54 resultados para Adaptive game technology


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In this paper, we propose technology uncertainty as a new factor relevant to market collusion. We analyze an infinitely repeated quantity game where, for each firm, the marginal productivity of the input employed in the production process is affected by an unobservable shock. Each firm faces technology uncertainty, measured by the variance of the shocks, in every period. We show that, under both grim trigger strategies and optimal punishments, technology uncertainty enhances cartel stability, suggesting that, in industries characterized by technology uncertainty, the actions of the antitrust authorities should be intensified. We also show that collusion is less likely when technology shocks are highly correlated, implying that regulators interested in deterring collusion should promote the formation of industrial clusters.

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The thesis demonstrated the architecture of adaptive intelligent systems for energy management that is capable of interacting with complex systems including the vehicle, environment, and driver components, as well as the interrelationships between these variables, to deliver fuel consumption improvements.

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The model of learning best suited to the future may be one which sees learning as the process of managing the different kinds of participation an individual might have in complex social systems. Learning capability and engagement is thus dependent on the relationship between an individual identity and social systems. We report on the incorporation of machinima, a Web 2.0 technology, as part of an interdisciplinary and collaborative project where the focus is not on the mastery of the tools or the acquisition of predetermined knowledge, but on the development of learning engagement. We provide the case study of a pilot project involving students across two Arts disciplines collaborating via the game, World of Warcraft, to produce an animated adaptation of one of Geoffrey Chaucer's Canterbury Tales. Their contributions were differently assessed according to the pre-existing requirements of their home disciplines. We argue that the assessment in such projects, in conjunction with innovations and experimentation with Web 2.0 technologies, should shift from an emphasis on product to process. We believe that this has a sound pedagogical and theoretical foundation, and also fits better with the increasingly digitalised, unfixed and interdisciplinary world that students will face on graduation.

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The Middle East Politics Simulation (MEPS) is a simulation of diplomacy and political tension in the Middle East. This online role-play exercise is aimed at providing students with an improved level of understanding of the political dimensions of the region. Having been run since 1993, the MEPS has not had any major updates to its platform in all those years. However, as such a mature online entity there is the question of whether the MEPS will continue to engage students as their expectations of what constitutes an online role-playing environment became steadily raised by their familiarity with more graphically immersive platforms. The reliance on social media tools for students and political figures to use as conduits for communication is also unrepresented in the MEPS and the subject of some student dissatisfaction in previous years. This research assesses student attitudes towards the MEPS with an eye to balancing the demands of technology, functionality, equity of experience, security and, most importantly, learning outcomes.

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This paper proposes an intelligent decision-support system for managing manufacturing technology investments. The intelligent system is a hybrid integration of two information processing modules: case-based reasoning and fuzzy ARTMAP – a supervised adaptive resonance theory (ART) neural network with a multi-dimensional map. The developed system captures a company's strategic information, provides facilities to quantify qualitative attributes and analyses them alongside the quantitative attributes in an evaluation framework. Through the system, similar cases can be retrieved to enable managers to make effective use of their knowledge and experience of previously delivered technologies and projects as an input to the prioritization of future projects. Other salient features of the system include its ability to adapt and absorb new knowledge and responses pertaining to significant events in the business environment, as well as to extract and elucidate information from the knowledge database for explaining and justifying its analysis. The applicability of the developed system is evaluated using a real case study in collaboration with a pharmaceutical manufacturing firm.

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A debate in the illegal immigration and technology adoption literature suggests that hiring illegal immigrants may be hindering the adoption of new technology, which in turn harms a country’s productivity growth. This paper analyses an individual firm’s behaviour regarding new technology adoption in the presence of illegal immigrants. We assume a Ricardian economy and analyse immigration of illegal unskilled workers in a model of Cournot duopoly where firms are producing homogenous and non-traded goods, and hiring illegal immigrants. A two-stage simultaneous move game is set up: in Stage 1, given the opportunity of hiring illegal immigrants, an individual firm decides whether to adopt the new technology or not, where technology adoption is costly. In Stage 2, each firm will choose the Cournot output level. Solving this two-stage game, we conclude that (i) given the opportunity of hiring illegal immigrants, an individual firm may adopt the new technology and (ii) in the case of zero tolerance of illegal immigration, technology adoption may increase but such technology adoption is immiserizing as it reduces the total surplus.

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Therapeutic online games are potentially a valuable way of improving the mental health of young people. The purpose of this paper is to discuss the qualitative component of a formal evaluation conducted on Reach Out Central (ROC), an online game for 16-25 year olds which aims to improve mental health. Participants completing a post-program survey from the evaluation (n=154) were required to respond to two open-ended questions; what they liked most, and least, about ROC. Responses indicate that online games can be a successful way of educating, as well as attracting and engaging, young people. Suggestions are made regarding issues future developers should take into consideration when developing programs of a similar nature.

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Perceptions of wellness are often used by athletes and coaches to assess adaptive responses to training. The purpose of this research was to describe how players were coping with the demands of elite level Australian football over a competitive season using subjective ratings of physical and psychological wellness and to assess the ecological validity of such a monitoring approach. Twenty-seven players completed ratings for 9 items (fatigue, general muscle, hamstring, quadriceps, pain/stiffness, power, sleep quality, stress, well-being). Players subjectively rated each item as they arrived at the training or competition venue on a 1–5 visual analog scale, with 1 representing the positive end of the continuum. A total of 2,583 questionnaires were analyzed from completions on 183 days throughout the season (92 ± 24 per player, 103 ± 20 per week; mean ± SD). Descriptive statistics and multilevel modelling were used to understand how player ratings of wellness varied over the season and during the week leading into game day and whether selected player characteristics moderated these relationships. Results indicated that subjective ratings of physical and psychological wellness were sensitive to weekly training manipulations (i.e., improve steadily throughout the week to a game day low, p < 0.001), to periods of unloading during the season (i.e., a week of no competition, p < 0.05) and to individual player characteristics (e.g., muscle strain after a game was poorer in players with high maximum speed, p < 0.01). It is concluded that self-reported player ratings of wellness provide a useful tool for coaches and practitioners to monitor player responses to the rigorous demands of training, competition, and life as a professional athlete.

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