Search results for "GAME"

showing 10 items of 1663 documents

Syöpää, sotaa ja masennusta

2018

autobiographical approachnarratiivisuusgame researchomaelämäkerrallisuusvideopelitepäonnistuminenvideo gamesnarrativitypelitutkimusfailure
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Welfare, Home Market Effects, and Horizontal Foreign Direct Investment

2005

We investigate the spatial distribution and organization of an imperfectly competitive industry when firms may choose to operate more than a single production unit. Focusing on a short-run setting with a fixed mass of firms, we fully characterize the spatial equilibria analytically. Comparing the equilibrium and the first-best, we show that both organizational and spatial inefficiencies may arise. In particular, when fixed costs are low enough the market outcome may well lead to overinvestment and, therefore, to too many multinationals operating from a social point of view. Furthermore, once multinationals are taken into account, the market outcome may well lead too little agglomeration.

MicroeconomicsLead (geology)Economies of agglomerationmedia_common.quotation_subjectEconomicsForeign direct investmentDiscount pointsFixed costImperfect competitionWelfareOutcome (game theory)media_commonSSRN Electronic Journal
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Prior mathematics achievement, cognitive appraisals and anxiety as predictors of Finnish students’ later mathematics performance and career orientati…

2010

The aim of this two‐year longitudinal study was to investigate the role and impact of prior mathematics performance, cognitive appraisals and mathematics‐specific, affective anxiety in determining later mathematics achievement and future career orientation among Finnish adolescents. The basic ideas of the control‐value theory, assumed to be culturally universal, and previous controversial results regarding the relationship between mathematics anxiety and mathematics achievement were tested in the Finnish cultural context with a longitudinal design. The key premise of the control‐value theory is that control and value appraisals are significant determinants of both activity and outcome achie…

Longitudinal study4. Educationmedia_common.quotation_subject05 social sciences050301 educationExperimental and Cognitive PsychologyCognitionAcademic achievementOutcome (game theory)050105 experimental psychologyMathematical anxietyEducationDevelopmental psychologyDevelopmental and Educational PsychologymedicinePersonalityAnxiety0501 psychology and cognitive sciencesmedicine.symptomPsychology0503 educationValue (mathematics)media_commonEducational Psychology
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Developing Online Collaborative Games for e-Learning Environments

2014

Based on our experience, we believe that games, competition and teamwork offer a pleasant and active way of learning. This is much more efficient when the learner has a smile on his face, when he is astonished and curious about next levels and finds the game sufficiently challenging and fun to try again. Our application proposal has the purpose of implementing an e-Learning platform for improving the teaching and learning process in somewhat abstract domains, such as computer architecture or object oriented programming, with the help of games. These games are time-dependent and are able to support collaboration between groups. To this date there are two learning games implemented: a crosswo…

Game mechanicsTeamworkObject-oriented programmingMultimediaComputer scienceProcess (engineering)E-learning (theory)media_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreTurns rounds and time-keeping systems in gamesJigsawVideo game designcomputermedia_common
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Stackelberg Equilibrium with Many Leaders and Followers. The Case of Setup Costs

2016

I provide conditions that guarantee that a Stackelberg game with a setup cost and an integer number of leaders and followers has an equilibrium in pure strategies. The main feature of the game is that when the marginal follower leaves the market the price jumps up, so that a leader’s payoff is neither continuous nor quasiconcave. To show existence I check that a leader’s value function satisfies the following single crossing condition: When the other leaders produce more the leader never accommodates entry of more followers. If demand is strictly logconcave, and if marginal costs are both non decreasing and not flatter than average costs, then a Stackelberg equilibrium exists. Besides showi…

MicroeconomicsMarginal costQuasiconvex functionBellman equationStochastic gameEconomicsStackelberg competitionDeterrence theoryMarket powerCournot competitionMathematical economicsSSRN Electronic Journal
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Conflict, Evolution, Hegemony, and the Power of the State

2013

In a model of evolution driven by conflict between societies more powerful states have an advantage. When the influence of outsiders is small we show that this results in a tendency to hegemony. In a simple example in which institutions differ in their “exclusiveness” we find that these hegemonies will be inefficiently “extractive” in the sense of having inefficiently high taxes, high compensation for state officials, and low welfare.

jel:C70jel:A10jel:D73jel:D63jel:D74jel:C72jel:D71jel:C73jel:D61jel:D72jel:D00jel:D01jel:D78jel:D42jel:C00jel:D02jel:D03jel:D0jel:C0jel:A0jel:D3jel:A1Game theory
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Motivating Physical Activity for Individuals with Intellectual Disability through Indoor Bike Cycling and Exergaming.

