763 resultados para Pervasive Games


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Se analiza la lucha fratricida entre Pedro I y Enrique II de Castilla a la luz del "Cuento de los Reyes" inserto en El Victorial, de Gutierre Díaz de Games, y de las Crónicas de Pero López de Ayala. En el transcurso de una guerra civil, inscripta en un conflicto aún mayor, la Guerra de los Cien Años, dos reyes luchan por la misma corona. Ya que Pedro I tiene un origen claramente legítimo, los cronistas, favorables al usurpador Enrique, deben crear para éste una legitimidad, basada en este caso en la denuncia del profundo daño que causa al reino la notoria inconducta del rey legítimo. Una vez perpetrado el doble crimen que significa el asesinato de Pedro a manos de Enrique ?a la vez fratricidio y regicidio? se ejerce la violencia en su función fundacional, instaurando a la vez un nuevo reinado y una nueva dinastía. Por otra parte, lo que sucede en la cúspide de la sociedad se repite en otros niveles, ya que en la guerra civil también se cometerían fratricidios, porque el enemigo no es el Otro, sino un Igual.

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Fil: Chicote, Gloria Beatriz. Universidad Nacional de La Plata. Facultad de Humanidades y Ciencias de la Educación; Argentina.

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Fil: Chicote, Gloria Beatriz. Universidad Nacional de La Plata. Facultad de Humanidades y Ciencias de la Educación; Argentina.

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Fil: Chicote, Gloria Beatriz. Universidad Nacional de La Plata. Facultad de Humanidades y Ciencias de la Educación; Argentina.

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Se analiza la lucha fratricida entre Pedro I y Enrique II de Castilla a la luz del "Cuento de los Reyes" inserto en El Victorial, de Gutierre Díaz de Games, y de las Crónicas de Pero López de Ayala. En el transcurso de una guerra civil, inscripta en un conflicto aún mayor, la Guerra de los Cien Años, dos reyes luchan por la misma corona. Ya que Pedro I tiene un origen claramente legítimo, los cronistas, favorables al usurpador Enrique, deben crear para éste una legitimidad, basada en este caso en la denuncia del profundo daño que causa al reino la notoria inconducta del rey legítimo. Una vez perpetrado el doble crimen que significa el asesinato de Pedro a manos de Enrique ?a la vez fratricidio y regicidio? se ejerce la violencia en su función fundacional, instaurando a la vez un nuevo reinado y una nueva dinastía. Por otra parte, lo que sucede en la cúspide de la sociedad se repite en otros niveles, ya que en la guerra civil también se cometerían fratricidios, porque el enemigo no es el Otro, sino un Igual.

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Se analiza la lucha fratricida entre Pedro I y Enrique II de Castilla a la luz del "Cuento de los Reyes" inserto en El Victorial, de Gutierre Díaz de Games, y de las Crónicas de Pero López de Ayala. En el transcurso de una guerra civil, inscripta en un conflicto aún mayor, la Guerra de los Cien Años, dos reyes luchan por la misma corona. Ya que Pedro I tiene un origen claramente legítimo, los cronistas, favorables al usurpador Enrique, deben crear para éste una legitimidad, basada en este caso en la denuncia del profundo daño que causa al reino la notoria inconducta del rey legítimo. Una vez perpetrado el doble crimen que significa el asesinato de Pedro a manos de Enrique ?a la vez fratricidio y regicidio? se ejerce la violencia en su función fundacional, instaurando a la vez un nuevo reinado y una nueva dinastía. Por otra parte, lo que sucede en la cúspide de la sociedad se repite en otros niveles, ya que en la guerra civil también se cometerían fratricidios, porque el enemigo no es el Otro, sino un Igual.

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Researchers have long believed the concept of "excitement" in games to be subjective and difficult to measure. This paper presents the development of a mathematically computable index that measures this concept from the viewpoint of an audience. One of the key aspects of the index is the differential of the probability of "winning" before and after one specific "play" in a given game. If the probability of winning becomes very positive or negative by that play, then the audience will feel the game to be "exciting." The index makes a large contribution to the study of games and enables researchers to compare and analyze the "excitement" of various games. It may be applied to many fields especially the area of welfare economics, ranging from allocative efficiency to axioms of justice and equity.

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Researchers have long believed the concept of "excitement" in games to be subjective and difficult to measure. This paper presents the development of a mathematically computable index that measures the concept from the viewpoint of an audience and from that of a player. One of the key aspects of the index is the differential of the probability of "winning" before and after one specific "play" in a given game. The index makes a large contribution to the study of games and enables researchers to compare and analyze the “excitement” of various games. It may be applied in many fields, especially the area of welfare economics, and applications may range from those related to allocative efficiency to axioms of justice and equity.

