Search results for "Game"

showing 10 items of 1663 documents

Shared value economics: an axiomatic approach

2020

[EN]The concept of shared value was introduced by Porter and Kramer as a new conception of capitalism. Shared value describes the strategy of organizations that simultaneously enhance their competitiveness and the social conditions of related stakeholders such as employees, suppliers and the natural environment. The idea has generated strong interest, but also some controversy due to a lack of a precise definition, measurement techniques and difficulties to connect theory to practice. We overcome these drawbacks by proposing an economic framework based on three key aspects: coalition formation, sustainability and consistency, meaning that conclusions can be tested by means of logical deduct…

FOS: Computer and information sciencesFOS: Economics and businessQuantitative economicsCooperative gamesComputer Science - Computer Science and Game TheoryEconomics - Theoretical EconomicsSociety and environment.Theoretical Economics (econ.TH)Multiple criteria decision makingComputer Science and Game Theory (cs.GT)
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The network of global corporate control.

2011

The structure of the control network of transnational corporations affects global market competition and financial stability. So far, only small national samples were studied and there was no appropriate methodology to assess control globally. We present the first investigation of the architecture of the international ownership network, along with the computation of the control held by each global player. We find that transnational corporations form a giant bow-tie structure and that a large portion of control flows to a small tightly-knit core of financial institutions. This core can be seen as an economic “super-entity” that raises new important issues both for researchers and policy make…

FOS: Computer and information sciencesInternationalityFinancial ManagementEconomicsFinancial intermediarylcsh:MedicineNetwork theorySocial and Behavioral Sciences01 natural sciences010305 fluids & plasmasMicroeconomics050207 economicslcsh:ScienceMutual fundIndustrial organizationProfessional CorporationsMultidisciplinaryCorporate governanceApplied MathematicsPhysics05 social sciencesCommerceComputer Science - Social and Information NetworksComplex SystemsSocial Control PoliciesCore (game theory)Interdisciplinary PhysicsGeneral Finance (q-fin.GN)Quantitative Finance - General FinanceResearch ArticlePhysics - Physics and SocietyControl (management)FOS: Physical sciencesSpatial Economic AnalysisPhysics and Society (physics.soc-ph)BiologyStatistical MechanicsFOS: Economics and businessFinancial management0502 economics and business0103 physical sciencesownership corporate control network theoryStructure of MarketsSocial and Information Networks (cs.SI)business.industryFinancial marketlcsh:RIndustrial Organizationlcsh:QbusinessMathematicsPloS one
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Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinen…

2019

Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The VRNQ was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for…

FOS: Computer and information sciencesJ.4Computer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and Society[SCCO]Cognitive scienceBehavioral Neuroscience0302 clinical medicineSoftwareUser experience designB.8; C.4; D.0; J.4Original Research05 social sciencesVirtual RealityNeuropsychologyVR sicknessMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological Psychologymotion sicknessNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityPsychologyC.4psychologyVirtual realityCognitive neuroscience050105 experimental psychologylcsh:RC321-571Human-Computer Interaction (cs.HC)03 medical and health sciencesComputers and Society (cs.CY)Immersion (virtual reality)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological PsychiatryGame mechanicsbusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEConstruct validityD.0businessNeuroscienceComputer Science - Multimedia030217 neurology & neurosurgeryFrontiers in Human Neuroscience
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IncentMe: Effective Mechanism Design to Stimulate Crowdsensing Participants with Uncertain Mobility

2018

Mobile crowdsensing harnesses the sensing power of modern smartphones to collect and analyze data beyond the scale of what was previously possible with traditional sensor networks. Given the participatory nature of mobile crowdsensing, it is imperative to incentivize mobile users to provide sensing services in a timely and reliable manner. Most importantly, given sensed information is often valid for a limited period of time, the capability of smartphone users to execute sensing tasks largely depends on their mobility pattern, which is often uncertain. For this reason, in this paper, we propose IncentMe, a framework that solves this core issue by leveraging game-theoretical reverse auction …

FOS: Computer and information sciencesOptimizationMonitoringComputer Networks and CommunicationsComputer scienceDistributed computingMobile computingCrowdsensing02 engineering and technologyComputer Science - Networking and Internet ArchitectureReverse auctionSmart phoneCrowdsensingGame Theory0202 electrical engineering electronic engineering information engineeringElectrical and Electronic EngineeringSensorNetworking and Internet Architecture (cs.NI)Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniMechanism designMobile computing020206 networking & telecommunicationsAuctionNavigationCore (game theory)RoadComputer Networks and CommunicationSensingTask analysisTask analysiParticipatoryState (computer science)MechanismSmartphoneWireless sensor networkIncentiveSoftware
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Quantum-over-classical Advantage in Solving Multiplayer Games

2020

We study the applicability of quantum algorithms in computational game theory and generalize some results related to Subtraction games, which are sometimes referred to as one-heap Nim games. In quantum game theory, a subset of Subtraction games became the first explicitly defined class of zero-sum combinatorial games with provable separation between quantum and classical complexity of solving them. For a narrower subset of Subtraction games, an exact quantum sublinear algorithm is known that surpasses all deterministic algorithms for finding solutions with probability $1$. Typically, both Nim and Subtraction games are defined for only two players. We extend some known results to games for t…

FOS: Computer and information sciencesQuantum PhysicsComputer Science - Computational ComplexityComputer Science::Computer Science and Game TheoryComputer Science - Computer Science and Game TheoryComputingMilieux_PERSONALCOMPUTINGFOS: Physical sciencesComputational Complexity (cs.CC)Quantum Physics (quant-ph)Computer Science and Game Theory (cs.GT)
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Quantum strategies are better than classical in almost any XOR game

2011

We initiate a study of random instances of nonlocal games. We show that quantum strategies are better than classical for almost any 2-player XOR game. More precisely, for large n, the entangled value of a random 2-player XOR game with n questions to every player is at least 1.21... times the classical value, for 1-o(1) fraction of all 2-player XOR games.

