Search results for "Games"

showing 10 items of 429 documents

Mean Field Linear Quadratic Games with Set Up Costs

2013

This paper studies linear quadratic games with set up costs monotonic on the number of active players, namely, players whose action is non-null. Such games arise naturally in joint replenishment inventory systems. Building upon a preliminary analysis of the properties of the best response strategies and Nash equilibria for the given game, the main contribution is the study of the same game under large population. We also analyze the influence of an additional disturbance in the spirit of the literature on H∞ control. Numerical illustrations are provided. © 2012 Springer Science+Business Media New York.

TheoryofComputation_MISCELLANEOUSStatistics and ProbabilityComputer Science::Computer Science and Game TheoryEconomics and EconometricsMathematical optimizationSequential gamedifferential games game theory control and optimizationJoint-replenishmentOutcome (game theory)symbols.namesakeMean field gamesGame theoryMathematicsMean field games; Linear quadratic differential games; Joint-replenishment[INFO.INFO-NI] Computer Science [cs]/Networking and Internet Architecture [cs.NI]Applied MathematicsNormal-form gameComputingMilieux_PERSONALCOMPUTINGoperational researchTheoryofComputation_GENERALScreening gameComputer Graphics and Computer-Aided DesignComputer Science ApplicationsComputational MathematicsComputational Theory and MathematicsNash equilibriumBest responseRepeated gamesymbolsLinear quadratic differential gamesSettore MAT/09 - Ricerca OperativaoptimizationGame theoryMathematical economicsDynamic Games and Applications
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The song

2018

importància de les diverses metodologies al voltant de la cançó a l'Escola. La cançó com a part de l'assignatura 'Didàctica de la Música' per a estudiants de la Facultat de Magisteri. Methodological summary of the importance of The Song in the school. The Song as part of the course ' Didactica de la Música ' for teaching students.

UNESCO::PEDAGOGÍAsong teachers training kinds games
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Evidence Based Game. Recommendations from the research finding

2020

El esta monografia se presentan los principales resultados del proyecto Europeo "Free to Chose" acerca del impacto de los estereotipos de género en la transición escuela trabajo, realizado en 5 países de la Europa Mediterránea: Italia, España, Portugal, Chipre y Slovenia. Se presenta el marco teórico en le que se trabajó acerca de los estereotipos y concretamente sobre ls de género, seguidamente se presentan los datos de los cinco países relativos a las brechas de género en la educación y en el trabajo y finalmente se ofrecen sugerencias acerca de como crear juegos para aumentar la conciencias de los jóvenes de que muchas creencias solo son estereotipos.

UNESCO::SOCIOLOGÍA:SOCIOLOGÍA [UNESCO]gender stereotypesyoung peoplegames
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Take-off analysis of the Olympic ski jumping competition (HS-106m).

2007

Abstract The take-off phase (approximately 6 m) of the jumps of all athletes participating in the individual HS-106 m hill ski jumping competition at the Torino Olympics was filmed with two high-speed cameras. The high altitude of the Pragelato ski jumping venue (1600 m) and slight tail wind in the final jumping round were expected to affect the results of this competition. The most significant correlation with the length of the jump was found in the in-run velocity ( r =0.628, p n =50). This was a surprise in Olympic level ski jumping, and suggests that good jumpers simply had smaller friction between their skis and the in-run tracks and/or the aerodynamic quality of their in-run position …

Upper bodyRehabilitationBiomedical EngineeringBiophysicsVideotape RecordingSki jumpingmedicine.disease_causeSki jumpingBiomechanical PhenomenaCompetition (economics)JumpingSkiingSki jumping; Take-off; Winter OlympicGamesStatisticsJumpmedicineHumansOrthopedics and Sports MedicineComputer SimulationWinter OlympicGamesTake-offSimulationMathematicsJournal of biomechanics
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A Gamified Mobility Experience

2020

We believe in the use of urban games to define new enjoyable experiences, change citizens’ unsustainable habits and educate them to new environment-and social-friendly ones. This paper presents MUV, an innovative action that has the power to engage citizens and foster sustainable mobility behaviors. MUV complements engaging HMIs with a participatory method within an iterative innovation process called the virtuous cycle (understand, involve, co-create, implement, experiment). The innovation process has led to a new game dynamic: Mobility as a Sport. It results in a rewarding personal mobility experience; the same rewarding sensations the athletes feel when they improve their results.

Urban gamePersonal mobility0211 other engineering and technologies02 engineering and technologyPower (social and political)Human-Machine InteractionUrban Mobility0502 economics and businessSettore ICAR/13 - Disegno IndustrialeSociologyUrban mobility050210 logistics & transportationbiologyAthletesbusiness.industry05 social sciencesInnovation process021107 urban & regional planningCitizen journalismPublic relationsbiology.organism_classificationVirtuous circle and vicious circleSustainabilityAction (philosophy)SustainabilityUrban Gamesbusiness
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Motivating Physical Activity for Individuals with Intellectual Disability through Indoor Bike Cycling and Exergaming.