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This paper introduces a novel method for examining the effects of vertical integration. The basic idea is to estimate the parameters of a vertical entry game. By carefully specifying firms' payoff equations and constructing appropriate tests, it is possible to use estimates on rival profit effects to make inferences about the existence of vertical foreclosure. I estimate the vertical entry model using data from the US generic pharmaceutical industry. The estimates indicate that vertical integration is unlikely to generate anticompetitive foreclosure effects. On the other hand, significant efficiency effects are found to arise from vertical integration. I use the parameter estimates to simulate a policy that bans vertically integrated entry. The simulation results suggest that such a ban is counterproductive; it is likely to reduce entry into smaller markets.

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This paper shows the research done at the School of Industrial Engineers (ETSII) of the Technical University of Madrid (UPM), in two consecutive academic courses. In this negotiation game each team is formed by three students playing different roles, with a different degree of complexity. The game is played three different times changing the conditions and doing the Zones of Possible Agreement (ZOPA) smaller so the negotiation is going “harder” and it was more difficult for the team to achieve an agreement. Roles were distributed according to the student’s experience, since it was understood that difficulty of the roles was different, especially when there was set a time limit for negotiation. The combination of playing and training has shown that students without particularly good negotiating skills at the beginning of the experiment attained better final results than those who have natural negotiating skills, but no benefit of training.

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In this paper we discuss the early stage design of MIXER, a technology enhance educational application focused at supporting children in learning about cultural conflict, achieved through the use of a game with an effective embodied AI agent. MIXER is being developed re-using existing technology applied to a different context and purpose with the aim of creating an educational and enjoyable experience for 9-11 year olds. This paper outlines MIXER’s underpinning technology and theory. It presents early stage design and development, highlighting current research directions.

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Proof carrying code (PCC) is a general is originally a roof in ñrst-order logic of certain vermethodology for certifying that the execution of an un- ification onditions and the checking process involves trusted mobile code is safe. The baste idea is that the ensuring that the certifícate is indeed a valid ñrst-order code supplier attaches a certifícate to the mobile code proof. which the consumer checks in order to ensure that the The main practical difñculty of PCC techniques is in code is indeed safe. The potential benefit is that the generating safety certiñeates which at the same time: i) consumer's task is reduced from the level of proving to allow expressing interesting safety properties, ii) can be the level of checking. Recently, the abstract interpre- generated automatically and, iii) are easy and efficient tation techniques developed, in logic programming have to check. In [1], the abstract interpretation techniques been proposed as a basis for PCC. This extended ab- [5] developed in logic programming1 are proposed as stract reports on experiments which illustrate several is- a basis for PCC. They offer a number of advantages sues involved in abstract interpretation-based certifica- for dealing with the aforementioned issues. In particution. First, we describe the implementation of our sys- lar, the xpressiveness of existing abstract domains will tem in the context of CiaoPP: the preprocessor of the be implicitly available in abstract interpretation-based Ciao multi-paradigm programming system. Then, by code certification to deñne a wide range of safety propermeans of some experiments, we show how code certifi- ties. Furthermore, the approach inherits the automation catión is aided in the implementation of the framework. and inference power of the abstract interpretation en- Finally, we discuss the application of our method within gines used in (Constraint) Logic Programming, (C)LP. the área, of pervasive systems

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Proof carrying code is a general methodology for certifying that the execution of an untrusted mobile code is safe, according to a predefined safety policy. The basic idea is that the code supplier attaches a certifícate (or proof) to the mobile code which, then, the consumer checks in order to ensure that the code is indeed safe. The potential benefit is that the consumer's task is reduced from the level of proving to the level of checking, a much simpler task. Recently, the abstract interpretation techniques developed in logic programming have been proposed as a basis for proof carrying code [1]. To this end, the certifícate is generated from an abstract interpretation-based proof of safety. Intuitively, the verification condition is extracted from a set of assertions guaranteeing safety and the answer table generated during the analysis. Given this information, it is relatively simple and fast to verify that the code does meet this proof and so its execution is safe. This extended abstract reports on experiments which illustrate several issues involved in abstract interpretation-based code certification. First, we describe the implementation of our system in the context of CiaoPP: the preprocessor of the Ciao multi-paradigm (constraint) logic programming system. Then, by means of some experiments, we show how code certification is aided in the implementation of the framework. Finally, we discuss the application of our method within the área of pervasive systems which may lack the necessary computing resources to verify safety on their own. We herein illustrate the relevance of the information inferred by existing cost analysis to control resource usage in this context. Moreover, since the (rather complex) analysis phase is replaced by a simpler, efficient checking process at the code consumer side, we believe that our abstract interpretation-based approach to proof-carrying code becomes practically applicable to this kind of systems.

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Para Brasil, actualmente una de las 10 economías más grandes del mundo, los Juegos Olímpicos y Paralímpicos de 2016 representan una oportunidad única. El artículo contrasta Río de Janeiro 2016 con México 1968, los primeros juegos en América Latina, y provee una mirada de cómo los juegos deberían proveer regeneración urbana así como un mejoramiento de la imagen de la ciudad, una imagen constantemente dañada, para una audiencia internacional.