990 resultados para game style interaction


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Interaction effects are usually modeled by means of moderated regression analysis. Structural equation models with non-linear constraints make it possible to estimate interaction effects while correcting formeasurement error. From the various specifications, Jöreskog and Yang's(1996, 1998), likely the most parsimonious, has been chosen and further simplified. Up to now, only direct effects have been specified, thus wasting much of the capability of the structural equation approach. This paper presents and discusses an extension of Jöreskog and Yang's specification that can handle direct, indirect and interaction effects simultaneously. The model is illustrated by a study of the effects of an interactive style of use of budgets on both company innovation and performance

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Several methods have been suggested to estimate non-linear models with interaction terms in the presence of measurement error. Structural equation models eliminate measurement error bias, but require large samples. Ordinary least squares regression on summated scales, regression on factor scores and partial least squares are appropriate for small samples but do not correct measurement error bias. Two stage least squares regression does correct measurement error bias but the results strongly depend on the instrumental variable choice. This article discusses the old disattenuated regression method as an alternative for correcting measurement error in small samples. The method is extended to the case of interaction terms and is illustrated on a model that examines the interaction effect of innovation and style of use of budgets on business performance. Alternative reliability estimates that can be used to disattenuate the estimates are discussed. A comparison is made with the alternative methods. Methods that do not correct for measurement error bias perform very similarly and considerably worse than disattenuated regression

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In the accounting literature, interaction or moderating effects are usually assessed by means of OLS regression and summated rating scales are constructed to reduce measurement error bias. Structural equation models and two-stage least squares regression could be used to completely eliminate this bias, but large samples are needed. Partial Least Squares are appropriate for small samples but do not correct measurement error bias. In this article, disattenuated regression is discussed as a small sample alternative and is illustrated on data of Bisbe and Otley (in press) that examine the interaction effect of innovation and style of use of budgets on performance. Sizeable differences emerge between OLS and disattenuated regression

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BACKGROUND Understanding of the genetic basis of type 2 diabetes (T2D) has progressed rapidly, but the interactions between common genetic variants and lifestyle risk factors have not been systematically investigated in studies with adequate statistical power. Therefore, we aimed to quantify the combined effects of genetic and lifestyle factors on risk of T2D in order to inform strategies for prevention. METHODS AND FINDINGS The InterAct study includes 12,403 incident T2D cases and a representative sub-cohort of 16,154 individuals from a cohort of 340,234 European participants with 3.99 million person-years of follow-up. We studied the combined effects of an additive genetic T2D risk score and modifiable and non-modifiable risk factors using Prentice-weighted Cox regression and random effects meta-analysis methods. The effect of the genetic score was significantly greater in younger individuals (p for interaction  = 1.20×10-4). Relative genetic risk (per standard deviation [4.4 risk alleles]) was also larger in participants who were leaner, both in terms of body mass index (p for interaction  = 1.50×10-3) and waist circumference (p for interaction  = 7.49×10-9). Examination of absolute risks by strata showed the importance of obesity for T2D risk. The 10-y cumulative incidence of T2D rose from 0.25% to 0.89% across extreme quartiles of the genetic score in normal weight individuals, compared to 4.22% to 7.99% in obese individuals. We detected no significant interactions between the genetic score and sex, diabetes family history, physical activity, or dietary habits assessed by a Mediterranean diet score. CONCLUSIONS The relative effect of a T2D genetic risk score is greater in younger and leaner participants. However, this sub-group is at low absolute risk and would not be a logical target for preventive interventions. The high absolute risk associated with obesity at any level of genetic risk highlights the importance of universal rather than targeted approaches to lifestyle intervention.

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The discovery of exhumed continental mantle and hyper-extended crust in present-day magma-poor rifted margins is at the origin of a paradigm shift within the research field of deep-water rifted margins. It opened new questions about the strain history of rifted margins and the nature and composition of sedimentary, crustal and mantle rocks in rifted margins. Thanks to the benefit of more than one century of work in the Alps and access to world-class outcrops preserving the primary relationships between sediments and crustal and mantle rocks from the fossil Alpine Tethys margins, it is possible to link the subsidence history and syn-rift sedimentary evolution with the strain distribution observed in the crust and mantle rocks exposed in the distal rifted margins. In this paper, we will focus on the transition from early to late rifting that is associated with considerable crustal thinning and a reorganization of the rift system. Crustal thinning is at the origin of a major change in the style of deformation from high-angle to low-angle normal faulting which controls basin-architecture, sedimentary sources and processes and the nature of basement rocks exhumed along the detachment faults in the distal margin. Stratigraphic and isotopic ages indicate that this major change occurred in late Sinemurian time, involving a shift of the syn-rift sedimentation toward the distal domain associated with a major reorganization of the crustal structure with exhumation of lower and middle crust. These changes may be triggered by mantle processes, as indicated by the infiltration of MOR-type magmas in the lithospheric mantle, and the uplift of the Brianconnais domain. Thinning and exhumation of the crust and lithosphere also resulted in the creation of new paleogeographic domains, the Proto Valais and Liguria-Piemonte domains. These basins show a complex, 3D temporal and spatial evolution that might have evolved, at least in the case of the Liguria-Piemonte basin, in the formation of an embryonic oceanic crust. The re-interpretation of the rift evolution and the architecture of the distal rifted margins in the Alps have important implications for the understanding of rifted margins worldwide, but also for the paleogeographic reconstruction of the Alpine domain and its subsequent Alpine compressional overprint.

