884 resultados para Indoor games
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Induced breeding technique by hypophysation is being applied at the Kainji Lake Research Institute Fisheries Division Hatchery complex in New Bussa, Nigeria, for the production of Clarias fry and fingerlings in indoor and outdoor concrete tank systems. The hatchlings are fed on livefood (zooplankton) and artificial feed. Source of zooplankton is from cultured stock which is maintained throughout the breeding season by fertilization. Production values show that an average of over 4,000 hatchlings (larvae) can be produced by a female breeder (over-700g wt) and percentage survival after two months ranges between 70 to 75%. With the proposed modification and expansion project, an estimated production of over 0.5 million fingerlings per breeding season is projected
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This paper investigates the effect of focal points and initial relative position in the outcome of a bargaining process. We conduct two on-line experiments. In the first experiment we attempt to replicate Güth, Huck and Müller's (2001) results about the relevance of equal splits. In our second experiment, we recover the choices of participants in forty mini-ultimatum games. This design allows us to test whether the equal split or any other distribution or set of distributions are salient. Our data provide no support for a focal-point explanation but we find support for an explanation based on relative position. Our results confirm that there is a norm against hyper-fair offers. Proposers are expected to behave selfishly when the unselfish distribution leads to a change in the initial relative position.
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This study, though, has as its core objective cost reduction in aquaculture nutrition was equally designed to investigate the value of the peels of cassava (Manihot utillisima) as energy source in the diet of Oreochromis niloticus fry. Three levels of cassava peels diet and a control (100% yellow maize in the carbohydrate mixture) was prepared and tested on O. niloticus fry for ten (10) weeks. The fry with mean weight of 0.32g were grouped fifteen (15) in each of the glass aquaria measuring 60x30x30cm with a maximum capacity of 52 litres of water. The fry were fed twice daily at 10% biomass. Weekly, the fry were weighed to determine the weight increment or otherwise and the quality of feed adjusted accordingly. Water quality parameters like temperature, pH and dissolved oxygen (D.0) were monitored and found to be at desirable level. DT 3 (97 % cassava peels and 3% yellow maize) in the carbohydrate mixture gave the best growth performance. The fry fed, this diet gained mean weight of 1.18g for the period of the experiment. However, the poorest performance in terms of growth was from fry fed the control diet (100%yellow maize in the carbohydrate mixture) fry fed this diet gained mean weight of 0.80 for the duration of the experiment. Analysis of the various growth indices like SGR, PER, FCR and NPU shows that DT3 was the overall best diet with an SGR value of2.40 and FCR of 43.83. However, DT 1 (70% cassava peels and 30% yellow maize) gave the poorest SGR of 1.61 and FCR of 67.58. The difference in weight gain among the fry fed the three levels of cassava peels diet and the control was not statically significant (P>0.05)
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This paper is a version of the discussion paper titled "Simple coalitional strategy profiles"
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The study was designed to investigate the value of the peels of yam (Dioscorea rotundata) as energy source in the diet of Oreochromis niloticus fry and to investigate the level of inclusion of this peels that will give optimum growth performance. Four diets, three levels of yam peels and a control, was prepared and tested on O. niloticus fry (mean weight of 0.27g) for ten weeks. Fifteen (15) O. niloticus fry were grouped in each of the glass aquaria, measuring 60x30x3Ocm and with a maximum capacity of 52 liters of water. The fry were fed twice daily at 10% biomass. The fry were weighed weekly to determine weight increment or otherwise and the quality of feed was adjusted accordingly. DTl (70% yam peels and 30% yellow maize) in the carbohydrate mixture gave the best performance. The fry fed this diet, gained a mean weight of 1.20g for the period of the experiment. The poorest performance in terms of growth was from fry fed the control diet (100% yellow maize in the carbohydrate mixture). Fry fed this diet gained mean weight of 0.80g for the duration of the experiment. Analysis of the various growth indices like SGR, PER, FCR and NPU shows that DTl was the overall best diet with an SGR value of I. 92 and FCR of 54.10. The difference in weight gain by fry fed the three levels of yam peels diet and the control diet (100% yellow maize) was not statistically significant (P>0.05)
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In noncooperative cost sharing games, individually strategic agents choose resources based on how the welfare (cost or revenue) generated at each resource (which depends on the set of agents that choose the resource) is distributed. The focus is on finding distribution rules that lead to stable allocations, which is formalized by the concept of Nash equilibrium, e.g., Shapley value (budget-balanced) and marginal contribution (not budget-balanced) rules.
Recent work that seeks to characterize the space of all such rules shows that the only budget-balanced distribution rules that guarantee equilibrium existence in all welfare sharing games are generalized weighted Shapley values (GWSVs), by exhibiting a specific 'worst-case' welfare function which requires that GWSV rules be used. Our work provides an exact characterization of the space of distribution rules (not necessarily budget-balanced) for any specific local welfare functions remains, for a general class of scalable and separable games with well-known applications, e.g., facility location, routing, network formation, and coverage games.
