Search results for "GAME"

showing 10 items of 1663 documents

Adaptive Vocabulary Learning Environment for Late Talkers

2016

The main aim of this research is to provide children who have an early language delay with an adaptive way to train their vocabulary taking into account individuality of the learner. The suggested system is a mobile game-based learning environment which provides simple tasks where the learner chooses a picture that corresponds to a played back sound from multiple pictures presented on the screen. Our basic assumption is that the more similar the concepts (in our case, words) are, the harder the recognition task is. The system chooses the pictures to be presented on the screen by calculating the distances between the concepts in different dimensions. The distances are considered to consist o…

VocabularySLIComputer scienceProcess (engineering)media_common.quotation_subjectSpeech recognitioncomputer.software_genre050105 experimental psychologyTask (project management)self adaptive learning03 medical and health sciences0302 clinical medicineSimple (abstract algebra)Factor (programming language)Similarity (psychology)ta5160501 psychology and cognitive scienceslate talkersmedia_commoncomputer.programming_languageta113business.industryLearning environment05 social sciencesadaptive learningvocabulary learninggame-based learningFacilitationArtificial intelligencebusinesscomputer030217 neurology & neurosurgeryNatural language processingProceedings of the 8th International Conference on Computer Supported Education
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Vocational education approach: New TEL settings—new prospects for teachers' instructional activities?

2013

This study focuses on vocational education teachers’ instructional activities in a new technology-enhanced learning (TEL) setting. A content analysis is applied to investigate teachers’ and students’ interactions in a 3D game context. The findings illustrate that when teachers’ and students’ interactions are mediated by a game, teachers seem to apply different discussion activities to empower vocational learning than they do in traditional classroom settings. Additionally, the present study shows that teachers spontaneously develop new ways of supporting vocational learning processes. In more detail, two main types of instructional activities were identified: a “knowledge-providing” approac…

Vocational learningDesign-based researchkehittämistutkimusmedia_common.quotation_subjectTeaching methodEducational technologyTeachers’ instructional activitiesContext (language use)CreativityammattikoulutusEducationHuman-Computer InteractionpelitContent analysis3D gameVocational educationPedagogyComputingMilieux_COMPUTERSANDEDUCATIONPsychologymedia_commonAmmatillinen opetus
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Achieving Fair Bandwidth Distribution in WiFi Networks: A Game Theoretical Approach

2011

International audience; Achieving fair bandwidth distribution among uplink and downlink ows in IEEE 802.11 infrastructure networks is a complex issue, due to the well-known features of the Distributed Coordination Function (DCF) which regulates the access to the shared medium. Indeed, the dynamic adaptation of the contention windows causes phenomena of short-term unfairness, while the use of homogeneous contention parameters among the contending nodes makes the aggregated downlink bandwidth equal to the uplink bandwidth of a single node. We propose a dynamic tuning of the contention parameters used by the nodes, based on simple network monitoring functionalities and rational strategies. Spe…

WiFi; game theorygame theoryDynamic bandwidth allocationbusiness.industryComputer scienceDistributed computingWiFiComputerSystemsOrganization_COMPUTER-COMMUNICATIONNETWORKSNetwork monitoringShared mediumDistributed coordination functionNash equilibriumShared resource[INFO.INFO-NI]Computer Science [cs]/Networking and Internet Architecture [cs.NI]Telecommunications linkComputer Science::Networking and Internet ArchitectureBandwidth (computing)NetworksbusinessGame theoryGame theoryComputer network
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The Coming Crisis in the Spanish Wine Industry

1993

It appears quite likely that the worldwide demand for wine has been declining for over a decade now. While a number of reasons for this changing consumer behaviour have been advanced, no one really knows what factors are driving this market downward. This changing demand structure has very serious implications for Spanish wine makers because the fastest decline in demand is at the low priced end of the market. That is exactly the part of the market where Spanish wine makers have their strongest position. Four endgame strategies available to Spanish wine makers are presented and analyzed. Finally, a four step action program is outlined that is intended to give Spanish makers their best chanc…

WineEconomicsPosition (finance)Strategic managementMarketingChess endgameConsumer behaviourWine industryMarket conditionsInternational Journal of Wine Marketing
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Games and Bisimulations for Intuitionistic First-Order Kripke Models

2021

The aim of this paper is to introduce the notion of a game for intuitionisticfirst-order Kripke models. We also establish links between notions presented here and thenotions of logical equivalence and bounded bisimulation for intuitionistic first-order Kripkemodels, and the Ehrenfeucht–Fra ̈ıss ́e game for classical first-order structures.

Winning strategyBisimulationLogical equivalenceLogicIntuitionistic first-order logicKripke modelsGameEhrenfeucht–Fra ̈ıss ́e gameFirst orderAlgebraHistory and Philosophy of ScienceBounded functionComputational linguisticsKripke modelMathematicsStudia Logica
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Language Game: calculus or Pragmatic act?

2013

The authors have tried to make the potentiality inherent in the concept of the linguistic game evident by taking it back to its original context in the work of Wittgenstein. This paper aims to re-examine some features of Wittgenstein’s thought, considering in particular the notion of ‘language-game’. The authors believe that the language-game might play a role in overcoming once and for all the classic distinction between semantics and pragmatics. We deal with the exegetical discussion of the notion ‘language-game’ as it was interpreted in two different senses: as a synonym of calculus or as a minimal unit of linguistic activity that is directed to obtaining certain pragmatic effects in a s…

Wittgenstein Language game topicalitySettore M-FIL/05 - Filosofia E Teoria Dei Linguaggi
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Real-time hermeneutics : meaning-making in ludonarrative digital games

2015

Wittgenstein Ludwigdigital gameskielifilosofiakerrontaludonarrativeGadamer Hans-Georgdigitaalinen kulttuuridefinitionvideogamesgame studiesnarratologysociology of language and religionlanguage-gamesmeaninghermeneuticspelitutkimushermeneutiikkanarratiivisuusilmaisutarinatsemantiikkacomputer gamesrole-playing gamesroolipelitkielipelitdigitaaliset pelit
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Game Theory and Mutual Beliefs

1995

Conventional facts are based on mutual beliefs which work as reasons for actions. The question remaining is: How can other peoples’ beliefs in something, which leads them to act accordingly, be a reason for someone else acting in a similar way? What is the compelling force of conventional facts noticed by Durkheim?

Work (electrical)Positive political theoryCoordination gamePsychologyGame theoryEpistemology
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Shock-capturing schemes: high accuracy versus total-variation boundedness

2007

In this reseach work we analyze the total variation growth of some high order accurate reconstruction procedures used for the design of shock capturing schemes. This study allows to measure how oscillatory a high order accurate method is in terms of the basic elementary function chosen to increase the order of accuracy. (© 2008 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim)

Work (thermodynamics)CalculusElementary functionOrder of accuracyApplied mathematicsVariation (game tree)High orderMeasure (mathematics)Shock (mechanics)MathematicsPAMM
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Similarity Mashups for Recommendation

2013

Recommendation systems are becoming a state of the art for web-based systems as they produce additional product exposure and customer satisfaction. The Semantic Web and mashups can improve recommendation systems and provide new ways for their creation. In the web it is possible to analyze product descriptions and to use Linked Data for characterizing the similarity of objects or of objects and user interests. In this chapter, we give a brief overview of existing technical approaches and tools for creating recommendation systems that can be used to create mashups as recommendation systems.

World Wide WebApplication programming interfaceComputer scienceCustomer satisfactionMashupcomputer.file_formatLinked dataRDFRecommender systemcomputer.software_genreVideo gameSemantic Webcomputer
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