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.

StereotypingSocial Identificationmedia_common.quotation_subject05 social sciences050109 social psychologyStereotype030229 sport sciencesOutcome (game theory)03 medical and health sciences0302 clinical medicineScotlandPerceptionEthnicityHumans0501 psychology and cognitive sciencesPsychologySocial identity theorySocial psychologyGeneral Psychologymedia_commonPsychological Reports
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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…

Stochastic control0209 industrial biotechnologyeducation.field_of_studyMains electricityComputer sciencebusiness.industryStochastic process020209 energyPopulationMean-field games power networks stochastic stability02 engineering and technologyIndustrial engineeringComputer Science ApplicationsSupply and demandVehicle dynamics020901 industrial engineering & automationControl and Systems EngineeringControl theoryDynamic demand0202 electrical engineering electronic engineering information engineeringSettore MAT/09 - Ricerca OperativaElectrical and Electronic EngineeringeducationbusinessBuilding automationIEEE Transactions on Automatic Control
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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.

Stochastic controlContinuous-time stochastic processMathematical optimizationSocial networkStochastic processbusiness.industryControl (management)mean field gamesRobust controlStochastic neural networkbusinessGame theoryMathematical economicsMathematics
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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…

Stochastic point locationComputer scienceCognitive NeuroscienceGame ranking systemsAnalogyIntelligent tutoring system02 engineering and technologyField (computer science)Intelligent tutoring systemAdjusting delayed matching-to-sampleTask (project management)03 medical and health sciences0302 clinical medicineHuman–computer interaction0202 electrical engineering electronic engineering information engineeringStochastic point locationsVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550State of flowTrueSkillSpaced retrievalComputerized adaptive testingComputingMilieux_PERSONALCOMPUTINGIntelligent tutoring systemsOnline learning020201 artificial intelligence & image processingComputerized adaptive testingState (computer science)Adaptive task difficulties030217 neurology & neurosurgeryResearch ArticleAdaptive task difficultyCognitive Neurodynamics
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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…

Structure (mathematical logic)Flexibility (engineering)Cognitive scienceLiteraturetemporaalisuusbusiness.industryField (Bourdieu)media_common.quotation_subjectthe Spore (game)ComputingMilieux_PERSONALCOMPUTINGkerrontaTemporalityArtNew mediathe Braid (game)WrightQuality (philosophy)fictional timeNarrativesimulointibusinessdigital fictionmedia_common
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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…

Structure (mathematical logic)Game art design060102 archaeologyHigher educationbusiness.industryGame design documentComputer science05 social sciencesFlexibility (personality)06 humanities and the arts050105 experimental psychologyGame designHuman–computer interactionSituatedMathematics education0501 psychology and cognitive sciences0601 history and archaeologybusinessGame Developer
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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…

Structure (mathematical logic)Pharmacogenetics Supervised machine learning Unsupervised machine learningComputer sciencebusiness.industryComputational BiologyReviewQH426-470Machine learningcomputer.software_genreOutcome (game theory)Machine LearningUnified Modeling LanguagePharmacogeneticsGeneticsUnsupervised learningNarrative reviewsupervised machine learningArtificial intelligencebusinesscomputerunsupervised machine learningGenetics (clinical)BiomedicinePharmacogeneticscomputer.programming_languageGenes
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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…

Structure (mathematical logic)ScrutinyRelation (database)business.industryTelevision seriesMedia studiesComputingMilieux_PERSONALCOMPUTINGtransmediaCore (game theory)pelitUser experience designSelection (linguistics)Sociologybusinessgames
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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…

Structure (mathematical logic)business.industryDistribution (economics)Physical Therapy Sports Therapy and RehabilitationVariation (game tree)Competition (economics)RankingTennisEliteHumansOrthopedics and Sports MedicineNational levelTournamentMarketingbusinessPsychologySimulationJournal of science and medicine in sport
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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…

SubcultureGeekWhite (horse)Identity crisisClose readingMedia studiesmedicineIdentity (social science)MainstreamSociologyGamergatemedicine.diseaseLähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu
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