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Using a new dynamical network model of society in which pairwise interactions are weighted according to mutual satisfaction, we show that cooperation is the norm in the hawks-doves game when individuals are allowed to break ties with undesirable neighbors and to make new acquaintances in their extended neighborhood. Moreover, cooperation is robust with respect to rather strong strategy perturbations. We also discuss the empirical structure of the emerging networks, and the reasons that allow cooperators to thrive in the population. Given the metaphorical importance of this game for social interaction, this is an encouraging positive result as standard theory for large mixing populations prescribes that a certain fraction of defectors must always exist at equilibrium.

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World Of Wars es un videojuego de acción para plataformas Android basándose en los estilos shoot em¿up arcades antiguos pero adaptándolos a los nuevos tiempos y nuevas formas de juego que existen en la actualidad. Se ha utilizado la librería Cocos2D-x, así como el lenguaje de programación C++ para el desarrollo de el.

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The User-centered design (UCD) game is a tool forhuman-computer interaction practitioners to demonstrate the key user-centered design methodsand how they interrelate in the design process in an interactive and participatory manner. The target audiences are departments and institutions unfamiliar with UCD but whose work is related to the definition, creation, and update of a product or service.

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Retaining players and re-attracting switching players has long been a central topic for SNG providers with regard to the post-adoption stage of playing an online game. However, there has not been much research which has explored players’ post-adoption behavior by incorporating the continuance intention and the switching intention. In addition, traditional IS continuance theories were mainly developed to investigate users’ continued use of utilitarian IS, and thus they may fall short when trying to explain the continued use of hedonic IS. Furthermore, compared to the richer literature on IS continuance, far too little attention has been paid to IS switching, leading to a dearth of knowledge on the subject, despite the increased incidence of the switching phenomenon in the IS field. By addressing the limitations of prior literature, this study seeks to examine the determinants of SNG players’ two different post-adoption behaviors, including the continuance intention and the switching intention. This study takes a positivist approach and uses survey research method to test five proposed research models based on Unified Theory of Acceptance and Use of Technology 2; Use and Gratification Theory; Push-Pull-Mooring model; Cognitive Dissonance Theory; and a self-developed model respectively with empirical data collected from the SNG players of one of the biggest SNG providers in China. A total of 3919 valid responses and 541 valid responses were used to examine the continuance intention and the switching intention, respectively. SEM is utilized as the data analysis method. The proposed research models are supported by the empirical data. The continuance intention is determined by enjoyment, fantasy, escapism, social interaction, social presence, social influence, achievement and habit. The switching intention is determined by enjoyment, satisfaction, subjective norms, descriptive norms, alternative attractiveness, the need for variety, change experience, and adaptation cost. This study contributes to IS theories in three important ways. Firstly, it shows IS switching should be included in IS post-adoption research together with IS continuance. Secondly, a modern IS is usually multi-functional and SNG players have multiple reasons for using a SNG, thus a player’s beliefs about the hedonic, social and utilitarian perceptions of their continued use of the SNG exert significant effects on the continuance intention. Thirdly, the determinants of the switch ing intention mainly exert push, pull, and mooring effects. Players’ beliefs about their current SNG and the available alternatives, as well as their individual characteristics are all significant determinants of the switching intention. SNG players combine these effects in order to formulate the switching intention. Finally, this study presents limitations and suggestions for future research.

