957 resultados para non-cooperative game


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A new non-porous carbon material from granular olive stones has been prepared to be used as a reference material for the characterization of the pore structure of activated carbons. The high precision adsorption isotherms of nitrogen at 77.4 K and argon at 87.3 K on the newly developed sample have been measured, providing the standard data for a more accurate comparative analysis to characterize disordered porous carbons using comparative methods such as t- and αS-methods.

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The hexahydride complex OsH6(PiPr3)2 (1) activates the C–OMe bond of 1-(2-methoxy-2-oxoethyl)-3-methylimidazolium chloride (2), in addition to promoting the direct metalation of the imidazolium group, to afford a five-coordinate OsCl(acyl-NHC)(PiPr3)2 (3) compound. The latter coordinates carbon monoxide, oxygen, and molecular hydrogen to give the corresponding carbonyl (4), dioxygen (5), and dihydrogen (6) derivatives. Complex 3 also promotes the heterolytic bond activation of pinacolborane (HBpin), using the acyl oxygen atom as a pendant Lewis base. The hydride ligand and the Bpin substituent of the Fischer-type carbene of the resulting complex 7 activate the O–H bond of alcohols and water. As a consequence, complex 3 is a metal ligand cooperating catalyst for the generation of molecular hydrogen, by means of both the alcoholysis and hydrolysis of pinacolborane, via the intermediates 7 and 6.

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In an interspecific cooperative context, individuals must be prepared to tolerate close interactive proximity to other species but also need to be able to respond to relevant social stimuli in the most appropriate manner. The neuropeptides vasopressin and oxytocin and their non-mammalian homologues have been implicated in the evolution of sociality and in the regulation of social behaviour across vertebrates. However, little is known about the underlying physiological mechanisms of interspecific cooperative interactions. In interspecific cleaning mutualisms, interactions functionally resemble most intraspecific social interactions. Here we provide the first empirical evidence that arginine vasotocin (AVT), a non-mammalian homologue of arginine vasopressin (AVP), plays a critical role as moderator of interspecific behaviour in the best studied and ubiquitous marine cleaning mutualism involving the Indo-Pacific bluestreak cleaner wrasse Labroides dimidiatus. Exogenous administration of AVT caused a substantial decrease of most interspecific cleaning activities, without similarly affecting the expression of conspecific directed behaviour, which suggests a differential effect of AVT on cleaning behaviour and not a general effect on social behaviour. Furthermore, the AVP-V1a receptor antagonist (manning compound) induced a higher likelihood for cleaners to engage in cleaning interactions and also to increase their levels of dishonesty towards clients. The present findings extend the knowledge of neuropeptide effects on social interactions beyond the study of their influence on conspecific social behaviour. Our evidence demonstrates that AVT pathways might play a pivotal role in the regulation of interspecific cooperative behaviour and conspecific social behaviour among stabilized pairs of cleaner fish. Moreover, our results suggest that the role of AVT as a neurochemical regulator of social behaviour may have been co-opted in the evolution of cooperative behaviour in an interspecific context, a hypothesis that is amenable to further testing on the potential direct central mechanism involved.

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This literature review supports the report, Recent International Activity in Cooperative Vehicle-Highway Automation Systems. It reviews the published literature in English dating from 2007 or later about non-U.S.-based work on cooperative vehicle-highway automation systems. This review covers work performed in Europe and Japan, with application to transit buses, heavy trucks, and passenger cars. In addition to fully automated driving of the vehicles (without human intervention), it also covers partial automation systems, which automate subsets of the total driving process. Recent International Activity in Cooperative Vehicle Highway Automation Systems is published separately as FHWA-HRT-12-033.

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At head of title: State of California, Dept. of Fish and Game, Marine Research Committee.

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"Literature cited": p. 38.

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At head of title: State of California, Dept. of Fish and Game, Marine Research Committee.

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Firmly situating South African teams, players, and associations in the international framework in which they have to compete, South Africa and the Global Game: Football, Apartheid, and Beyond presents an interdisciplinary analysis of how and why South Africa underwent a remarkable transformation from a pariah in world sport to the first African host of a World Cup in 2010. Written by an eminent team of scholars, this special issue and book aims to examine the importance of football in South African society, revealing how the black oppression transformed a colonial game into a force for political, cultural and social liberation. It explores how the hosting of the 2010 World Cup aims to enhance the prestige of the post-apartheid nation, to generate economic growth and stimulate Pan-African pride. Among the themes dealt with are race and racism, class and gender dynamics, social identities, mass media and culture, and globalization. This collection of original and insightful essays will appeal to specialists in African Studies, Cultural Studies, and Sport Studies, as well as to non-specialist readers seeking to inform themselves ahead of the 2010 World Cup. This book was published as a special issue of Soccer and Society. 1. Introduction Peter Alegi and Chris Bolsmann Part 1: Past is Prologue – History of Football in South Africa 2. Football as Code: The Social Diffusion of ‘Soccer’ in South Africa Lloyd Hill 3. White Football in South Africa: Empire, Apartheid and Change, 1892 – 1977 Chris Bolsmann 4. A Biography of Darius Dhlomo: Transnational Footballer in the Era of Apartheid Peter Alegi 5. Women and Gender in South African Soccer Cynthia Fabrizio Pelak Part 2: Football Culture after Apartheid: Local and Transnational Dynamics 6. "You Must Support Chiefs: Pirates Already Have Two White Fans!" Race and Racial Discourse in South African Football Fandom Marc Fletcher 7. "It wasn’t that I did not like South African Football": Media, History, and Biography Sean Jacobs 8. Soccer in a Rugby Town: Restructuring Football in Stellenbosch Sylvain Cubizolles 9. Differing Trajectories: Football Development and Patterns of Player Migration in South Africa and Ghana Paul Darby and Eirik Solberg Part 3: The 2010 World Cup: Challenges and Opportunities 10. Football's Tsars: Proprietorship, Corporatism and Politics in the 2010 FIFA World Cup Scarlett Cornelissen 11. Sports as Cultural Diplomacy: The 2010 FIFA World Cup in South Africa’s Foreign Policy Sifiso Mxolisi Ndlovu 12. World Cup 2010: Africa’s Turn or the Turn on Africa? Ashwin Desai and Goolam Vahed 13. The 2010 FIFA World Cup: Critical Voices From Below Percy Ngonyama.

