64 resultados para game-playing
Resumo:
The following paper introduces a new approach to the analysis of offensive game in football. Therefore, the main aim of this study was to create an instrument for collecting information for the analysis of offensive action and interactions game. The observation instrument that was used to accomplish the main objective of this work consists of a combination of format fields (FC) and systems of categories (SC). This methodology is a particular strategy of the scientific method that has as an objective to analyse the perceptible behaviour that occurs in habitual contexts, allowing them to be formally recorded and quantified and using an ad hoc instrument in order to obtain a behaviour systematic registration that, since they have been transformed in quantitative data with the necessary reliability and validity determined level, will allow analysis of the relations between these behaviours. The codifications undertaken to date in various games of football have shown that it serves the purposes for which it was developed, allowing more research into the offensive game methods in football.
Resumo:
It is well known that, in distributions problems, fairness rarely leads to a single viewpoint (see, for instance, Young (1994)). In this context, this paper provides interesting bases that support the simple and commonly observed behavior of reaching intermediate agreements when two prominent distribution proposals highlight a discrepancy in sharing resources. Specifi cally, we formalize such a conflicting situation by associating it with a `natural' cooperative game, called bifocal distribution game, to show that both the Nucleolus (Schmeidler (1969)) and the Shapley value (Shapley (1953a)) agree on recommending the average of the two focal proposals. Furthermore, we analyze the interpretation of the previous result by means of axiomatic arguments. Keywords: Distribution problems, Cooperative games, Axiomatic analysis, Nucleolus, Shapley value. JEL Classi fication Numbers: C71, D63, D71.
Resumo:
World Of Wars es un videojuego de acción para plataformas Android basándose en los estilos shoot em¿up arcades antiguos pero adaptándolos a los nuevos tiempos y nuevas formas de juego que existen en la actualidad. Se ha utilizado la librería Cocos2D-x, así como el lenguaje de programación C++ para el desarrollo de el.
Resumo:
En este trabajo se recoge información útil que se debe tener en cuenta para desarrollar un serious game pertinente para el entrenamiento de profesionales de la salud, que aporte destrezas y habilidades necesarias para afrontar las cirugías reales. Se propone un serious game a modo de simulador de diferentes operaciones quirúrgicas traumatológicas, que permite al usuario las etapas preoperatorias, intraoperatorias y postoperatorias de una cirugía, en las que se debe describir qué acciones se llevan a cabo, quiénes la realizan y si es necesario algún material específico.
Resumo:
Closing talk of the Open Access Week 2011 at the UOC, by Josep Jover. Why do altruistic strategies beat selfish ones in the spheres of both free software and the #15m movement? The #15m movement, like software but unlike tangible goods, cannot be owned. It can be used (by joining it) by an indeterminate number of people without depriving anyone else of the chance to do the same. And that turns everything on its head: how universities manage information and what their mission is in this new society. In the immediate future, universities will be valued not for the information they harbour, which will always be richer and more extensive beyond their walls, but rather for their capacity to create critical masses, whether of knowledge research, skill-building, or networks of peers... universities must implement the new model or risk becoming obsolete.
Resumo:
In this paper we present a model of representative behavior in the dictator game. Individuals have simultaneous and non-contradictory preferences over monetary payoffs, altruistic actions and equity concerns. We require that these behaviors must be aggregated and founded in principles of representativeness and empathy. The model results match closely the observed mean split and replicate other empirical regularities (for instance, higher stakes reduce the willingness to give). In addition, we connect representative behavior with an allocation rule built on psychological and behavioral arguments. An approach consistently neglected in this literature. Key words: Dictator Game, Behavioral Allocation Rules, Altruism, Equity Concerns, Empathy, Self-interest JEL classification: C91, D03, D63, D74.
Resumo:
Maschler et al. (1979) caracteritzen geomètricament la intersecció del kernel i del core en els jocs cooperatius, demostrant que les distribucions que pertanyen a ambdós conjunts es troben en el punt mig d’un cert rang de negociació entre parelles de jugadors. En el cas dels jocs d’assignació, aquesta caracterització vol dir que el kernel només conté aquells elements del core on el màxim que un jugador pot transferir a una parella òptima és igual al màxim que aquesta parella li pot transferir, sense sortir-se’n del core. En aquest treball demostrem que el nucleolus d’un joc d’assignació queda caracteritzat si requerim que aquesta propietat de bisecció es compleixi no només per parelles, sinó també per coalicions entre sectors aparellades òptimament.
Resumo:
Maschler et al. (1979) caracteritzen geomètricament la intersecció del kernel i del core en els jocs cooperatius, demostrant que les distribucions que pertanyen a ambdós conjunts es troben en el punt mig d’un cert rang de negociació entre parelles de jugadors. En el cas dels jocs d’assignació, aquesta caracterització vol dir que el kernel només conté aquells elements del core on el màxim que un jugador pot transferir a una parella òptima és igual al màxim que aquesta parella li pot transferir, sense sortir-se’n del core. En aquest treball demostrem que el nucleolus d’un joc d’assignació queda caracteritzat si requerim que aquesta propietat de bisecció es compleixi no només per parelles, sinó també per coalicions entre sectors aparellades òptimament.
