94 resultados para Vietnam Combat Veterans


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National and global challenges have given rise to the need to prepare Vietnamese graduates for effective adaptation to the increasingly changing professional field, their community, their society and the globalised world. The tertiary education curriculum thus needs to take into account the employment market, socio-cultural demands and students’ individual needs in order to develop highly educated populations for the world of work and for the current knowledge economy.

Based on a case study of the translation curriculum in a B.A. (Bachelors of Arts) language program, this paper addresses the mismatch between the demands of the translation employment market and the curriculum within the context of Vietnamese tertiary education. It raises a number of important issues related to the tensions between the centralised curriculum, learner-centred education, the actual demands of the employment market as well as the issue of capacity building in response to the socialist-oriented market economy and the changing workplace context in Vietnam. Implications are drawn not only for the translation curriculum, but also for the reform of the Vietnamese tertiary education curriculum as a whole, in order to enhance graduate employability.

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Games require balance to be fair and enjoyable. In two player combat settings balance can be achieved by ensuring that both units are equally capable. The possibility of alliances changes the nature of balance when additional players are introduced. One approach to achieving balance is to use a domination loop between agents in a rock, scissors, paper style approach. This paper investigates whether such loops exist within the existing rules of game combat. Search processes within the attribute space of the game units are used to identify loops within an existing game architecture. A dominance metric is used to identify cycles where the victory is achieved by a clear threshold. Cycles with up to 5 players are demonstrated, although larger cycles require more effort to find. Use of models of game play and attribute space search are recommended as a mechanism for balancing games of this format.

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The relative strengths of individual units, described as attributes, determine the outcome during unit conflicts involving units in the armies of opponents in large strategy games. We describe a process for developing predictive models of the outcome for such conflicts where combat involves single unit adversaries where each unit is defined in terms of 4 fundamental attributes. These attributes: range, speed, health and damage are common to unit descriptions in many successful real-time strategy games. Our analysis process identifies three phases of game play with invariant properties that hold throughout each phase. We demonstrate the utility of this analysis by creating a model that predicts game outcomes. Predictions are validated against the game simulation. The game outcomes are explicitly related to the attributes of the two units involved, highlighting the significance and role of each attribute.

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SIgA is a potential biomarker for stress. The usual day-to-day and within day variation in sIgA amongst a group of healthy Army reservists was estimated and the acute response of sIgA to moderate intensity exercise (Combat Fitness Assessment) undertaken in both cool-dry and hot-humid conditions was determined. The results indicate that thermal and cardiovascular strain resulting from moderate intensity exercise in hot-humid conditions suppresses sIgA for at least 24 hours post-exercise. Salivary sIgA exhibits a wide biological variation which casts some doubt on its usefulness as a biomarker, however because sIgA has been shown to be sensitive to dietary restriction, alcohol consumption, loss of body mass, fatigue and negative emotions in previous studies and now heat-induced cardiovascular strain, further work is warranted to develop this biomarker.