Search results for "games"

showing 10 items of 429 documents

Evolutionary design optimization with Nash games and hybridized mesh/meshless methods in computational fluid dynamics

2012

Eulerin virtausmallihybridized mesh/meshless methodsvirtauslaskentageneettiset algoritmitevoluutioalgoritmitposition reconstructionevoluutiolaskentahierarchical genetic algorithmsdynamic cloudsuunnitteluoptimointishape optimizationalgoritmitpeliteoriaadaptive meshless methodevolutionary algorithmsNash games
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The habits of playing and the reasons for not playing exergames: Age differences in Finland

2013

This study examines the habits of playing and the reasons for not playing digital exercise games (i.e., exergames), concentrating especially on the differences between four different age groups of players and non-players. Exergames can be considered an important and interesting research topic as they can be used to motivate people to do more exercise and, consequently, to improve their health and well-being. There are also potentially significant age differences in how these games are perceived. The study is based on analysing an online survey sample of 3,036 Finnish consumers by using contingency tables, the Pearson’s χ2 tests of independence, and the Cramér’s V coefficients. The results o…

Exergameshabits of playingage differencesage diferencesreasons for not playing
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The Habits of Playing and the Reasons for Not Playing Exergames: Gender Differences in Finland

2012

This study examines the habits of playing and the reasons for not playing digital exercise games (i.e., exergames), concentrating particularly on the gender differences between the male and female players and non-players. Exergames can be considered an important and interesting research topic as they can be used to motivate people to do more exercise and, consequently, to improve their health and well-being. The study is based on analysing an online survey sample of 3,036 Finnish consumers through contingency tables, the Pearson’s χ 2 tests of independence, and the Cramér’s V coefficients. The results of the analysis reveal 11 main reasons for not playing exergames as well as several gender…

Exergamessukupuolierothabits of playingreasons for not playing
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Visibly pushdown modular games,

2014

Games on recursive game graphs can be used to reason about the control flow of sequential programs with recursion. In games over recursive game graphs, the most natural notion of strategy is the modular strategy, i.e., a strategy that is local to a module and is oblivious to previous module invocations, and thus does not depend on the context of invocation. In this work, we study for the first time modular strategies with respect to winning conditions that can be expressed by a pushdown automaton. We show that such games are undecidable in general, and become decidable for visibly pushdown automata specifications. Our solution relies on a reduction to modular games with finite-state automat…

FOS: Computer and information sciencesComputer Science::Computer Science and Game TheoryComputer Science - Logic in Computer ScienceTheoryofComputation_COMPUTATIONBYABSTRACTDEVICESTheoretical computer scienceFormal Languages and Automata Theory (cs.FL)Computer scienceComputer Science - Formal Languages and Automata Theory0102 computer and information sciences02 engineering and technologyComputational Complexity (cs.CC)Pushdown01 natural scienceslcsh:QA75.5-76.95Theoretical Computer ScienceComputer Science - Computer Science and Game TheoryComputer Science::Logic in Computer Science0202 electrical engineering electronic engineering information engineeringTemporal logicRecursionbusiness.industrylcsh:MathematicsGames; Modular; Pushdown; Theoretical Computer Science; Information Systems; Computer Science Applications; Computational Theory and MathematicsPushdown automatonModular designDecision problemlcsh:QA1-939Logic in Computer Science (cs.LO)Computer Science ApplicationsUndecidable problemDecidabilityNondeterministic algorithmComputer Science - Computational ComplexityModularTheoryofComputation_MATHEMATICALLOGICANDFORMALLANGUAGESComputational Theory and Mathematics010201 computation theory & mathematics020201 artificial intelligence & image processinglcsh:Electronic computers. Computer scienceGamesbusinessComputer Science::Formal Languages and Automata TheoryComputer Science and Game Theory (cs.GT)Information SystemsInformation and Computation
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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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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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Objective function design for robust optimality of linear control under state-constraints and uncertainty

2009

We consider a model for the control of a linear network flow system with unknown but bounded demand and polytopic bounds on controlled flows. We are interested in the problem of finding a suitable objective function that makes robust optimal the policy represented by the so-called linear saturated feedback control. We regard the problem as a suitable differential game with switching cost and study it in the framework of the viscosity solutions theory for Bellman and Isaacs equations. © 2009 EDP Sciences, SMAI.

Flow control (data)Mathematical optimizationControl and OptimizationControl (management)State (functional analysis)Optimal control viscosity solutions differential games switching flow control networksOptimal controlComputational MathematicsControl and Systems EngineeringControl theoryViscosity (programming)Bounded functionDifferential gameMathematicsLinear control
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Pojęcie hazardu w prawie hazardowym wybranych państw europejskich. Część II. Pojęcie hazardu w świetle definicji legalnych terminu gaming

2022

Artykuł stanowi drugie z cyklu opracowań, których celem jest przedstawienie i analiza znaczenia, jakie przypisuje się pojęciom „hazard” i „gry hazardowe” w przepisach prawa hazardowego wybranych państw europejskich, a także skonfrontowanie normatywnego znaczenia tego pojęcia z cechami hazardu w ujęciu nauk społecznych. Analizie poddano unormowania tych państw anglojęzycznych, w treści których na określenie zbiorczej kategorii przedsięwzięć o charakterze hazardowym używa się terminu gaming, tj. Malty i Irlandii. W opracowaniu wykorzystano przede wszystkim metody komparatystyki prawniczej. W zakresie, w jakim przedstawiono cechy hazardu w ujęciu nauk społecznych, oparto się na dorobku przedst…

Gamblinggambling lawgames of chancegaminggry losoweHazardprawo hazardoweKrytyka prawa.Niezależne studia nad prawem
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Playing horror : narrative and genre in Valve's Left 4 Dead Series

2013

The place of story and narrative in digital games has been a hotly contested topic within the field of Game Studies during the past two decades. Beyond the question of whether games can or should be used for telling stories, research interest has focused on the nature of game narratives and their distinct qualities in comparison to other expressive media, like literature and film. The aim of this thesis is to contribute to this debate by examining the elements involved in storytelling not in digital games overall, but in one particular series, namely Valve Software‘s Left 4 Dead and Left 4 Dead 2. The use of this in-depth case study allows an examination of how various different elements co…

Game StudiesDigital GamesvideopelitKauhutarinatkerrontaKerronnalliset rakenteetpelitutkimusNarrativenarratiivisuusHorrortarinatStorytellingkauhudigitaaliset pelit
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From Global Games to Re-contextualized Games: The Design Process of TekMyst

2011

Designing, developing and testing a game for a specific learning context and then achieving positive results, encourages one to deploy it in other environments. We know however that it is not always possible to successfully transfer artifacts from one learning context to the next. In this chapter we explore the principles to be considered when re-contextualizing a game. We base our analysis on the transfer of a Hypercontextualized Game SciMyst (which was designed and developed for the Joensuu Science Festival) into its re-contextualized version TekMyst (for the Helsinki Museum of Technology). Employing a qualitative approach we review the requirements and design decisions at the hand of fou…

Game mechanicsKnowledge managementComputer sciencebusiness.industryCombinatorial game theoryContext (language use)Emergent gameplaybusinessVideo game designGlobal gameTurns rounds and time-keeping systems in gamesRecreational mathematics
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