Search results for "Game"

showing 10 items of 1663 documents

''Investigating reduction of dimensionality during single-joint elbow movements: a case study on muscle synergies''

2013

Chiovetto, Enrico | Berret, Bastien | Delis, Ioannis | Panzeri, Stefano | Pozzo, Thierry; International audience; ''A long standing hypothesis in the neuroscience community is that the central nervous system (CNS) generates the muscle activities to accomplish movements by combining a relatively small number of stereotyped patterns of muscle activations, often referred to as" muscle synergies." Different definitions of synergies have been given in the literature. The most well-known are those of synchronous, time-varying and temporal muscle synergies. Each one of them is based on a different mathematical model used to factor some EMG array recordings collected during the execution of variety…

Computer scienceNeuroscience (miscellaneous)triphasic patternADJUSTMENTS''Variation (game tree)ORGANIZATIONTemporal musclelcsh:RC321-571NATURAL MOTOR BEHAVIORSnon-negative matrix factorizationACTIVATION03 medical and health sciencesCellular and Molecular Neuroscience0302 clinical medicineEMGEncoding (memory)muscle synergiesMATRIX FACTORIZATIONFeature (machine learning)Original Research ArticleSet (psychology)lcsh:Neurosciences. Biological psychiatry. Neuropsychiatry030304 developmental biologydimensionality reductionARM MOVEMENTSELECTROMYOGRAPHIC PATTERNS0303 health sciencesbusiness.industryDimensionality reductionCOMBINATIONS[SCCO.NEUR]Cognitive science/Neuroscienceelbow rotationsNeurophysiologyADJUSTMENTSBODY POINTING MOVEMENTS[ SCCO.NEUR ] Cognitive science/Neuroscience''NATURAL MOTOR BEHAVIORSArtificial intelligencebusiness030217 neurology & neurosurgeryCognitive psychologyCurse of dimensionalityNeuroscienceTRIPHASIC EMG PATTERN
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A risk evaluation framework for the best maintenance strategy: the case of a marine salt manufacture firm

2020

Highlights • This paper proposes a MCDM framework to support risk evaluation for maintenance activities. • The ANP is proposed to select the best maintenance strategy on the basis of real systems’ features. • The ELECTRE III is used to prioritise the main risks related to the interventions of the selected maintenance policy. • The proposed framework is applied to a core subsystem of a real-world marine salt manufacture firm.

Computer scienceSalt (cryptography)Analytic network processmedia_common.quotation_subject0211 other engineering and technologies09.- Desarrollar infraestructuras resilientes promover la industrialización inclusiva y sostenible y fomentar la innovación02 engineering and technologyArticleIndustrial and Manufacturing EngineeringSettore ING-IND/17 - Impianti Industriali MeccaniciELECTRESafety Risk Reliability and QualityMaintenance policy selection risk evaluation ANP ELECTRE IIImedia_commonELECTRE III021110 strategic defence & security studies021103 operations researchRisk evaluationMultiple-criteria decision analysisRisk evaluationInterdependenceCore (game theory)Intervention (law)Risk analysis (engineering)Maintenance policy selectionMATEMATICA APLICADAANP
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Identification of Reading Difficulties by a Digital Game-Based Assessment Technology

2020

Computerized game-based assessment (GBA) system for screening reading difficulties may provide substantial time and cost benefits over traditional paper-and-pencil assessment while providing means also to individually adapt learning content in educational games. To study the reliability and validity of a GBA system to identify struggling readers performing below a standard deviation from mean in paper-and-pencil test either in raw scores and grade-normative scores, a large-scale study with first to fourth grade students ( N = 723) was conducted, where GBA was administrated as a group test by tablet devices. Overall, the results indicated that the GBA can be successfully used to identify st…

Computer sciencearviointimenetelmätmedia_common.quotation_subjectreading assessmentEducation03 medical and health sciences0302 clinical medicineReading assessmentHuman–computer interactionReading (process)paper-and-pencil testingEvaluation methodsreading difficultiesReliability (statistics)media_commonEducational game4. Education05 social sciences050301 educationoppimispelitComputer Science ApplicationsIdentification (information)educational gamegame-based assessmentcomputer-based assessmentGame basedlukihäiriöt0503 education030217 neurology & neurosurgery
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Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games

2021

This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…

Computer sciencearvonluontiladdering interviewsaugmented reality mobile gamesvalue co-creationvalue co-destructionPokémon Go (peli)Human–computer interactionpelaajatCo-creationpeliteollisuusAugmented realitylisätty todellisuusValue (mathematics)mobiilipelitkäyttäjätutkimusProceedings of the Annual Hawaii International Conference on System Sciences
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A stepwise power tariff model with game theory based on Monte-Carlo simulation and its applications for household, agricultural, commercial and indus…

2019

Abstract The concept of game theory has been adapted in the regulation of retail electricity market within the constraints of stepwise power tariff (SPT) for economic energy consumption. The objective is to increase the penetration level of renewable energy sources (RES) and electric vehicles with implementation of Bayesian game model for categorized (i.e. household, agricultural, commercial & industrial) consumers. Bayesian game model is based on degree of information shared by consumers due to their selfish nature. The main goal is to create an algorithm using constraints RES, storage through electric vehicles, electric wiring, number of consumer, efficient equipment, social status of fam…

