884 resultados para Card games.


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Description of simulation and training games as tool for awareness and capacity development in multi steakeholder processes

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This article deals with embodied user interfaces for handheld augmented reality games, which consist of both physical and virtual components. We have developed a number of spatial interaction techniques that optically capture the device's movement and orientation relative to a visual marker. Such physical interactions in 3-D space enable manipulative control of mobile games. In addition to acting as a physical controller that recognizes multiple game-dependent gestures, the mobile device augments the camera view with graphical overlays. We describe three game prototypes that use ubiquitous product packaging and other passive media as backgrounds for handheld augmentation. The prototypes can be realized on widely available off-the-shelf hardware and require only minimal setup and infrastructure support.

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Incorporating physical activity and exertion into pervasive gaming applications can provide health and social benefits. Prior research has resulted in several prototypes of pervasive games that encourage exertion as interaction form; however, no detailed critical account of the various approaches exists. We focus on networked exertion games and detail some of our work while identifying the remaining issues towards providing a coherent framework. We outline common lessons learned and use them as the basis for generalizations for the design of networked exertion games. We propose possible directions of further investigation, hoping to provide guidance for future work to facilitate greater awareness and exposure of exertion games and their benefits.

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Recently, Branzei, Dimitrov, and Tijs (2003) introduced cooperative interval-valued games. Among other insights, the notion of an interval core has been coined and proposed as a solution concept for interval-valued games. In this paper we will present a general mathematical programming algorithm which can be applied to find an element in the interval core. As an example, we discuss lot sizing with uncertain demand to provide an application for interval-valued games and to demonstrate how interval core elements can be computed. Also, we reveal that pitfalls exist if interval core elements are computed in a straightforward manner by considering the interval borders separately.

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This manuscript details a technique for estimating gesture accuracy within the context of motion-based health video games using the MICROSOFT KINECT. We created a physical therapy game that requires players to imitate clinically significant reference gestures. Player performance is represented by the degree of similarity between the performed and reference gestures and is quantified by collecting the Euler angles of the player's gestures, converting them to a three-dimensional vector, and comparing the magnitude between the vectors. Lower difference values represent greater gestural correspondence and therefore greater player performance. A group of thirty-one subjects was tested. Subjects achieved gestural correspondence sufficient to complete the game's objectives while also improving their ability to perform reference gestures accurately.

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Today, pupils at the age of 15 have spent their entire life surrounded by and interacting with diverse forms of computers. It is a routine part of their day-to-day life and by now computer-literacy is common at very early age. Over the past five years, technology for teens has become predominantly mobile and ubiquitous within every aspect of their lives. To them, being online is an implicitness. In Germany, 88% of youth aged between 12-19 years own a smartphone and about 20% use the Internet via tablets. Meanwhile, more and more young learners bring their devices into the classroom and pupils increasingly demand for innovative and motivating learning scenarios that strongly respond to their habits of using media. With this development, a shift of paradigm is slowly under way with regard to the use of mobile technology in education. By now, a large body of literature exists, that reports concepts, use-cases and practical studies for effectively using technology in education. Within this field, a steadily growing body of research has developed that especially examines the use of digital games as instructional strategy. The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions.

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The long-term preservation of complex works such as video games comes with many challenges. Emulation, currently the most adequate preservation strategy for video games, requires several acts that are technically possible, but closely governed and restricted by copyright law and technical protection measures. Without prior authorisation from the rightsholder(s), it is therefore difficult to legally emulate these works. However, games often have several rightsholders that are in some cases near impossible to identify or locate – particularly with regard to older games. This paper therefore focuses on these so-called orphan video games and examines whether (and to what extent) they are covered by the directive on certain permitted uses of orphan works 2012/28/EU (Orphan Works Directive). As complex works with software and audiovisual components, it is difficult to classify video games in their entirety. The Orphan Works Directive, however, only covers certain categories of works. This paper therefore analyses 1) whether video games in their entirety can be considered types of works that fall under the directive, i.e. audiovisual or cinematographic works, and 2) whether the provisions of the orphan work exception are suitable for the specifics of these complex, “multimedia” works.

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This paper examines the mitigating effect of social accounts on retaliatory behavior in a miniultimatum game setting. Results from games with 108 German high school students support the hypothesis that an ex ante informational and sensitive message can decrease an individuals’ negative perception of an unfair offer and increase the acceptance of the outcome. Furthermore, the moderating effect of gender on retaliatory behavior is investigated. We show that an informational and sensitive message makes more of a difference for women in accepting unfair distributions than it does for men.

