, we aim to facilitate a more playful engagement around the way we eat.
Large Networks of Dynamic Agents: Consensus under Adversarial Disturbances
2012
This paper studies interactions among homogeneous social groups within the framework of large population games. Each group is represented by a network and the behavior described by a two-player repeated game. The contribution is three-fold. Beyond the idea of providing a novel two-level model with repeated games at a lower level and population games at a higher level, we also establish a mean field equilibrium and study state feedback best-response strategies as well as worst-case adversarial disturbances in that context.
Early Television Video Game Tournaments as Sports Spectacles
2020
This article looks at two televised video game tournaments from the 1980’s from the viewpoint of sports spectacle. Through the analysis of the television episodes and comparison to modern eSports-scene, the aim is to see, if there were similarities or differences between sports broadcasting and video game broadcasting at the time. The article suggests that because of visual choices made in sports broadcasting, the video game tournaments adapted this style coincidentally, which might have affected the style of eSports-broadcasting later. nonPeerReviewed
A Qualitative Exploration of Collective Collapse in a Norwegian Qualifying Premier League Soccer Match—The Successful Team's Perspective
2022
The current case study focused on a crucial match in the qualification for the Norwegian Premier League (Eliteserien). In the match, the participants of the study experienced a radical change in performance toward the end of the second half, from being behind by several goals to scoring 3 goals in 6 min and winning the qualifying game. The purpose of this study was therefore to examine the perceptions and reflections of players and coaches (sporting director) on what occurred within their own team and within the opposing team. The momentum shift in the opposition team can be described as a collective collapse. In the study, the theoretical collective collapse process model was used as a gui…