2022

People with intellectual disabilities have more sedentary lifestyles than the general population. Regular physical activity is of both medical and social importance, reducing the risk of cardiovascular disease and promoting functioning in everyday life. Exergames have been envisioned for promoting physical activity; however, most of them are not user-friendly for individuals with intellectual disabilities. In this paper, we report the design, development, and user acceptance of a mobile health solution connected to sensors to motivate physical activity. The system is mounted on an indoor stationary bicycle and an ergometer bike tailored for people with intellectual disabilities. The develop…

VDP::Medisinske Fag: 700::Helsefag: 800Health Toxicology and MutagenesisIntellectual DisabilityPublic Health Environmental and Occupational HealthHumansintellectual disability; physical activity; mHealth; exergames; gamificationExerciseExergamingBicyclingInternational journal of environmental research and public health
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Is It Possible to Predict an Athlete’s Behavior? The Use of Polar Coordinates to Identify Key Patterns in Taekwondo

2019

Elite sport psychologists help athletes develop planned competition strategies from a technical-tactical perspective, through the observation and analysis of previous performances. The aim of this study was to analyze the behavioral patterns used to score points in the 2012 London Olympic Games, by using a mixed observational methodology through a polar coordinate analysis. This analysis is a representation made into four quadrants of the relationships found between focal behavior [i.e., giving score points, (SC)] and conditioned behaviors considered as key factors in taekwondo, occurring before and after the focal behavior (i.e., retrospective/prospective behavior as indicated for each qua…

VDP::Medisinske Fag: 700::Idrettsmedisinske fag: 850::Treningslære: 851mixed methodslcsh:BF1-990Applied psychology050105 experimental psychology03 medical and health sciences0302 clinical medicinebehavioral patternsPsychology0501 psychology and cognitive sciencesAssociation (psychology)General PsychologyOriginal ResearchbiologyAthletes05 social sciencesPerspective (graphical)Behavioral patternbiology.organism_classificationTrunkPeer reviewtaekwondolcsh:PsychologyOlympic GamesLateralityObservational studyobservational methodologyPsychology030217 neurology & neurosurgery
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Nursing students' perceptions of a video-based serious game's educational value: A pilot study.

2018

Abstract Background Despite an increasing number of serious games (SGs) in nursing education, few evaluation studies specifically address their educational value in terms of face, content, and construct validity. Objectives To assess nursing students' perceptions of a video-based SG in terms of face, content, and construct validity. In addition, the study assessed perceptions of usability, individual factors, and preferences regarding future use. Design A pilot study was conducted. Setting and Participants An SG prototype was implemented as part of two simulation courses in nursing education: one for home health care and one for hospital medical-surgical wards. The SG aimed to teach clinica…

Value (ethics)Male020205 medical informaticsmedia_common.quotation_subjectE-learning (theory)educationPilot Projects02 engineering and technologySerious gameEducationInformationSystems_GENERAL03 medical and health sciencesYoung AdultNursingPerceptionSurveys and QuestionnairesHealth careComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringHumansLearningComputer SimulationNurse educationEducation NursingGeneral NursingProblem Solvingmedia_common030504 nursingbusiness.industryConstruct validityUsabilityNursing Education ResearchVideo GamesFemaleStudents NursingClinical Competence0305 other medical sciencebusinessPsychologyNurse education today
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Varying numbers of players in small-sided soccer games modifies action opportunities during training

2014

This study examined the effects of the numbers of players involved in small-sided team games (underloading and overloading) on opportunities for maintaining ball possession, shooting at goal and passing to teammates during training. These practice constraint manipulations were assumed to alter values of key performance variables identified in previous research, such as interpersonal distances between players and time to intercept shots and passes. Fifteen male soccer players (age: 19.60±1.99 years) were grouped into three teams and played against each other in different versions of small-sided soccer games, in which the number of players was manipulated in three different conditions: 5 vs. …

Variablesmedia_common.quotation_subjectInterpersonal communicationBall PossessionDeporteInterpersonal DistanceStatistical analysesAssociation FootballSmall-Sided GamesStatisticsSoccerSmall sided gamesEntrenamiento deportivoEducación físicaSocial psychologyAffordancesSocial Sciences (miscellaneous)Constraints-Based ApproachMathematicsmedia_common
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Problematic gaming is associated with some health-related behaviors among Finnish vocational school students

2020

The objective of this work was to examine the connections between problematic digital gaming and various health-related behavior characteristics in a population of vocational school students. Data collection was performed (N = 1335) via an online survey in vocational school units in northern Finland. The survey incorporated the Internet Gaming Disorder Test (IGD10) as well as self-reported measures including questions on socio-demographics, information on the living arrangements of participants, gaming habits, and health-related behaviors. Eightyfour percent (n = 773) of the respondents (an average age of 17.5 years [SD = 4.4]) played digital games regularly. Male gender, daily game use, ha…

Video gamesGaming disorderHealthvideopelitterveyskäyttäytymineneducationammattikoululaisetterveyshuman activities
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