161 resultados para repeated game

em Deakin Research Online - Australia


Relevância:

70.00% 70.00%

Publicador:

Resumo:

Device-to-Device (D2D) communication is a recently emerged disruptive technology for enhancing the performance of current cellular systems. To successfully implement D2D communications underlaying cellular networks, resource allocation to D2D links is a critical issue, which is far from trivial due to the mutual interference between D2D users and cellular users. Most of the existing resource allocation research for D2D communications has primarily focused on the intracell scenario while leaving the intercell settings not considered. In this paper, we investigate the resource allocation issue for intercell scenarios where a D2D link is located in the overlapping area of two neighboring cells. Specifically, We present three intercell D2D scenarios regarding the resource allocation problem. To address the problem, we develop a repeated game model under these scenarios. Distinct from existing works, we characterize the communication infrastructure, namely Base Stations (BSs), as players competing resource allocation quota from D2D demand, and we define the utility of each player as the payoff from both cellular and D2D communications using radio resources. We also propose a resource allocation algorithm and protocol based on the Nash equilibrium derivations. Numerical results indicate that the developed model not only significantly enhances the system performance including sum rate and sum rate gain, but also sheds lights on resource configurations for intercell D2D scenarios.

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Research .over the past two decades has confirmed the learning opportunities that video games can offer. The objectives of the current study were to investigate the ability of video games to enhance divided attention skills and compare these skills based on individuals' level of expertise in video game playing. Female participants aged between 17-25 years categorised as experts or novices, were divided into experimental and control groups. All participants completed the pre and post-test of divided attention between which only the experimental group received video game training. Results indicate that participants who received video game practice achieved an increase in their dual-attention skills compared to those who did not receive any training, with novices displaying a greater
enhancement in perfonnance. Implications include the provision of video game training to enhance divided attention skills in air pilot training, driving, and heavyequipment operation apart from other tasks necessitating dual-task efficiency.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

We have estimated the reliability of performance in a commonly employed exercise test consisting of repeated sprints on a cycle ergometer. Eight recreationally active young men completed a practice trial and three more trials at 3- to 6-day intervals. Each trial consisted of two bouts of 30-s maximal-effort cycling on an electromagnetically braked cycle ergometer; the bouts were separated by 4 min of rest. The typical (standard) errors of measurement for peak and mean power between trials 2 to 4 were 2.5 and 1.7% respectively for the first bout and 1.9 and 1.8% for the second bout. These errors are substantially less than those in previous reliability studies of single 30-s sprint tests, probably because of differences in quality of ergometer. The typical errors for the difference between bouts (i.e., fatigue) for peak power and mean power were 3.0 and 2.5%, respectively. Typical errors for the average of the two bouts were 1.6 and 1.2% for peak and mean power respectively, which are small enough to give adequate precision for moderate treatment effects in studies with modest sample sizes.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The purpose of this study was to assess the ability of observers to use voice-recognition analysis to accurately classify gait transitions and quantify gait durations typical of team games. Inter-rater and intra-rater reliability was also determined. Four males were filmed performing pre-determined gait protocols, each comprising different sequences of walking, jogging. running and sprinting. Two operators independently classified gait transitions and the time spent in each gait was determined by the voice recognition system. All gait modes as measured by trained observers demonstrated statistically significant correlations (p<O.O I) to predetermined measurement criteria. The mean absolute error for all gait transitions was less than half a second (0.32-0.36 5) with the maximum percentage error being approximately 4% for the walk, jog and run gaits and 10% for sprinting. Gait classification error was low at 1-9%. The intra-rater and inter-rater reliability was consistently high ranging from r =' 0.87 to 0.99. In conclusion, observers using voice-recognition software provided valid measures of time spent in each of the four gait categories with 90% or better accuracy achieved.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Three experiments were conducted to explore whether children's recall of an occurrence of a repeated event could be improved by encouraging them to consider various details that occurred across a series of events prior to making a judgement about which details were included in the target (to-be-recalled) occurrence. Experiment 1 explored whether children's recall of the target occurrence was better after the interviewer presented all the items from the series prior to the child identifying the final item. Experiment 2 explored whether having the children generate all the items facilitated their subsequent recall of the target occurrence. Finally, Experiment 3 directly compared the effectiveness of the above 2 procedures. Regardless of the children's age, the retention interval, or the type of item, children's capacity to identify which details were included in a target occurrence was enhanced when they were initially provided with all the possible details from the series of events. However, without relying on the interviewer to generate the options, the benefit of the technique was directly contingent on the children's ability to generate content details; this was a distinct source of difficulty for the children. Indeed, having children generate options had no beneficial effect on decisions about the temporal position of items unless performance was made conditional on the children's ability to remember the relevant details in the first place. The implications of the findings for the legal setting and for future research are discussed.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Purpose. This study examined the usefulness of contextual cues in enhancing the accuracy of children's narrative accounts of an occurrence of a repeated event.

