Search results for "GAME"

showing 10 items of 1663 documents

Game Theory with Engineering Applications

2016

Engineering systems are highly distributed collective systems—decisions, information, and objectives are distributed throughout—that have humans in the loop, and thus decisions may be influenced by socioeconomic factors. Engineering systems emphasize the potential of control and games beyond traditional applications. Game theory can be used to design incentives to obtain socially desirable behaviors on the part of the players, for example, a change in the consumption patterns on the part of the “prosumers” (producers-consumers) or better redistribution of traffic. This unique book addresses the foundations of game theory, with an emphasis on the physical intuition behind the concepts, an an…

game theorysocial networkstransportation systemsSettore ING-INF/04 - Automaticaproduction systemsdistribution systemssmart gridssocio-physical systemsControl EngineeringSettore MAT/09 - Ricerca OperativaGame Theory; Control Engineeringmean-field games
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Game theory and contemporary conflicts

2019

GAME THEORY AND CONTEMPORARY CONFLICTSThe article presents the application of game theory in the context of civil and military security. Game theory is used to study conflict situations involving more than one decision-maker. Special emphasis was given to the significant role of information in modern military operations. The article contains examples illustrating similarities between civil and military problems.

game theorytactical gameManagement scienceMilitary securityinformation superiorityContext (language use)SociologyGame theoryStudia nad Autorytaryzmem i Totalitaryzmem
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THE USE OF THE GAME BETWEEN NEUROEDUCATION AND MEDIA EDUCATION

2022

Play, which has always been considered an essential vector for the growth and cognitive and emotional development of everyone, constitutes a significant activity for the promotion of the person, as well as a way of liberating growth, protected from the interference of the hyper-structured world of adults. (Coggi, Ricchiardi, 2011). This work aims to reflect on the educational dimension of play with respect to two distinct visual angles: brain-based education research (Neuroeducation) and the world of video games (Media education) with the sole aim of outlining the potential of playful practice, not without some methodological warning for its use in the pedagogical-didactic field. Neuroeduca…

game play Neuroeducation. Media education education practice.INTED2022 Proceedings
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Il Bingo. Consociazioni fra disaffiliati in una sala giochi siciliana

2017

Analysing customers attending a Sicilian Bingo hall, the article identifies a subsidiary kind of sociability for those people who, due to traumatic events such as losing a job, the death of a spouse or divorce, have experienced a progressive estrangement from their usual social life, and the consequent weakening or loss of bonds of solidarity. The concepts of «consociation» and «disaffiliation» are the interpretative frames of analysis adopted by the author to examine the material collected from 30 semi-structured interviews with players selected from a larger sample of 160 frequent customers of the Bingo hall in the city of Marsala. The Bingo hall allows the creation of alternative forms o…

game ritual disaffiliation consociation sociabilitySettore SPS/12 - Sociologia Giuridica Della Devianza E Mutamento SocialeSettore SPS/07 - Sociologia Generale
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"Let's do this together and see what we can come up with!" : Teachers' Views on Applying Game-based Pedagogy in Meaningful Ways

2015

Game-based pedagogy offers a promising approach to renewing school education and making it more engaging. However, teachers’ ways of using game-based pedagogy have been rather traditional, not making use of its full potential. This paper presents initial findings on the experiences of teachers who participate in a project that aims to promote the meaningful use of game-based pedagogy. The findings suggest that game-based pedagogy could indeed play a key role in changing traditional practices in schools. Game-based approaches can support differentiated instruction, enhance pupils’ motivation and effort, provide new perspectives to assessment, and transform traditional roles in the classroom …

game-based learningpelitpelillistäminenplayfulnessoppiminengame-based pedagogyComputingMilieux_PERSONALCOMPUTINGComputingMilieux_COMPUTERSANDEDUCATIONschool educationoppimispelit
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Simulated Game-Based Ice Hockey Match Design (Scrimmage) Elicits Greater Intensity in External Load Parameters Compared With Official Matches.

2022

ObjectiveA limited number of studies have explored the external load experienced in indoor sports such as ice hockey, and few the link between training and match performance. As a paucity exists within this topic, this study explored whether a simulated match design (i.e., scrimmage) could be representative of official match demands and elicit similar external loads as in official matches in a group of elite youth male ice hockey players.MethodsA total of 26 players were monitored during eight official and four simulation matches using a Local Positioning System. Total distance, max velocity, slow (0–10.9 km/h), moderate (11–16.9 km/h), high (17.0–23.9 km/h), and sprint (>24 km/h) sp…

game-based trainingGV557-1198.995VDP::Medical disciplines: 700::Sports medicine: 850Local Positioning System (LPS)team sportsinertial measurements units (IMU)athlete monitoringSportsFrontiers in sports and active living
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Kulttuurisensitiivinen musiikin opetusmateriaali yläasteen ja lukion musiikinopetuksessa

1998

gamelanPohjois-Amerikan intiaanitkulttuurisensitiivisyysopetusmateriaali
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FIRST STAGES OF MICROSPORE REPROGRAMMING TO EMBRYOGENESIS THROUGH ISOLATED MICROSPORE CULTURE IN Eriobotrya japonica LINDL.

2010

gametic embryogenesis isolated microspore loquat
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Anther culture for haploid and doubled haploid production From the issue entitled "Special Issue: In Vitro Ploidy Manipulation in the Genomics Era"

2011

gametic embryogenesis pollen embryogenesis doubled haploid
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Risk and protective factors for (internet) gaming disorder: A meta-analysis of pre-COVID studies.

2023

This large-scale meta-analysis aimed to provide the most comprehensive synthesis to date of the available evidence from the pre-COVID period on risk and protective factors for (internet) gaming disorder (as defined in the DSM-5 or ICD-11) across all studied populations. The risk/protective factors included demographic characteristics, psychological, psychopathological, social, and gaming-related factors. In total, we have included 1586 effects from 253 different studies, summarizing data from 210557 participants. Apart from estimating these predictive associations and relevant moderating effects, we implemented state-of-the-art adjustments for publication bias, psychometric artifacts, and o…

gaming addictionInternetpelaaminenprotective factorvideopelitinternet gaming disorderMedicine (miscellaneous)riskitekijätnettiriippuvuusongelmapelaaminenToxicologyvideo gamegaming disorderPsychiatry and Mental healthClinical Psychologyrisk factorriippuvuusAddictive behaviors
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