Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

On symmetric nonlocal games

2013

Abstract Nonlocal games are used to display differences between the classical and quantum world. In this paper, we study symmetric XOR games, which form an important subset of nonlocal games. We give simple methods for calculating the classical and the quantum values for symmetric XOR games with one-bit input per player. We illustrate those methods with two examples. One example is an N -player game (due to Ardehali (1992) [3] ) that provides the maximum quantum-over-classical advantage. The second example comes from generalization of CHSH game by letting the referee to choose arbitrary symmetric distribution of players’ inputs.

Discrete mathematicsComputer Science::Computer Science and Game TheoryGeneral Computer ScienceQuantum pseudo-telepathyGeneralizationSymmetric gameComputingMilieux_PERSONALCOMPUTINGCombinatorial game theoryTheoryofComputation_GENERALSymmetric probability distributionTheoretical Computer ScienceSimple (abstract algebra)Quantum worldMathematical economicsQuantumMathematicsTheoretical Computer Science
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Digital Games in Early Childhood: Broadening Definitions of Learning, Literacy, and Play

2017

Digital games attract children and young people with imaginary worlds, fascinating stories, and shared experiences with peers. They also can add children’s learning and motivation and offer a variety of new affordances to explore and play with. The pedagogical use of digital games has been found to potentially intensify a more critical use and understanding of varied forms of media. In this chapter, we will focus on analyzing the role of digital games in early childhood, especially from the perspectives of learning, literacy, and play. This chapter examines digital games as playing an essential role in young children’s overall technology experiences, particularly in the context of the socia…

Early childhood educationoppiminenmedia_common.quotation_subjectContext (language use)GeneralLiterature_MISCELLANEOUSLiteracyvarhaislapsuus050906 social workPolitical sciencePedagogyMathematics educationEarly childhoodAffordancemedia_commonleikki05 social sciencesFictional universeComputingMilieux_PERSONALCOMPUTING050301 educationVariety (cybernetics)Social dynamicslukutaitoplay0509 other social sciences0503 educationdigitaaliset pelit
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CHRIS/PROBA toolbox for hyperspectral and multiangular data exploitations

2009

The project CHRIS/Proba Toolbox for BEAM (CHRIS-Box) has been developed in order to support users of data from the CHRIS sensor onboard of ESA's Proba platform. BEAM and the CHRIS-Box are user tools which ESA/ESRTN are providing free of charge to the Earth Observation Community. The CHRIS-Box software provides extensions for BEAM that allows accomplishing the following tasks: a) Noise reduction to remove the vertical striping and other noise present in CHRIS response-corrected images; b) Cloud screening to mark cloudy pixels in CHRIS noise-corrected images; the cloud screening algorithm provides cloud probability and abundances for each pixel; c) Atmospheric correction that provides surface…

Earth observationPixelbusiness.industryComputer scienceAtmospheric correctionComputingMilieux_PERSONALCOMPUTINGHyperspectral imagingReflectivityGeneralLiterature_MISCELLANEOUSPhysics::History of PhysicsComputer visionArtificial intelligenceNoise (video)businessGeographic coordinate systemRemote sensingInternational Geoscience and Remote Sensing Symposium (IGARSS)
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Public Institutions as Learning Environments in Finland

2012

Public cultural institutions in this article are understood to be a part of the built up environment. The services provided by these are available to all citizens in Finland. These include: libraries, museums, various art institutions, theatres, music institutions and science centres. The expertise of the writers of the article is based on museums and libraries as learning environments, so the content of the article will focus on them. Finland has a broad network of public libraries and museums.

Economic growthInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)business.industry4. EducationLearning environment05 social sciencesLifelong learningComputingMilieux_PERSONALCOMPUTING050301 educationPublic institutionSchool libraryPublic relationsCultural heritageBusinessCultural institution0509 other social sciences050904 information & library sciences0503 education
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Financial wealth, socioemotional wealth, and founder exits: an empirical examination of Chinese IPOs

2021

Initial public offerings (IPOs) are typically viewed as the peak of entrepreneurial success, providing founder-CEOs a chance to profitably exit. Founder-CEOs, however, are often motivated by non-financial considerations in addition to the desire to amass wealth. According to the behavioral agency model, the founder-CEOs’ framing of gains vs. losses of their wealth creation at IPO determines their risk aversion vs. risk taking behaviors. In addition, the behavioral agency model argues that founder-CEOs with a great deal of socioemotional wealth fear losing that wealth. This fear will attenuate their aversion to losing financial wealth. To test our model, we collected a sample of 130 entrepre…

Economics and Econometrics050208 financeComputingMilieux_THECOMPUTINGPROFESSIONSocioemotional selectivity theory05 social sciencesComputingMilieux_PERSONALCOMPUTINGComputingMilieux_LEGALASPECTSOFCOMPUTINGMonetary economicsDevelopmentGeneralLiterature_MISCELLANEOUSVDP::Samfunnsvitenskap: 200::Økonomi: 210Empirical examination0502 economics and businessFinancial wealthBusinessBusiness and International ManagementChinaInitial public offering050203 business & management
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Do individuals with higher cognitive ability play more strategically?

