Search results for "GAME"
showing 10 items of 1663 documents
Is Andy Murray More British Than Scottish? It Depends on His Success! Game Outcome and the MOATing Effect
2020
Prior research indicates that when we shared a part of a social identity with others, we tend to include or exclude them from our in-group depending on their success and failure. In this research, we investigated the extent to which this strategy (i.e., MOATing, “moving others away/toward the in-group”) is used for self-enhancement as compared to self-protection. Our experiment included a stereotype measure that assessed whether others were perceived as more typical of the in-group or the out-group. The results generally replicate those of prior research and suggest that MOATing primarily serves a self-enhancement function. We discuss theoretical and methodological implications.
Dynamic Demand and Mean-Field Games
2017
Within the realm of smart buildings and smart cities,\ud dynamic response management is playing an ever-increasing\ud role thus attracting the attention of scientists from different\ud disciplines. Dynamic demand response management involves a\ud set of operations aiming at decentralizing the control of loads\ud in large and complex power networks. Each single appliance\ud is fully responsive and readjusts its energy demand to the\ud overall network load. A main issue is related to mains frequency\ud oscillations resulting from an unbalance between supply and\ud demand. In a nutshell, this paper contributes to the topic by\ud equipping each signal consumer with strategic insight. In particu…
Robust linear quadratic mean-field games in crowd-seeking social networks.
2013
We consider a social network where opinions evolve following a stochastic averaging process under the influence of adversarial disturbances. We provide a robust mean-field game model in the spirit of H∞-optimal control, establish existence of a mean-field equilibrium, and analyze its stochastic stability.
Balanced difficulty task finder: an adaptive recommendation method for learning tasks based on the concept of state of flow
2020
An adaptive task difficulty assignment method which we reckon as balanced difficulty task finder (BDTF) is proposed in this paper. The aim is to recommend tasks to a learner using a trade-off between skills of the learner and difficulty of the tasks such that the learner experiences a state of flow during the learning. Flow is a mental state that psychologists refer to when someone is completely immersed in an activity. Flow state is a multidisciplinary field of research and has been studied not only in psychology, but also neuroscience, education, sport, and games. The idea behind this paper is to try to achieve a flow state in a similar way as Elo’s chess skill rating (Glickman in Am Ches…
Playing with Time in Digital Fiction
2015
The exceptional quality of digital fictions lies in their inherently dynamic nature, how they may be flexibly programmed to generate new content and alter the already existing contents. This adds a new temporal level, compared to traditional fictions. Digital games, especially, incorporate aspects of simulation and narration in their structure. As interactive and dynamic media form, games are specifically temporal in nature. They offer us the flexibility and preciseness of digital simulations, with the potential of psychologically engaging narrative qualities, which together open up a whole new field of experimenting with temporally dynamic media. Much of the new media fictions partake in a…
The Use of Game World Tasks Concepts in Higher Education
2016
The link between tasks presented in games and tasks used in higher education might have more in common than we think. Analysing how tasks work in games and applying those structures to higher education teaching can enable teachers to develop more creative, situated and exciting tasks for their students. In addition, it can improve communication and feedback. Analysis shows that tasks are an area where elements of gamification work. This article looks into the possibility of reproducing the flexibility and key components of game tasks in actual tasks in higher education. We look at the challenges and limitations and ways to solve them. Therefore, we analyse the concept of quest-logs in games…
Machine Learning: An Overview and Applications in Pharmacogenetics.
2021
This narrative review aims to provide an overview of the main Machine Learning (ML) techniques and their applications in pharmacogenetics (such as antidepressant, anti-cancer and warfarin drugs) over the past 10 years. ML deals with the study, the design and the development of algorithms that give computers capability to learn without being explicitly programmed. ML is a sub-field of artificial intelligence, and to date, it has demonstrated satisfactory performance on a wide range of tasks in biomedicine. According to the final goal, ML can be defined as Supervised (SML) or as Unsupervised (UML). SML techniques are applied when prediction is the focus of the research. On the other hand, UML…
Introduction to Expanding Universes : Exploring Games and Transmedial Ways of World-building
2018
Transmedia is a wide concept, as by definition, it is a network of various media forms. It includes also games, both digital and more traditional forms of games. Transmedia productions are often built around a certain television series, but in some cases a digital game has been the core production as well. Games, however, have not been looked at in detail in their role as a part of a transmedia whole. It is important to pay attention to the specificity of games as a media form, to their product-audience relation, and to the way how they incorporate playfulness into that relation. Even in cases where games are just a minor part of the production, the playfulness involved in transmedia user p…
The relationship between professional tournament structure on the national level and success in men's professional tennis.
2003
This article discusses the relationship between a nation's men's professional tennis tournament structure and that nation's success in the international men's game. The 2002 men's professional tennis tournament calendar provided the distribution of events on the top thirty nations. Criteria for a nation's success in men's professional tennis were: nation's number of players with ATP points, nation's number of players in the top 200 ranking, and the combined ATP ranking of a nation's top 5 male players. Pearson correlations were performed between the number of tournaments and each criterion. Results showed a considerable variation in the number of events ranging between 67 (United States) an…
Nörttikulttuurin identiteettikriisi
2020
Nörttikulttuuri on identiteettikriisissä. Perinteisesti nörttimäisinä pidetyt käytänteet ja kulttuurituotteet ovat siirtyneet lähemmäs valtavirtaa, mikä on häivyttänyt rajaa nörttien ja muiden median ja teknologian käyttäjien välillä. Nörttikulttuurin sisälle tämä on heijastunut kiistaksi siitä, kuka saa osallistua nörttikulttuurin kuluttamiseen, tuottamiseen ja määrittelyyn, ja millä tavoin. Stereotypia nörttikulttuurista valkoisten heteromiesten maskuliinisena kenttänä ei koskaan ole pitänyt täysin paikkansa, mutta 2000-luvulla väitteen totuudellisuus on murentunut entisestään.
 Tässä artikkelissa tarkastelemme nörttiyden kriisiä kolmen tapaustutkimuksen kautta ja analysoimme, mitä G…