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Abstract This thesis is an investigation of Maurice Merleau-Ponty's notion of style via the individual, artwork, and the world. It aims to show that subject-object, self-other, and perceiver-perceived are not contrary, but are reverses of one another each requiring the other for meaningful experience. In experience, these cognitive contraries are engaged in relationships of communication and communion that render styles of interaction by which we have/are a world. A phenomenological investigation of Merleau-Ponty's notion of style via existential meaningfulness, corporeal and worldly understanding, stylistic nuances (with respect to the individual, the artwork, and the world), and the existential temporal dynamic provide the foundation for understanding our primordial connection with the world. This phenomenological unpacking follows Merleau-Ponty's thought from Phenomenology of Perception to "Cezanne's Doubt" and "Eye and Mind" through The Visible and the Invisible.

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The challenge the community college faces in helping meet the needs of the living open system of society is examined in this study. It is postulated that internalization student outcomes are required by society to reduce entropy and remain self-renewing. Such behavior is characterized as having an intrinsically motivated energy source and displays the seeking and conquering of challenge, the development of reflective knowledge and skill, full use of all capabilities, internal control, growth orientation, high self-esteem, relativistic thinking and competence. The development of a conceptual systems model that suggests how transactions among students, faculty and administration might occur to best meet the needs of internalization outcomes in students, and intrinsic motivation in faculty is a major purpose of this study. It is a speculative model that is based on a synthesis of a wide variety of variables. Empirical evidence, theoretical considerations, and speculative ideas are gathered together from researchers and theoretici.ans who are working on separate answers to questions of intrinsic motivation, internal control and environments that encourage their development. The model considers the effect administrators·have on faculty anq the corresponding effect faculty may have on students. The major concentration is on the administrator--teacher interface.For administrators the model may serve as a guide in planning effective transactions, and establishing system goals. The teacher is offered a means to coordinate actions toward a specific overall objective, and the administrator, teacher and researcher are invited to use the model to experiment, innovate, verify the assumptions on which the model is based, and raise additional hypotheses. Goals and history of the community colleges in Ontario are examined against current problems, previous progress and open system thinking. The nature of the person as a five part system is explored with emphasis on intrinsic motivation. The nature, operation, conceptualization, and value of this internal energy source is reviewed in detail. The current state of society, education and management theory are considered and the value of intrinsically motivating teaching tasks together with "system four" leadership style are featured. Evidence is reviewed that suggests intrinsically motivated faculty are needed, and "system four" leadership style is the kind of interaction-influence system needed to nurture intrinsic motivation in faculty.

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The strength and nature of the video game practice effect on tests of visual and perceptual skills were examined using high functioning Grades Four and Five students who had been tested with the WISC-R .for the purpose of gifted identification and placement. The control group, who did not own and .play video games on a sustained basis, and the experimental group, who did own a video game system and had some mastery of video games, including the -Nintendo game, "Tetris", were each composed of 18 juniorg:r;-ade students and were chosen from pre-existing conditions. The experimental group corresponded to the control group in terms of age, sex, and community. Data on the Verbal and Performance I.Q. Scores were· collected for both groups and the author was interested in the difference between the Verbal and Performance Scores within each group, anticipating a P > V outcome for the experimental group. The results showed a significant P > V difference in the experimental, video game playing group, as expected, but no significant difference between the Performance $cores of the control and experimental groups. The results, thus, indicated lower Verbal I.Q. Scores in the experimental group relat'ive to 'the control group.' The study conclu~ed that information about a sUbject's video game experience and "learhing style pref~rence is important for a clear interpretation of the Verbal and Performance I.Q. Scores of the WISC-R. Although the time spent on video game play may, 'indeed, increase P~rformance Scores relative to Verbal Scores for an individual, the possibilities exist that the time borrowed and spent away from language based activities may retard verbal growth and/or that the cognitive style associated with some Performance I.Q.subtests may have a negative effect on the approach to the tasks on the Verbal I.Q. Scale. The study also discussed the possibility that exposure to ,the video game experience, in pre-puberty, can provide spatial instruction which will result in improved spatial skills. strong spatial skills have been linked to improved performance and preference in mathematics, science, and engineering and it was suggested that appropriate video game play might be a way to involve girls more in the fields of mathematics and science.

