106 resultados para Cooperative game


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Spectrum efficient multiple relay selection strategy for two-hop cooperative decode-and-forward relay networks is proposed for the case when the sum power among all relay nodes is limited. Based on the outage-multiplexing tradeoff (OMT), the number of active relay nodes is maximized so that the resulting sum-relay capacity is maximized while each relay outage capacity remains greater than or equal to a certain target level. Using asymptotic analysis, it is shown that for the proposed OMT relaying strategy the associated multiplexing and cooperative system diversity gains improve proportionally with the number of active relay nodes. It is also shown analytically that the proposed OMT relaying outperforms the conventional opportunistic single relaying in terms of the sum-relay capacity.

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The use of cooperative learning in secondary school is reported - an area of considerable concern given attempts to make secondary schools more interactive and gain higher recruitment to university science courses. In this study the intervention group was 259 pupils aged 12-14 years in nine secondary schools, taught by 12 self-selected teachers. Comparison pupils came from both intervention and comparison schools (n = 385). Intervention teachers attended three continuing professional development days, in which they received information, engaged with resource packs and involved themselves in cooperative learning. Measures included both general and specific tests of science, attitudes to science, sociometry, self-esteem, attitudes to cooperative learning and transferable skills (all for pupils) and observation of implementation fidelity. There were increases during cooperative learning in pupil formulation of propositions, explanations and disagreements. Intervened pupils gained in attainment, but comparison pupils gained even more. Pupils who had experienced cooperative learning in primary school had higher pre-test scores in secondary education irrespective of being in the intervention or comparison group. On sociometry, comparison pupils showed greater affiliation to science work groups for work, but intervention pupils greater affiliation to these groups at break and out of school. Other measures were not significant. The results are discussed in relation to practice and policy implications. © 2011 Taylor & Francis.

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Cooperative learning can actively engage students in school science, stimulating curiosity and improving attitudes and motivation. Allen Thurston discusses the roles teachers and students can play to maximize its potential.

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In this paper, we propose physical layer security for cooperative cognitive radio networks (CCRNs) with relay selection in the presence of multiple primary users and multiple eavesdroppers. To be specific, we propose three relay selection schemes, namely, opportunistic relay selection (ORS), suboptimal relay selection (SoRS), and partial relay selection (PRS) for secured CCRNs, which are based on the availability of channel state information (CSI) at the receivers. For each approach, we derive exact and asymptotic expressions for the secrecy outage probability. Results show that under the assumption of perfect CSI, ORS outperforms both SoRS and PRS.

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In this paper, the impact of multiple active eavesdroppers on cooperative single carrier systems with multiple relays and multiple destinations is examined. To achieve the secrecy diversity gains in the form of opportunistic selection, a two-stage scheme is proposed for joint relay and destination selection, in which, after the selection of the relay with the minimum effective maximum signal-to-noise ratio (SNR) to a cluster of eavesdroppers, the destination that has the maximum SNR from the chosen relay is selected. In order to accurately assess the secrecy performance, the exact and asymptotic expressions are obtained in closed-form for several security metrics including the secrecy outage probability, the probability of non-zero secrecy rate, and the ergodic secrecy rate in frequency selective fading. Based on the asymptotic analysis, key design parameters such as secrecy diversity gain, secrecy array gain, secrecy multiplexing gain, and power cost are characterized, from which new insights are drawn. Moreover, it is concluded that secrecy performance limits occur when the average received power at the eavesdropper is proportional to the counterpart at the destination. Specifically, for the secrecy outage probability, it is confirmed that the secrecy diversity gain collapses to zero with outage floor, whereas for the ergodic secrecy rate, it is confirmed confirm that its slope collapses to zero with capacity ceiling.

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This paper considers a non-cooperative network formation game where identity is introduced as a single dimension to capture the characteristics of a player in the network. Players access to the benefits from the link through direct and indirect connections. We consider cases where cost of link formation paid by the initiator. Each player is allowed to choose their commitment level to their identities. The cost of link formation decreases as the players forming the link share the same identity and higher commitment levels. We then introduce link imperfections to the model. We characterize the Nash networks and we find that the set of Nash networks are either singletons with no links formed or separated blocks or components with mixed blocks or connected.

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Mental illness is common amongst young people living in residential care, many of whom are reluctant to avail of therapeutic help. The potential value of computer games as therapeutic tools for these young people has received very little attention, despite indications of their potential for promoting engagement in therapeutic work and improving mental health outcomes. This study aimed to fill this research gap through the development, introduction, and preliminary evaluation of a therapeutic intervention in group care settings. The intervention incorporated a commercially available computer game (The SIMS Life Stories™) and emotion regulation skill coaching. Qualified residential social workers were trained to deliver it to young people in three children's homes in Northern Ireland, where therapeutic approaches to social work had been introduced. The research was framed as an exploratory case study which aimed to determine the acceptability and potential therapeutic value of this intervention. The evidence suggests that computer-game based interventions of this type may have value as therapeutic tools in group care settings and deserve further development and empirical investigation to determine their effectiveness in improving mental health outcomes.

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The research presented in this paper proposes a set of design guidelines in the context of a Parkinson's Disease (PD) rehabilitation design framework for the development of serious games for the physical therapy of people with PD. The game design guidelines provided in the paper are informed by the study of the literature review and lessons learned from the pilot testing of serious games designed to suit the requirements of rehabilitation of patients with Parkinson's Disease. The proposed PD rehabilitation design framework employed for the games pilot testing utilises a low-cost, customized and off-the-shelf motion capture system (employing commercial game controllers) developed to cater for the unique requirement of the physical therapy of people with PD. Although design guidelines have been proposed before for the design of serious games in health, this is the first research paper to present guidelines for the design of serious games specifically for PD motor rehabilitation.

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Security is a critical concern around the world. Since resources for security are always limited, lots of interest have arisen in using game theory to handle security resource allocation problems. However, most of the existing work does not address adequately how a defender chooses his optimal strategy in a game with absent, inaccurate, uncertain, and even ambiguous strategy profiles' payoffs. To address this issue, we propose a general framework of security games under ambiguities based on Dempster-Shafer theory and the ambiguity aversion principle of minimax regret. Then, we reveal some properties of this framework. Also, we present two methods to reduce the influence of complete ignorance. Our investigation shows that this new framework is better in handling security resource allocation problems under ambiguities.

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Threat prevention with limited security resources is a challenging problem. An optimal strategy is to eectively predict attackers' targets (or goals) based on current available information, and use such predictions to prevent (or disrupt) their planned attacks. In this paper, we propose a game-theoretic framework to address this challenge which encompasses the following three elements. First, we design a method to analyze an attacker's types in order to determine the most plausible type of an attacker. Second, we propose an approach to predict possible targets of an attack and the course of actions that the attackers may take even when the attackers' types are ambiguous. Third, a game-theoretic based strategy is developed to determine the best protection actions for defenders (security resources).