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Servitization concerns the process of manufacturers shifting from a focus on producing and selling tangible goods to service-based business models. Factors that drive adoption of servitization are financial, strategic (competitive advantage) and marketing. However, uptake is slow and active efforts are being made to transfer knowledge about servitization to the manufacturing sector. This paper presents early results from the first test of a serious computer game which has the goal of educating managers about what advanced services are and how they fit in supply chains. Results suggest the role-play scenario tested is appropriate for an audience of largely non-expert gamers, and that the approach has the potential to instruct users about the role of services in the supply chain.

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Purpose: Development and evaluation of a prototype dialogue game for servitization is reported. Design/methodology/approach: This paper reports the design of the iServe game, from user centered design, through implementation using the Unity games engine to evaluation, a process which took 270 researcher hours. Findings: No relationship was found between either age or gaming experience and usability. Participants who identified themselves as non-experts in servitization recognized the potential of the game to teach servitization concepts to other novice learners. Originality/value: The potential of business games for education and executive development has been recognized but factors, including high development cost, inhibit their uptake. Games engines offer a potential solution.

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Increased global uptake of entertainment gaming has the potential to lead to high expectations of engagement and interactivity from users of technology-enhanced learning environments. Blended approaches to implementing game-based learning as part of distance or technology-enhanced education have led to demonstrations of the benefits they might bring, allowing learners to interact with immersive technologies as part of a broader, structured learning experience. In this article, we explore how the integration of a serious game can be extended to a learning content management system (LCMS) to support a blended and holistic approach, described as an 'intuitive-guided' method. Through a case study within the EU-Funded Adaptive Learning via Intuitive/Interactive, Collaborative and Emotional Systems (ALICE) project, a technical integration of a gaming engine with a proprietary LCMS is demonstrated, building upon earlier work and demonstrating how this approach might be realized. In particular, how this method can support an intuitive-guided approach to learning is considered, whereby the learner is given the potential to explore a non-linear environment whilst scaffolding and blending provide guidance ensuring targeted learning objectives are met. Through an evaluation of the developed prototype with 32 students aged 14-16 across two Italian schools, a varied response from learners is observed, coupled with a positive reception from tutors. The study demonstrates that challenges remain in providing high-fidelity content in a classroom environment, particularly as an increasing gap in technology availability between leisure and school times emerges.

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This thesis is a qualitative case study that draws upon a grounded genre analysis approach situated within the social constructivist paradigm. The study describes the various obligatory, desired, and optional moves used by post-graduate students as they interacted within an online, non-judgmental environment in order to seek solutions to issues they were experiencing with their research projects or teaching. The postgraduate students or case participants met individually online with me at pre-arranged times to take part in Instant Messenger Cooperative Development (IMCD) (Boon, 2005) 30-minute to one hour sessions via the text-chat function of Skype. Participants took on the role of ‘Explorer’ in order to articulate their thoughts and ideas about their research. I took on the role of ‘Understander’ to provide support to each Explorer by reflecting my understanding of the ongoing articulations as the Explorers investigated their specific issues, determined possible ways to overcome them, made new discoveries, and formulated plans of action regarding the best way for them to move forward. The description of generic moves covers 32 IMCD sessions collected over a threeyear period (2009-2012) from 10 different participants (A-J). Data collected is drawn from live IMCD sessions, field notes, and post-session email feedback from participants. In particular, the thesis focuses on describing the specific generic moves of Explorers within IMCD sessions as they seek satisfactory resolutions to particular research or pedagogic puzzles. It also provides a detailed description of a longitudinal case (Participant A – four sessions), a one-session case (Participant B – one session), and an outlier case in which the Explorer underwent a negative IMCD experience. The thesis concludes by arguing that IMCD is a highly effective tool that helps facilitate the research process for both distance-learning and on-campus students and has the potential to be utilized across all disciplines at the tertiary level.

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We generalize exactness to games with non-transferable utility (NTU). A game is exact if for each coalition there is a core allocation on the boundary of its payoff set. Convex games with transferable utility are well-known to be exact. We consider ve generalizations of convexity in the NTU setting. We show that each of ordinal, coalition merge, individual merge and marginal convexity can be uni¯ed under NTU exactness. We provide an example of a cardinally convex game which is not NTU exact. Finally, we relate the classes of Π-balanced, totally Π-balanced, NTU exact, totally NTU exact, ordinally convex, cardinally convex, coalition merge convex, individual merge convex and marginal convex games to one another.

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Permutation games are totally balanced transferable utility cooperative games arising from certain sequencing and re-assignment optimization problems. It is known that for permutation games the bargaining set and the core coincide, consequently, the kernel is a subset of the core. We prove that for permutation games the kernel is contained in the least core, even if the latter is a lower dimensional subset of the core. By means of a 5-player permutation game we demonstrate that, in sense of the lexicographic center procedure leading to the nucleolus, this inclusion result can not be strengthened. Our 5-player permutation game is also an example (of minimum size) for a game with a non-convex kernel.