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La personnalisation et l'adaptation d'environnement multimédia pédagogique a pour but de favoriser l'intégration d'application web de formation en fonction de la personnalité de l'apprenant, de sa progression, de ses préférences et de son contexte d'application. Le contrôle de certaines de ces options doit être donné à l'enseignant afin de pouvoir suivre la progression de ses étudiants, de prescrire des activités complémentaires en ce qui est fait en classe et de gérer ses groupes. Nous avons participé au développement et à l'évaluation d'une application pour appuyer le suivi des activités et donner du soutien aux apprenants dans un environnement pédagogique disponible gratuitement en ligne pour l'apprentissage des sciences nommé ScienceEnJeu. ScienceEnJeu est un environnement où l'apprenant peut explorer différents mondes d'apprendre le contenu, comme les mathématiques, l'écologie, la physique, la génomique, etc. Notre système utilise une base de données qui se construit en fonction de conditions comme les activités des utilisateurs dans le jeu et offre la possibilité de lier les activités du jeu à des structures de concepts issues du programme du Ministère de l'éducation de loisirs et du sport (MELS). Une interface permet aux parents ou à l'enseignant de visualiser la progression dans l'environnement d'un étudiant et / ou d'un groupe, voir le modèle de l'élève de superposition sur la structure des activités et des structures de concepts. L'enseignant peut chercher une activité liée à des concepts particuliers et la définir comme une tâche pour son groupe d'étudiants selon un calendrier. Un système de soutien personnalisé fondé sur des règles y est aussi intégré. Ces règles sont des stratégies de soutien construites en fonction de différents paramètres du contexte de l'activité, des préférences de style d'apprentissage de l'élève et de l'aide précédente. De par ces règles, différents avatars animés peuvent être affichés avec des messages qui sont écrits pour soutenir la motivation des élèves selon leur personnalité d'apprenant.

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Fondée sur une étude ethnographique de la pratique du soccer amateur au sein d’une population immigrante associée politiquement à des minorités visibles, discernables par rapport au groupe majoritaire que forment les Québécois francophones, cette thèse cherche à élucider le rapport pratique et fonctionnel entre corps, connaissance et société à la lumière de la théorie de la pratique élaborée par Bourdieu. Dans cette voie, elle cherche à concevoir la pratique sportive comme vecteur d’intégration sociale susceptible de former l’habitus propice à l’intégration, à la sociabilité et à la participation sociale requises pour développer le sentiment d’appartenance à la société d’accueil dans les rangs de ces sportifs. Dans la veine de la théorisation enracinée, et en s’appuyant sur l’observation systématique du style de jeu et des représentations sociales autour de l’intégration élaborés par un groupe d’adeptes du soccer dans une étude combinant observation, vidéo, notes de terrain et interviews, recueillies dans une ligue amateur de Montréal, la thèse a pour objectif de débusquer la logique sociale que sous-tend la pratique sportive en décelant le sens pratique à l’œuvre dans cette dimension de l’espace social. Sur la lancée, l’étude de la pratique du soccer et de la matérialité du corps de l’immigrant en tant que « fait social total » nous amène à concevoir l’intégration du nouveau venu à la société d’accueil comme la combinaison de l’« extériorité » et de l’« intériorité » responsable des dispositions propres à donner corps à l’intégration. On est fondé à penser que la pratique du sport permet à ses adeptes de nouer avec leurs vis-à-vis des relations sociales qui, leur conférant des positions distinctes et distinctives, permettent de comprendre et d’expliquer l’intégration par les enjeux que cela soulève. Sous ce chef, l’ethnicisation en acte dans ce contexte s’opère sous la médiation du corps conçu comme « vecteur de connaissances », « forme de présentation de soi » (Sayad, 1999, p. 301), et « emblème de l’ethnicité » (Defrance, 2009, p. 26). Le corps, aux yeux des joueurs et des supporteurs, devient objet de représentations fondées sur la performance sportive, le jugement de l’habileté physique et l’attitude personnelle comme indicateurs de la compétence du joueur et, plus généralement, les éléments symboliques nés de l’interaction sociale sur le terrain de jeu comme à l’extérieur. En dernière analyse, le soccer, par sa pratique, fait office de médiation, voire de levier, susceptible d’aplanir les entraves à l’intégration à la société d’accueil sous les traits de l’acculturation. La thèse au programme vient donc enrichir l’explication sociologique du processus d’intégration en contexte multiethnique à la lumière du concept d’habitus afin de concevoir théoriquement la dialectique entre acculturation et incorporation sous les traits d’un jeu de relations objectives en vertu duquel le participant s’y engage de son propre chef, sans être tout à fait conscient que par la pratique il est soumis au jugement social, à l’inculcation de dispositions culturellement légitimes, etc. Il s’en dégage l’hypothèse que le joueur de soccer manifeste la « connaissance par corps » que requiert son intégration à la société dans laquelle il a décidé d’évoluer de son plein gré (Bourdieu, 2003). La pratique sportive se révèle donc une « stratégie identitaire synthétique » susceptible de mettre au diapason son identité et les « conditions objectives d’existence » du milieu auquel il est en passe de s’intégrer (Manço, 1999).