Computer sciencebusiness.industry020209 energy020208 electrical & electronic engineeringEnergy Engineering and Power TechnologyTariff02 engineering and technologyEnergy consumptionEnvironmental economicsRenewable energyDemand responsesymbols.namesakeBayesian gameNash equilibrium0202 electrical engineering electronic engineering information engineeringsymbolsElectrical and Electronic EngineeringElectricity retailingbusinessGame theoryInternational Journal of Electrical Power & Energy Systems
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Estimation and visualization of confusability matrices from adaptive measurement data

2010

Abstract We present a simple but effective method based on Luce’s choice axiom [Luce, R.D. (1959). Individual choice behavior: A theoretical analysis. New York: John Wiley & Sons] for consistent estimation of the pairwise confusabilities of items in a multiple-choice recognition task with arbitrarily chosen choice-sets. The method combines the exact (non-asymptotic) Bayesian way of assessing uncertainty with the unbiasedness emphasized in the classical frequentist approach. We apply the method to data collected using an adaptive computer game designed for prevention of reading disability. A player’s estimated confusability of phonemes (or more accurately, phoneme–grapheme connections) and l…

Computer sciencebusiness.industryApplied MathematicsBayesian probabilityConfusion matrixMachine learningcomputer.software_genreComputer gameVisualizationBayesian statisticsFrequentist inferencePairwise comparisonArtificial intelligencebusinesscomputerAlgorithmGeneral PsychologyAxiomJournal of Mathematical Psychology
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Resource sharing optimality in WiFi infrastructure networks

2009

In WiFi networks, mobile nodes compete for accessing a shared channel by means of a random access protocol called Distributed Coordination Function (DCF). Although this protocol is in principle fair, since all the stations have the same probability to transmit on the channel, it has been shown that unfair behaviors may emerge in actual networking scenarios. Assuming that a contending node can dynamically change its strategy, by tuning its contention parameters to non-standard values on the basis of channel observations, we prove that, for infrastructure networks with bidirectional traffic and homogeneous application requirements, selfish access strategies are able to reach equilibrium condi…

Computer sciencebusiness.industryBidirectional trafficSettore ING-INF/03 - TelecomunicazioniDistributed computingNode (networking)ThroughputDistributed coordination functionShared resourceSettore ING-INF/04 - AutomaticaWireless lanTelecommunications linkMobile telephonybusinessGame theory Mechanism Design WiFi Infrastructure NetworksRandom accessCommunication channelComputer network
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Performance analysis of selfish access strategies on WiFi infrastructure networks

2009

In this paper we propose a game-theoretic approach for characterizing WiFi network performance in presence of intelligent nodes employing cognitive functionalities. We assume that a cognitive WiFi node is aware of its application requirements and is able to dynamically estimate the network status, in order to dynamically change its access strategy by tuning the contention window settings. We prove that, for infrastructure networks with bidirectional traffic and homogeneous application requirements, selfish access strategies are able to reach equilibrium conditions, which are also Pareto optimal. Indeed, we show that the station strategies converge toward values which maximize a per-node uti…

Computer sciencebusiness.industryBidirectional trafficSettore ING-INF/03 - Telecomunicazionimedia_common.quotation_subjectDistributed computingNode (networking)Physical layerThroughputGame theory distributed wifi networksGame theory; distributed; wifi networksSettore ING-INF/04 - AutomaticaWireless lanTelecommunications linkdistributedFunction (engineering)businessGame theoryGame theorywifi networksmedia_commonComputer network
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Improving estimation of distribution genetic programming with novelty initialization

2021

Estimation of distribution genetic programming (EDA-GP) replaces the standard variation operations of genetic programming (GP) by learning and sampling from a probabilistic model. Unfortunately, many EDA-GP approaches suffer from a rapidly decreasing population diversity which often leads to premature convergence. However, novelty search, an approach that searches for novel solutions to cover sparse areas of the search space, can be used for generating diverse initial populations. In this work, we propose novelty initialization and test this new method on a generalization of the royal tree problem and compare its performance to ramped half-and-half (RHH) using a recent EDA-GP approach. We f…

Computer sciencebusiness.industryGeneralizationNoveltyInitializationStatistical modelGenetic programmingVariation (game tree)Machine learningcomputer.software_genreTree (data structure)Artificial intelligencebusinesscomputerPremature convergenceProceedings of the Genetic and Evolutionary Computation Conference Companion
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ChiLab4It system in the QA4FAQ competition

2017

ChiLab4It is the Question Answering system (QA) for Frequently Asked Questions (FAQ) developed by the Computer-Human Interaction Laboratory (ChiLab) at the University of Palermo for participating to the QA4FAQ task at EVALITA 2016 competition. The system is the versioning of the QuASIt framework developed by the same authors, which has been customized to address the particular task. This technical report describes the strategies that have been imported from QuASIt for implementing ChiLab4It, the actual system implementation, and the comparative evaluations with the results of the other participant tools, as provided by the organizers of the task. ChiLab4It was the only system whose score re…

Computer scienceentité appelée rEcognition et liens dans le tweets italiensentiment polarity classificationevent factuality annotationetichettare per messaggi social mediaclassificazione polarità sentimentitagging for italian social media textsCompetition (economics)computational linguisticsLAN009000linguistica computazionaleSettore ING-INF/05 - Sistemi Di Elaborazione Delle Informazionireconnaissance téléphonique articulatoireQuestion answering FCG Cognitive systemarticulatory phone recognitionLinguisticsCFInternational economicsannotazione fattualità degli eventiriconoscimento telefonico articolarenamed entity rEcognition and linking in italian tweetslinguistique computationelleclassement polarité sentimentsentità chiamata rEcognition e collegamenti nei tweet italianiétiqueter les messages des médias sociauxannotation de facturation de l'événement
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