We show that all games conditioned on any fixed local welfare functions possess an equilibrium if and only if the distribution rules are equivalent to GWSV rules on some 'ground' welfare functions. Therefore, it is neither the existence of some worst-case welfare function, nor the restriction of budget-balance, which limits the design to GWSVs. Also, in order to guarantee equilibrium existence, it is necessary to work within the class of potential games, since GWSVs result in (weighted) potential games.
We also provide an alternative characterization—all games conditioned on any fixed local welfare functions possess an equilibrium if and only if the distribution rules are equivalent to generalized weighted marginal contribution (GWMC) rules on some 'ground' welfare functions. This result is due to a deeper fundamental connection between Shapley values and marginal contributions that our proofs expose—they are equivalent given a transformation connecting their ground welfare functions. (This connection leads to novel closed-form expressions for the GWSV potential function.) Since GWMCs are more tractable than GWSVs, a designer can tradeoff budget-balance with computational tractability in deciding which rule to implement.
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We examine voting situations in which individuals have incomplete information over each others' true preferences. In many respects, this work is motivated by a desire to provide a more complete understanding of so-called probabilistic voting.
Chapter 2 examines the similarities and differences between the incentives faced by politicians who seek to maximize expected vote share, expected plurality, or probability of victory in single member: single vote, simple plurality electoral systems. We find that, in general, the candidates' optimal policies in such an electoral system vary greatly depending on their objective function. We provide several examples, as well as a genericity result which states that almost all such electoral systems (with respect to the distributions of voter behavior) will exhibit different incentives for candidates who seek to maximize expected vote share and those who seek to maximize probability of victory.
In Chapter 3, we adopt a random utility maximizing framework in which individuals' preferences are subject to action-specific exogenous shocks. We show that Nash equilibria exist in voting games possessing such an information structure and in which voters and candidates are each aware that every voter's preferences are subject to such shocks. A special case of our framework is that in which voters are playing a Quantal Response Equilibrium (McKelvey and Palfrey (1995), (1998)). We then examine candidate competition in such games and show that, for sufficiently large electorates, regardless of the dimensionality of the policy space or the number of candidates, there exists a strict equilibrium at the social welfare optimum (i.e., the point which maximizes the sum of voters' utility functions). In two candidate contests we find that this equilibrium is unique.
Finally, in Chapter 4, we attempt the first steps towards a theory of equilibrium in games possessing both continuous action spaces and action-specific preference shocks. Our notion of equilibrium, Variational Response Equilibrium, is shown to exist in all games with continuous payoff functions. We discuss the similarities and differences between this notion of equilibrium and the notion of Quantal Response Equilibrium and offer possible extensions of our framework.
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La sociedad está sometida a un proceso de cambio constante y las metodologías docentes deben adaptarse también a estos cambios. Hemos decidido realizar el presente Trabajo de Fin de Grado con el fin de poner en valor la utilidad de las metodologías docentes más innovadoras que consigan adaptar la docencia a la sociedad moderna. Así pues, explicamos lo que son los Serious Games y los usos que pueden tener en la docencia desde el punto de vista del emprendimiento empresarial. Como ejemplo más cercano de Serious Game, utilizamos el simulador del concurso E-mprende, un concurso diseñado para estudiantes que enfrenta a los usuarios a través de un Simulador empresarial. Se trata de un Business Game desarrollado entre otros por la Universidad del País Vasco que intenta enseñar a los jugadores lo que es dirigir una empresa de nueva creación dándoles el control virtual de la misma a través de una plataforma web donde deberán tomar una serie de rondas de decisiones. Para comenzar, realizamos un análisis bibliográfico con el fin de dar una correcta explicación de lo que son los juegos, los Serious Games y los Business Games. Básicamente, un Serious Game se diferencia de un Juego ordinario en su finalidad. Mientras que un juego ordinario se ha diseñado con el único fin de divertir, el Juego Serio también tiene el objetivo de formar, entrenar o educar. Por su parte, Un Business Game es un Serious Game diseñado para el ámbito de los negocios en el que se pretende formar al jugador en materia de empresas. Realizando ese análisis bibliográfico, obtenemos una serie de conclusiones que podremos contrastar utilizando como ejemplo el simulador del concurso emprende. Para conseguir datos totalmente verídicos, elaboramos un cuestionario a medida destinado a los participantes del concurso que se entregó al finalizar el concurso. Dado que este Trabajo de Fin de Grado se enmarca en el ámbito del emprendimiento, lo que nos interesa contrastar por encima de todo es si el hecho de participar en un Business Game como el del concurso E-mprende ayuda a fomentar el espíritu emprendedor en el alumno más allá de complementar conocimientos teóricos y prácticos, lo cual no deja de ser importante.
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[ES]En este documento se tratará de recopilar toda la información y documentación que se ha buscado y desarrollado para la elaboración del proyecto que se está llevando a cabo. El objetivo final del mismo consiste en el análisis y estudio de los canales de propagación en entornos indoor y outdoor y su posterior comercialización en el mercado de las telecomunicaciones. Este documento recoge los aspectos necesarios para finalizar el proyecto con éxito, tales como planificación, alcance, beneficios del proyecto,presupuesto...
