962 resultados para DIGITAL GAMES
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Procedural fairness plays a prominent role in the social discourse concerning the marketplace in particular, and social institutions in general. Random procedures are a simple case, and they have found application in several important social allocation decisions. We investigate random procedures in the laboratory. We find that an unbiased random procedure is an acceptable substitute for an unbiased allocation: similar patterns of acceptance and rejection result when either is inserted as a feasible proposal in a sequential battle-of-the-sexes. We also find that unbiasedness, known to be a crucial characteristic of allocation fairness, is important to procedural fairness: in the context of a random offer game, a biased outcome is more readily accepted when chosen by an unbiased random draw than by one that is biased. Procedural fairness is conceptually different than allocation fairness or attribution-based behavior, and none of the current models of fairness and reciprocity captures our results. Post hoc extension of one of these models (ERC) suggests that a deeper understanding of procedural fairness requires further investigation of competing fairness norms.
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Delayed perfect monitoring in an infinitely repeated discounted game is modelled by letting the players form a connected and undirected network. Players observe their immediate neighbors' behavior only, but communicate over time the repeated game's history truthfully throughout the network. The Folk Theorem extends to this setup, although for a range of discount factors strictly below 1, the set of sequential equilibria and the corresponding payoff set may be reduced. A general class of games is analyzed without imposing restrictions on the dimensionality of the payoff space. This and the bilateral communication structure allow for limited results under strategic communication only. As a by-product this model produces a network result; namely, the level of cooperation in this setup depends on the network's diameter, and not on its clustering coefficient as in other models.
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We report experimental results on one-shot two person 3x3 constant sum games played by non-economists without previous experience in the laboratory. Although strategically our games are very similar to previous experiments in which game theory predictions fail dramatically, 80% of actions taken in our experiment coincided with the prediction of the unique Nash equilibrium in pure strategies and 73% of actions were best responses to elicited beliefs. We argue how social preferences, presentation effects and belief elicitation procedures may influence how subjects play in simple but non trivial games and explain the diferences we observe with respect to previous work.
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Description of a costing model developed by digital production librarian to determine the cost to put an item into the Claremont Colleges Digital Library at the Claremont University Consortium. This case study includes variables such as material types and funding sources, data collection methods, and formulas and calculations for analysis. This model is useful for grant applications, cost allocations, and budgeting for digital project coordinators and digital library projects.
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Decision-makers are sometimes influenced by the way in which choice situations are presented to them or "framed" This can be seen as an important challenge to the social sciences, since strong and pervasive framing effects would make it difficult to study human behavior in a synthetic or theoretic manner. We present results from experiments with dilemma games designed to shed light on the effects of several frame variations. We study, among others, the particular public bad frame used by Andreoni (1995) and two more naturalistic frames involving stories. Our results show that none of the frame manipulations have a significant effect on average behavior, but we do find some effects on extreme behavior. We also find that incentives do matter where frames do not matter.
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This document includes the results of the research undertaken by the author on the media planning and coverage of the Barcelona'92 and its cultural implications.
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Desde 1999 el Consorcio de Bibliotecas Universitarias de Cataluña (CBUC) ha creado una nueva línea de trabajo, junto con el Centro de Supercomputación de Cataluña (CESCA), para promocionar la investigación que se lleva a cabo en Cataluña y al mismo tiempo contribuir al movimiento mundial de depositar la producción académica y de investigación en la red de forma gratuita. Este movimiento mundial, que recibe el nombre de Open Access, ha sido puesto en marcha por las instituciones que financian la investigación con la finalidad de crear alternativas al paradigma de pagar por tener acceso a la información que se ha elaborado en la propia institución. Esta nueva línea de trabajo son los repositorios institucionales. En la tercera edición de estas mismas Jornadas presentamos una comunicación sobre los repositorios institucionales que por entonces teníamos implementados. Ahora después de dos años presentamos su estado actual y reflexionamos sobre la estrategia para lograr la inclusión de documentos (políticas institucionales, comités científicos, etc.), su contenido (estándares usados, derechos de autor, preservación, etc.), su continente (programas y tecnología utilizada, protocolos, etc.) y comentamos los resultados obtenidos en los seis años de experiencia desde que se puso en marcha el primero.
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Els formats de compressió amb pèrdua permeten elevades raons de compressió amb una qualitat de la imatge notable per a raons de compressió moderades. Aquesta memòria de recerca pretén valorar la influència de la compressió amb pèrdua sobre la classificació digital sobre dos tipus d’usos del sòl (forestal i agrícola) i en dues àrees de diferents nivells de fragmentació per a cada us del sòl. L’àrea classificada augmenta a nivells de compressió elevats, especialment usant el format JPEG. L’encert de la classificació disminueix a nivells de compressió elevades. En general el format JPEG2000 dóna millors resultats que JPEG.
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Patrimoni Digital de Catalunya (PADICAT) es un proyecto de la Biblioteca Nacional de Catalunya iniciado en 2005. Éste consiste en capturar, procesar y dar acceso permanente a toda la producción cultural, científica y de carácter general catalana producida en formato digital. En definitiva, el objetivo de PADICAT es archivar el web catalán. Después de un año, se dispone de 2.400 capturas de más de 810 webs en 24 millones de ficheros (páginas HTML, imágenes…) que ocupan casi un terabyte de disco.
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This text has been published in the book Jocs Olímpics, comunicació i intercanvis culturals: l’experiència dels últims quatre Jocs Olímpics d’estiu, gathering the communications presented in the international Symposium that was celebrated in Barcelona from 3 to 5 april of 1991.
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Paper discussing on the impact of the Games on the urban development of host cities, analysing in particular the Barcelona'92 Olympic Village. This article was published in the book entitled "Olympic Villages: a hundred years of urban planning and shared experiences" compiling the papers given at the 1997 International Symposium on International Chair in Olympism (IOC-UAB).
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Paper presented at the 2001 seminar of the International Chair in Olympism (IOC-UAB). The seminar offers a general reflection, from the time of the bid onwards, of the 2000 Games experience in Sydney and Australia.
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Document published by the CEO-UAB, corresponding to the results of the research undertaken by the author during the celebration of the Sydney 2000 Games.
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Conferencia presentada por el autor en el IX Congreso de la Asociación Española de Investigación Social Aplicada al Deporte (AEISAD), que tuvo lugar en Las Palmas de Gran Canaria del 16 al 18 de noviembre de 2006, analizando cómo los cambios en las nuevas tecnologías influencian la mutua relación entre medios y deporte.