Method. Children aged 6 to 7 years took part in the same staged event four times whereby 16 target details varied in each occurrence (e.g. the colour of a cloak varied each time). Three days later, the children's free recall of the final occurrence was elicited. This occurrence was identified in one of two ways. Either it was identified via the temporal term 'last', or else the term 'last' was combined with a feature related to the environmental context or setting that was unique to the occurrence (i.e., the interviewer referred to a new object that was worn throughout the occurrence or a new person who carried out the event). For each condition, performance was compared to that of children who experienced the event only once.

Results. Children's memory of details specific to the target occurrence was better after the single than the repeated event. However for both event types, children who were given the contextual and temporal cue performed better than those who were given the temporal cue only. The benefit of using a contextual cue did not result in an increase in errors.

Conclusion. Contextual cues (generated by an interviewer) can facilitate children's recall of an occurrence of an event. However, further research needs to determine whether this finding would generalize to a more practical situation where the child (rather than the interviewer) generates the cues.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Stalking is a prevalent crime which can significantly compromise the victim's quality of life. It occurs when one person repeatedly inflicts on another unwanted contacts or communications which induce fear. Many of the behaviours associated with stalking overlap with common, albeit irritating, experiences (e.g. being persistently telephoned or approached for a date). The difficulty for victims is recognizing the difference between brief episodes of intrusiveness or social awkwardness, and the beginnings of a more persistent campaign of harassment. This study sought to define empirically the foremost juncture at which instances of intrusiveness can be distinguished from persistent stalking which is ultimately damaging to the victim's psychosocial functioning. The results indicate that continuation of unwanted intrusions beyond a threshold of 2 weeks is associated with a more intrusive, threatening and psychologically damaging course of harassment. Recognition that 2 weeks is the watershed between brief, self-limiting instances of intrusiveness and protracted stalking allows an opportunity for early intervention to assist victims of this crime.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In this paper the authors explore the use and adaptation of a language specifically developed for, and by, a community of young people who play computer games. Leet speak or 1337 5p34k, the language used by the participants in this study, incorporates symbols and numbers as substitutes for the letters contained in words. Described by the group as an ‘elite’ language or ‘leet speak’, the authors’ interest was captured by the derisive and ironic use of the language in an online forum for a tertiary first year unit of study. Rather than merely defining its participants within an elite cultural boundary, ‘leet speak’ is utilised ironically to unearth ‘wannabees’ (those seeking entrance and acceptance into the game world, generally 12 –16 year olds). Of particular fascination to the authors was that despite the clear self- demarcation of the group from the users of ‘leet speak’, and their insistence on its use solely by ‘newbs and wannabees’, the group continued to use the language to communicate with each other online. In this research, language defines the cultural group of games technology students in terms of the group’s continual subversion of the language’s very foundations whilst still using it to communicate. Perhaps most interesting was the group’s nonchalant admission that they perceived this to be the function of all languages ‘all languages are created purely for communication so dont [sic] have a cry about ppl been [sic] lazy’.