Resumo:
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students profiles. In total, teachers developed 13 GBL scenarios and put them into practice in real teaching contexts. The present paper analyses the impacts of this learner-centred game design approach on teachers" creativity from three different points of view: the GBL design process, the GBL scenario, and the teaching processes at stake.
Resumo:
O objetivo principal desse artigo é analisar o jogo social CityVille criado pela empresa Zynga, uma das últimas tendências do Facebook encontrado e disponível na web. A escolha do corpus game CityVille deve-se ao interesse de buscar compreender o por que esse jogo obteve tamanho sucesso e seja atualmente um dos jogos sociais/digitais de maior destaque e adeptos da rede social Facebook. Busca-se dessa maneira depreender de que maneira os jogos sociais tem evoluído e transformado as relações comunicacionais entre os usuários da rede. As redes sociais têm se tornando cada vez mais importantes e estão vinculadas a vida das pessoas. Com o desenvolvimento da linguagem digital, a forma com que as pessoas passaram a interagir se transforma, pois essas se comunicam através do computador em tempo real. O estudo busca fazer uma análise plural do jogo CityVille destacando distintos pontos de vista do jogo social. Propomos verificar as relações entre: o uso e os usuários, e a tecnologia e o conteúdo do jogo. Nas conclusões explicitaremos quais serão as direções possíveis do futuro dos jogos sociais da web.
Resumo:
L’objectiu del següent treball és buscar les diferències en l’estil de joc ofensiu (en els gols aconseguits) entre un equip consolidat a la 1a divisió espanyola (F.C Barcelona) i un equip d’ascens recent (Elx C.F). Per aconseguir-ho, s’analitzen els gols a favor per part dels dos equips durant les primeres 25 jornades de lliga 2013/2014. A través d’un full d’observació i tangent en compte totes les seves categories, es classifiquen cada un dels gols segons l’estil de joc ofensiu al qual pertany (Joc Combinatiu, Joc Directe o Joc Contraatac). Els resultats obtinguts demostren com existeixen diferències significatives en la utilització dels diferents estils de joc entre els dos equips. A més també es mostren diferències rellevants pel que fa al nombre total de gols aconseguits, en la presència d’una regularitat temporal (durant les 25 jornades) d’utilització d’un estil o altre i en la relació temporal (durant el partit) dels gols aconseguits entre els dos equips analitzats.
Resumo:
Lassierra i Lavega (1994) van determinar quines eren les etapes de comprensió del joc en els esports col·∙lectius. El futbol no és una excepció i tots els jugadors passen per diferents etapes de comprensió del joc. Aquestes etapes són l’egocèntrica, la sumativa i la col·∙lectiva. En cada etapa els jugadors estan preparats per aprendre unes coses diferents i els entrenadors no podem pretendre que els joves futbolistes practiquin el futbol dels adults. S’han de cremar totes les etapes per arribar a jugar com els adults. En aquest treball determinaré quins continguts futbolístics del jugador amb pilota s’han d’entrenar en el Club Gimnàstic de Manresa en l’etapa de comprensió del joc més primerenca: L’egocèntrica.
Resumo:
Collective Intelligence (CI ) is a phenomenon that emerges at the crossroads of three worlds: Open Educational Resources (OER), Web 2.0 technologies and Online Learning Communities. Building CI for the OER movement means capturing the richness of information, experiences, knowledge and resources, that the movement is constantly generating, in a way that they can be shared and reused for the benefit of the movement itself. The organisation of CI starts from collecting the knowledge and experiences of OER's practitioners and scholars in new creative forms, and then situating this knowledge in a collective 'pot' from where it can be leveraged with new 'intelligent' meanings and toward new 'intelligent' goals. This workshop is an attempt to do so by engaging participants in a CI experience, in which they will contribute to, and at the same time take something from, the existing CI around OER, Web 2.0 technologies and Online Learning Communities.
Resumo:
The User-centered design (UCD) game is a tool forhuman-computer interaction practitioners to demonstrate the key user-centered design methodsand how they interrelate in the design process in an interactive and participatory manner. The target audiences are departments and institutions unfamiliar with UCD but whose work is related to the definition, creation, and update of a product or service.
Resumo:
Interbreeding of two species in the wild implies introgression of alleles from one species into the other only when admixed individuals survive and successfully backcross with the parental species. Consequently, estimating the proportion of first generation hybrids in a population may not inform about the evolutionary impact of hybridization. Samples obtained over a long time span may offer a more accurate view of the spreading of introgressed alleles in a species" gene pool. Common quail (Coturnix coturnix) populations in Europe have been restocked extensively with farm quails of hybrid origin (crosses with Japanese quails, C. japonica). We genetically monitored a common quail population over 15 years to investigate whether genetic introgression is occurring and used simulations to investigate our power to detect it. Our results revealed that some introgression has occurred, but we did not observe a significant increase over time in the proportion of admixed individuals. However, simulations showed that the degree of admixture may be larger than anticipated due to the limited power of analyses over a short time span, and that observed data was compatible with a low rate of introgression, probably resulting from reduced fitness of admixed individuals. Simulations predicted this could result in extensive admixture in the near future.