829 resultados para tv game shows
Resumo:
Given a graph G and a set X ⊆ V(G), the relative Wiener index of X in G is defined as WX (G) = {u,v}∈X 2 dG(u, v) . The graphs G (of even order) in which for every partition V(G) = V1 +V2 of the vertex set V(G) such that |V1| = |V2| we haveWV1 (G) = WV2 (G) are called equal opportunity graphs. In this note we prove that a graph G of even order is an equal opportunity graph if and only if it is a distance-balanced graph. The latter graphs are known by several characteristic properties, for instance, they are precisely the graphs G in which all vertices u ∈ V(G) have the same total distance DG(u) = v∈V(G) dG(u, v). Some related problems are posed along the way, and the so-called Wiener game is introduced.
Resumo:
The three articles constituting this thesis are for reasons of content or method related to the following three fields in economics: Behavioral Economics, Evolutionary Game Theory and Formal Institutional Economics. A core element of these fields is the concept of individual preferences. Preferences are of central importance for the conceptional framework to analyze human behavior. They form the foundation for the theory of rational choice which is defined by the determination of the choice set and the selection of the most preferred alternative according to some consistency requirements. The theory of rational choice is based on a very simplified description of the problem of choice (object function and constraints). However, that choices depend on many more factors is for instance propagated by psychological theories and is supported by many empirical and experimental studies. This thesis adds to a better understanding of individual behavior to the extent that the evolution of certain characteristics of preferences and their consequences on human behavior forms the overarching theme of the dissertation. The long-term effect of evolutionary forces on a particular characteristic of importance in the theoretical, empirical and experimental economic literature, the concept of inequality aversion, is subject of the article “The evolution of inequality aversion in a simplified game of life” (Chapter 4). The contribution of the article is the overcoming of a restriction of former approaches to analyze the evolution of preferences in very simple environments. By classifying human interaction into three central economic games, the article provides a first step towards a simplified and sufficiently complete description of the interaction environment. Within such an environment the article characterizes the evolutionary stable preference distribution. One result shows, that the interaction of the aforementioned three classes can stabilize a preference of inequality aversion in the subpopulation which is favored in the problem of redistribution. The two remaining articles are concerned with social norms, which dissemination is determined by medium-run forces of cultural evolution. The article “The impact of market innovations on the evolution of social norms: the sustainability case.“ (Chapter 2) studies the interrelation between product innovations which are relevant from a sustainability perspective and an according social norm in consumption. This relation is based on a conformity bias in consumption and the attempt to avoid cognitive dissonances resulting from non-compliant consumption. Among others, it is shown that a conformity bias on the consumption side can lead to multiple equilibria on the side of norm adoption. The article “Evolution of cooperation in social dilemmas: signaling internalized norms.” (Chapter 3) studies the emergence of cooperation in social dilemmas based on the signaling of social norms. The article provides a potential explanation of cooperative behavior, which does not rely on the assumption of structured populations or on the unmotivated ability of social norms to restrict individual actions or strategy spaces. A comprehensive result of the single articles is the explanation of the phenomenon of partial norm adaption or dissemination of preferences. The plurality of the applied approaches with respect to the proximity to the rational choice approach and regarding the underlying evolutionary mechanics is a particular strength of the thesis. It shows the equality of these approaches in their potential to explain the phenomenon of cooperation in environments that provide material incentives for defective behavior. This also points to the need of a unified framework considering the biological and cultural coevolution of preference patterns.
Resumo:
En este trabajo se explora el uso del cine y la televisi??n como fuente de ideas para desarrollar en el aula las competencias Matem??ticas y Cient??ficas. Se presentan cuatro unidades did??cticas a partir de las pel??culas: La gran evasi??n, Alicia en el Pa??s de las Maravillas, El indomable Will Hunting, y La f??rmula preferida del profesor. La publicaci??n abarca conceptos matem??ticos tales como aritm??tica, probabilidad, resoluci??n de problemas, teor??a de grafos, matrices y l??gica; conceptos de F??sica y Qu??mica como la quiralidad o la ??ptica; y se trabajan otros aspectos menos academicistas como el trabajo en equipo o la exposici??n oral, usando en varios casos las Nuevas Tecnolog??as. Este material puede aplicarse a niveles que van de Primero de ESO hasta Segundo de Bachiller, permitiendo tambi??n al profesorado adaptarlo f??cilmente en funci??n de sus necesidades en el aula.
Resumo:
En este artículo se analizará la calidad periodística en la revista Tv y Novelas, como aproximación al debate ético que despiertan las publicaciones de entretenimiento. Se definirá la calidad periodística como el objetivo del periodismo de alcanzar su tarea social a través del cumplimiento de los procesos técnicos y éticos. Estos fueron tomados de la teoría proporcionada por los investigadores estadounidenses Bill Kovach y Tom Rosenstiel. A través de esta se entiende que la información periodística debe brindar utilidad a quien la lea. Se debatirá cómo el cumplir con alejar de la dura realidad a las personas a través del tratamiento de temas banales y de intromisiones a las intimidades de los famosos en busca de escándalos, hace que el periodismo de entretenimiento ponga en riesgo su calidad ya que no cumple con la dimensión ética esperada. Sin embargo, el debate dejará en evidencia el reconocimiento de los periodistas de su falta ética, que termina siendo producto de una mayor demanda del público de este tipo de temas con la intención de saciar su morbosidad. Esto sucede como un mecanismo de respuesta ante la actual configuración de los medios de comunicación como negocios más que como entidades con objetivos sociales. Sin embargo, se hará evidente cómo las audiencias también son partícipes de la baja calidad periodística de estas publicaciones, porque exigen temas morbosos y los perciben como buen periodismo.
Resumo:
This is an exercise to use with groups. It was sent to Debra Morris in 2007, by David Jaques, an educationalist with many years' experience in groupwork.
Resumo:
For students learning JavaScript programming, this exercise sets out a fairly complete template for a DHTML implementation of Life. Students have to program the missing sections of code and attempt the extra features described. Only I have the password to unlock the solution!
Resumo:
La pizarra mágica es un juego típico para niños, en el que se puede dibujar y borrar todo. Sin embargo, cada trazo deja una marca, por invisible que parezca. Quién podría imaginar que un juguete como este tiene mucho en común con la historia de tres mujeres desplazadas por la violencia en Colombia: Minellys, María y Yanid. Este documental muestra los diferentes tipos de traumas producidos por el desplazamiento y la forma en que el Estado trabaja para mitigar esas marcas con las que conviven más de 5 millones de colombiano. Esas son las marcas olvidadas del conflicto que si no se atienden, seguirán produciendo consecuencias nefastas en las personas, la sociedad, la cultura y la historia colombiana.
Resumo:
Since mid-1990s, companies have adopted agile methods and incorporated them in their development methodologies. For this reason, future project managers and developers need to have a full understanding of these methods. At present, the university’s approach to agile methods is theoretical and is not reflected during the development of a product and their practical use. The purpose of this project is the creation of a software system in the form of a game, named Agile Game, which simulates their use. The system is designed for use as supplementary material in lectures, to help students understand agile methods, to present their use within a project, and to demonstrate how they differ from traditional project management methodologies. The final system, which is web based, was implemented using PHP, MySQL and JavaScript. It was fully tested against the requirements and evaluated by peer students. The evaluation showed that the majority of users were satisfied with the system but they thought that it should contain more detailed information at every step of the game. For this reason, some parts of the design and the content were reviewed to meet user requirements.