2016

Abstract This paper experimentally analyses the relationship between cognitive ability and strategic behaviour. In our experiment, individuals play in a sequential game, where computing the equilibrium is challenging. On completion of the game, we measure each player’s cognitive ability using Raven’s Progressive Matrices test. Our results reveal that the number of strategic decisions (played in the sequential game) increases significantly among those individuals with higher cognitive ability (measured by Raven’s test), compared to those with lower cognitive ability. These results clearly confirm that individuals with higher cognitive abilities play more strategically.

Economics and Econometrics050208 financeSequential game05 social sciencesComputingMilieux_PERSONALCOMPUTINGGeneral Social SciencesCognitionTest (assessment)Developmental psychologyRaven's Progressive Matrices0502 economics and business050207 economicsPsychologyhuman activitiesApplied PsychologyJournal of Behavioral and Experimental Economics
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El juego motor como herramienta metodológica para niños y niñas con diversidad funcional

2015

This article suggests using motor games as a methodological tool in the Young Athletes Program of Special Olympics or with any child with any kind of disability. After contextualizing what is the Young Athletes Program, an analysis about the motor games is carried out taking into account several definitions. Some of its advantages are also set forth given the fact that motor games not only enhance the children's physical developement, but they favour an integrated development. Several games are presented in order to show some ideas that might be used taking advantage of all the benefits that have been stated.

Educació socialComputingMilieux_PERSONALCOMPUTINGEducació especialAfectivitat
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HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

2015

This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing …

EngineeringProcess (engineering)media_common.quotation_subjectPhysical activityIncreased physical activityphysical activityentertainment; physical activity; video games; children; playgrounds; ubiquitous02 engineering and technologycomputer.software_genrelcsh:Chemical technologyBiochemistryArticleAnalytical ChemistryEntertainmentWearable Electronic DevicesNonverbal communicationentertainmentchildren0202 electrical engineering electronic engineering information engineeringHumansLearning0501 psychology and cognitive sciencesNarrativelcsh:TP1-1185Electrical and Electronic EngineeringExerciseInstrumentation050107 human factorsmedia_commonTeamworkSchoolsMultimediabusiness.industryCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTING020207 software engineeringvideo gamesCreativityMobile ApplicationsAtomic and Molecular Physics and OpticsubiquitousplaygroundsbusinesscomputerSensors; Volume 16; Issue 4; Pages: 586
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How Are Agile Methods and Practices Deployed in Video Game Development? A Survey into Finnish Game Studios

2013

Agile methods and practices are largely deployed in software engineering. Game development shares many features that have given rise to the emergence of agility in software engineering. There is, however, a lack of understanding of the extent to which agile methods and practices are actually deployed in video game development and with which impacts. This paper reports on a survey into Finnish game studios. It shows that Scrum and, to a lesser degree, XP and Kanban are frequently used in the game studios. The most positive impacts of agility concern communication, quality of video games, and finding fun and implementable features earlier.

EngineeringVideo game developmentMultimediabusiness.industryGame design documentmedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreScrumEngineering managementKanban (development)Quality (business)businessGame DevelopercomputerStudioAgile software developmentmedia_common
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Towards a Deep Reinforcement Learning Approach for Tower Line Wars

2017

There have been numerous breakthroughs with reinforcement learning in the recent years, perhaps most notably on Deep Reinforcement Learning successfully playing and winning relatively advanced computer games. There is undoubtedly an anticipation that Deep Reinforcement Learning will play a major role when the first AI masters the complicated game plays needed to beat a professional Real-Time Strategy game player. For this to be possible, there needs to be a game environment that targets and fosters AI research, and specifically Deep Reinforcement Learning. Some game environments already exist, however, these are either overly simplistic such as Atari 2600 or complex such as Starcraft II fro…

EntertainmentCognitive sciencebusiness.industryComputer scienceDeep learningComputingMilieux_PERSONALCOMPUTINGQ-learningReinforcement learningArtificial intelligencebusinessGame player
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