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Muitos dos locais onde as atividades são realizadas nas academias de ginásticas são salas pequenas e fechadas com sistema de climatização artificial, freqüentados por um grande número de alunos realizando seus exercícios e profissionais auxiliando as atividades. Com isso, há uma intensa transpiração desses indivíduos, uma freqüente rotina de limpeza do piso e de equipamentos com pequenos intervalos, possibilitando a alterações da qualidade do ar indoor. O presente trabalho busca mostrar as tendências de variações nos valores das concentrações dos poluentes atmosféricos BTEX em ambiente indoor, especificamente na sala de spinning de uma academia de ginástica do Rio de Janeiro. Para o monitoramento da qualidade do ar foram utilizados cartuchos de carvão ativado SKC, acoplado a uma bomba KNF com vazão de 1l min. Para a extração de cada amostra foi feita a análise cromatográfica com cromatógrafo a gás modelo 6890 acoplado a um espectrômetro de massa modelo 5973 da marca Agilent. Foram analisadas 34 amostras coletadas na salas de spinning durante as aulas com atividades aeróbicas, o que intensificava a respiração dos indivíduos, possibilitando uma maior inalação destes COVs. Em contrapartida, também foram coletadas 5 amostras outdoor, 4 delas pareadas indoor/ outdoor para uma análise comparativa das concentrações destes poluentes. Dentre os compostos orgânicos voláteis analisados, o tolueno é o BTEX mais abundante obtido neste trabalho, representando 81% destes COVs indoor. Todas as amostras medidas em pares indoor/ outdoor tiveram concentrações maiores no interior, exceto para o benzeno no dia 3/12/2010. Simples atividades usualmente realizadas pelo homem, como a inserção de piso emborrachado, manutenção do sistema de climatização artificial, e limpeza podem alterar o ar indoor. As conclusões alcançadas após as medições das concentrações de BTEX foram de que o ar indoor estava mais poluído do que o outdoor. Este monitoramento da qualidade do ar indoor ainda é escasso no Brasil. Alguns esforços tem sido feito em relação a ambientes confinados como a Portaria n˚3523 do Ministério da Saúde, regulamentando o controle dos ambientes climatizados e a Resolução n˚9 da Agência Nacional de Vigilância Sanitária, além da Resolução CONAMA n ˚3 estabelecendo padrões de qualidade do ar para alguns compostos químicos, porém muitos compostos químicos ainda não são legislados ou não possuem a devida atenção, não sendo suficientes para contemplar a complexidade do assunto
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225 p.
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The purpose of this study was to compare the effects of Small-Sided Games (SSG) vs. Interval Training (IT) in soccer training on aerobic fitness and physical enjoyment in youth elite soccer players during the last 8 weeks of the season. Seventeen U-16 male soccer players (age = 15.5 +/- 0.6 years, and 8.5 years of experience) of a Spanish First Division club academy were randomized to 2 different groups for 6 weeks: SSG group (n = 9) and IT group (n = 8). In addition to the usual technical and tactical sessions and competitive games, the SSG group performed 11 sessions with different SSGs, whereas the IT group performed the same number of sessions of IT. Players were tested before and after the 6-week training intervention with a continuous maximal multistage running field test and the counter movement jump test (CMJ). At the end of the study, players answered the physical activity enjoyment scale (PACES). During the study, heart rate (HR) and session perceived effort (sRPE) were assessed. SSGs were as effective as IT in maintaining the aerobic fitness in elite young soccer players during the last weeks of the season. Players in the SSG group declared a greater physical enjoyment than IT (P = 0.006; ES = 1.86 +/- 1.07). Coaches could use SSG training during the last weeks of the season as an option without fear of losing aerobic fitness while promoting high physical enjoyment.
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This paper presents a role-play game designed by the authors, which focuses on international climate negotiations. The game has been used at a university with students all drawn from the same course and at summer schools with students from different levels (undergraduate, master’s and doctoral students and post-doctoral researchers) and different knowledge areas (economics, law, engineering, architecture, biology and others). We discuss how the game fits into the process of competence-based learning, and what benefits games, and role-play games in particular, have for teaching. In the game, students take on the role of representatives of national institutions and experience at first hand a detailed process of international negotiation concerned with climate change.
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We introduce and analyze a new solution concept for TU games:The Surplus Distributor Prekernel. Like the prekermel, the new solu- tion is based on the an alternative motion of complaint of one player against other with respect to an allocation. The SD-prekernel contains the SD-prenucleolus and they coincide in the class of convex games. This result allows us to prove that in bankruptcy problems the SD-prekernel and the Minimal Overlapping rule select the same allocation.
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Arduino plataforma erabiliaz, hiru funtzio betetzen dituen barne errobot esploratzaile bat sortu da. Funtzioak honakoak dira; oztopoak gainditzen dituen errobot mugikorra, urrunetik gidatutako errobota eta barne lokalizazio sistema.