FOS: Computer and information sciencesQuantum PhysicsComputer Science - Computer Science and Game TheoryFOS: Physical sciencesQuantum Physics (quant-ph)Computer Science and Game Theory (cs.GT)
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MAC Design for WiFi Infrastructure Networks: A Game-Theoretic Approach

2011

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 because of non-standard configurations of the nodes. Due to the proliferation of open source drivers and programmable cards, enabling an easy customization of the channel access policies, we propose a game-theoretic analysis of random access schemes. Assuming that each node is rational and implements a best response strategy, we show that…

FOS: Computer and information sciencesgame theorycheating nodeaccess protocolsmobile nodesComputer sciencegame-theoretic approachMAC designDistributed coordination functionUpload[INFO.INFO-NI]Computer Science [cs]/Networking and Internet Architecture [cs.NI]MAC protocolschannel access policyComputer Science - Computer Science and Game TheoryFOS: MathematicsElectrical and Electronic EngineeringMathematics - Optimization and Controlwireless LANdistributed coordination functionMechanism designcheating nodesWiFi infrastructure networksbusiness.industryApplied MathematicsNode (networking)WiFiComputerSystemsOrganization_COMPUTER-COMMUNICATIONNETWORKSWiFi; cheating nodes; game theory; MAC protocolsComputer Science ApplicationsShared resourceprogrammable cardsOptimization and Control (math.OC)game-theoretic analysisBest responserandom access schemebusinessrandom access protocolRandom accessCommunication channelComputer networkComputer Science and Game Theory (cs.GT)
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Surrogate outcomes and transportability

2019

Identification of causal effects is one of the most fundamental tasks of causal inference. We consider an identifiability problem where some experimental and observational data are available but neither data alone is sufficient for the identification of the causal effect of interest. Instead of the outcome of interest, surrogate outcomes are measured in the experiments. This problem is a generalization of identifiability using surrogate experiments and we label it as surrogate outcome identifiability. We show that the concept of transportability provides a sufficient criteria for determining surrogate outcome identifiability for a large class of queries.

FOS: Computer and information scienceskokeilucausalityGeneralizationComputer scienceComputer Science - Artificial Intelligence02 engineering and technologyMachine learningcomputer.software_genreOutcome (game theory)Theoretical Computer ScienceMethodology (stat.ME)do-calculusArtificial Intelligence020204 information systemsalgoritmit0202 electrical engineering electronic engineering information engineeringStatistics - Methodologyta113päättelyta112experimentbusiness.industrySurrogate endpointverkkoteoriaApplied MathematicsCausal effectta111graphidentifiabilityIdentification (information)Artificial Intelligence (cs.AI)Causal inferencekausaliteettiIdentifiability020201 artificial intelligence & image processingObservational studyArtificial intelligencebusinessmediatorcomputerSoftware
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GAME AS FACILITATOR IN DEVELOPMENT OF PHONOLOGICAL PERCEPTION FOR PRESCHOOL CHILDREN

2016

Language is the highest form of communication, it’s given only to people and it is very important for children’s psychological development. In 5 – 6 years most of the children all native language’s sounds pronounce correctly, phonological perception is formed, however, not all children have reached an appropriate level of development, therefore compulsory preparatory school program of language acquisition in children creates an aversion to learning. Disorders of fonological perception are very complicated and require a lot of serious and patient work in the intervention. In 5 – 6 years of age, children are active, open, spontaneous, curious and very persistent. At this age closest activitie…

FacilitatorFirst languageIntervention (counseling)Perceptionmedia_common.quotation_subjectgames; phonological perception; plays; preschool; promoteLanguage acquisitionPsychologyPreparatory schoolDevelopmental psychologymedia_commonSOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference
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Application of the discussion groups and initial phases of the qfd methodology to the study of Valencian ball trinquetes

2011

Montaner AM, Montaner C, Perez-Soriano P, Carrasco-Embuena V, Llana-Belloch S. Application of the discussion groups and initial phases of the qfd methodology to the study of valencian ball trinquetes. J. Hum. Sport Exerc. Vol. 6, No. 4, pp. 629-638, 2011. The purpose of this research is to show an opinion study about the specifications that the valencian ball trinquetes should have according to the players’ opinion. The valencian ball game is a native sport with a great cultural tradition in the Valencian Community and it has been practised in the trinquetes since the XIV century. Despite its history, these facilities do not have the normative requirements for suitable sport development. Th…

FacilitiesProcess managementCultural traditionPhysical Therapy Sports Therapy and RehabilitationStandard ruleOpinion studyValencianlanguage.human_languageValencian communityBall gameBall (bearing)languageEducación Física y DeportivaNormativeSociologyUser orientedlcsh:Sports medicinelcsh:RC1200-1245Social psychologyQuality function deployment
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