2022

People with intellectual disabilities have more sedentary lifestyles than the general population. Regular physical activity is of both medical and social importance, reducing the risk of cardiovascular disease and promoting functioning in everyday life. Exergames have been envisioned for promoting physical activity; however, most of them are not user-friendly for individuals with intellectual disabilities. In this paper, we report the design, development, and user acceptance of a mobile health solution connected to sensors to motivate physical activity. The system is mounted on an indoor stationary bicycle and an ergometer bike tailored for people with intellectual disabilities. The develop…

VDP::Medisinske Fag: 700::Helsefag: 800Health Toxicology and MutagenesisIntellectual DisabilityPublic Health Environmental and Occupational HealthHumansintellectual disability; physical activity; mHealth; exergames; gamificationExerciseExergamingBicyclingInternational journal of environmental research and public health
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Commentary: Long-term Practice with Domain-Specific Task Constraints Influences Perceptual Skills.

2018

small-sided gamesfootballskill acquisitionlcsh:BF1-990050105 experimental psychologyfutsalSkill transferDomain (software engineering)Task (project management)Dreyfus model of skill acquisition03 medical and health sciences0302 clinical medicinePerceptual learningtalent development/dk/atira/pure/subjectarea/asjc/3200Small sided gamesPsychology0501 psychology and cognitive sciencesPsychology(all)General PsychologyGeneral Commentary05 social sciencestalentC640030229 sport sciencessoccerTerm (time)Talent developmentrepresentative designlcsh:PsychologyconstraintsPsychologytransferCognitive psychologyFrontiers in psychology
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The Average State Complexity of the Star of a Finite Set of Words Is Linear

2008

We prove that, for the uniform distribution over all sets Xof m(that is a fixed integer) non-empty words whose sum of lengths is n, $\mathcal{D}_X$, one of the usual deterministic automata recognizing X*, has on average $\mathcal{O}(n)$ states and that the average state complexity of X*is i¾?(n). We also show that the average time complexity of the computation of the automaton $\mathcal{D}_X$ is $\mathcal{O}(n\log n)$, when the alphabet is of size at least three.

Uniform distribution (continuous)ComputationStar (game theory)0102 computer and information sciences02 engineering and technology[INFO.INFO-DM]Computer Science [cs]/Discrete Mathematics [cs.DM]01 natural sciencesCombinatoricsInteger0202 electrical engineering electronic engineering information engineeringTime complexityFinite setMathematicsstar operationDiscrete mathematicsaverage case analysistate complexity16. Peace & justiceBinary logarithm[INFO.INFO-DM] Computer Science [cs]/Discrete Mathematics [cs.DM]automatonState complexity010201 computation theory & mathematicsfinite language020201 artificial intelligence & image processingComputer Science::Formal Languages and Automata Theory
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A VR-Enhanced Rollover Car Simulator and Edutainment Application for Increasing Seat Belt Use Awareness

2021

Most countries have active road safety policies that seek the objective of reducing deaths in traffic accidents. One of the main factors in this regard is the awareness of the safety measures, one of the most important being the correct usage of the seat belt, a device that is known to save thousands of lives every year. The presented work shows a VR-enhanced edutainment application designed to increase awareness on the use of seat belts. For this goal, a motorized rollover system was developed that, synchronized with a VR application (shown in a head-mounted display for each user inside a real car), rolls over this car with up to four passengers inside. This way, users feel the sensations …

Computer Networks and CommunicationsComputer scienceContext (language use)02 engineering and technologySerious gameVirtual realitylaw.inventiontraffic safetyAeronauticslaw0202 electrical engineering electronic engineering information engineeringSeat beltPer capitagamificationawarenessserious gameSeguretat viària05 social sciencesedutainment050301 education020207 software engineeringQA75.5-76.95RolloverHuman-Computer InteractionRisk perceptionPsicologiaWork (electrical)Electronic computers. Computer sciencevirtual realityseat beltrollover simulator0503 educationComputers
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