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Increasingly, families referred for Intensive Family Preservation Services have not experienced a crisis of maltreatment, focused on the parent; rather these families have children with chronic behavioral difficulties for which their parents lack the skills to cope. These are the same families whose children were formerly placed in residential programs. This paper presents The Family Partners Credit Card System, incorporating behavioral techniques developed to treat children in out-of-home placements into a family preservation model. Two case examples illustrate how the system has been modified to train biological or adoptive parents in parenting skills, enable them to teach their children pro-family behaviors, and reinforce new behaviors through a credit card that monitors an ongoing balance of credits and fines.

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Objectives Despite many reports on best practises regarding onsite psychological services, little research has attempted to systematically explore the frequency, issues, nature and client groups of onsite sport psychology consultancy at the Olympic Games. The present paper will fill this gap through a systematic analysis of the sport psychology consultancy of the Swiss team for the Olympic Games of 2006 in Turin, 2008 in Beijing and 2010 in Vancouver. Design Descriptive research design. Methods The day reports of the official sport psychologist were analysed. Intervention issues were labelled using categories derived from previous research and divided into the following four intervention-issue dimensions: “general performance”, “specific Olympic performance”, “organisational” and “personal” issues. Data were analysed using descriptive statistics, chi square statistics and odds ratios. Results Across the Olympic Games, between 11% and 25% of the Swiss delegation used the sport psychology services. On average, the sport psychologist provided between 2.1 and 4.6 interventions per day. Around 50% of the interventions were informal interventions. Around 30% of the clients were coaches. The most commonly addressed issues were performance related. An association was observed between previous collaboration, intervention likelihood and intervention theme. Conclusions Sport psychologists working at the Olympic Games are fully engaged with daily interventions and should have developed ideally long-term relationships with clients to truly help athletes with general performance issues. Critical incidents, working with coaches, brief contact interventions and team conflicts are specific features of the onsite consultancy. Practitioners should be trained to deal with these sorts of challenges.

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Die vorliegende Dissertation verfolgt das Ziel, zu untersuchen, wie sich ehemalige Schweizer Nachwuchs-Elite-Athleten unter dem Aspekt des sportlichen Erfolgs entwickelt haben und wie sich ihre heutige Lebenssituation präsentiert. Zudem will die Arbeit ergründen, inwiefern der sportliche Erfolg durch ausgewählte institutionelle, sportwissenschaftliche und individuelle Parameter vorhergesagt werden kann. Zu diesem Zweck wurden alle deutschsprachigen Nachwuchs-Elite-Athleten untersucht (N = 221), welche im Jahre 1999 Inhaber einer Swiss Olympic Talent-Card waren. Die Prädiktoren stammen teilweise aus einer ersten schriftlichen Befragung, welche 1999 durchgeführt wurde (Rücklauf: 79%). Die Daten für die Beschreibung der Laufbahn sowie der heutigen Situation wurden im Sommer 2011 durch eine weitere schriftliche Befragung erhoben (Rücklauf: 48%). Die Daten wurden mit deskriptiven, inferenzstatistischen, cluster- sowie regressionsanalytischen Verfahren ausgewertet. Die Resultate zeichnen insgesamt ein positives Bild. Trotz verschiedener Hürden im Nachwuchsalter schafften die meisten befragten Athleten den Sprung in die Elite-Stufe. Knapp ein Drittel von ihnen konnte dabei grosse Erfolge (Medaillengewinn) an bedeutenden internationalen Wettkämpfen erringen. Die bereits zurückgetretenen Athleten scheinen das Laufbahnende grösstenteils gut bewältigt zu haben, was wohl damit zusammenhängt, dass die Mehrheit von ihnen freiwillig zurückgetretenen ist und konkrete Pläne für die nachsportliche Laufbahn hatte. Insgesamt deuten die Ergebnisse darauf hin, dass sich ein Engagement im Leistungssport nicht negativ auf die Entwicklung in anderen Lebensbereichen auszuwirken scheint. So zeigte sich, dass sich die heutige Situation der ehemaligen Nachwuchs-Elite-Athleten in gesundheitlicher, psychologischer, sozialer, beruflicher und finanzieller Hinsicht durchwegs positiv präsentiert – in gesundheitlicher, beruflicher und finanzieller Hinsicht sogar besser als jene von gleichaltrigen Vergleichspersonen der Schweizer Bevölkerung. Bei der Vorhersage des sportlichen Erfolgs zeigte sich, dass Athleten aus weniger geförderten und weniger bedeutenden Sportarten später insgesamt erfolgreicher sind an bedeutenden internationalen Wettkämpfen. Darüber hinaus erwies sich die mentale Stärke als langfristiger Erfolgsfaktor. Die Ergebnisse erweitern das bestehende Wissen über Laufbahnen von Leistungssportlern sowie über Determinanten von sportlichem Erfolg generell, besonders aber hinsichtlich des Schweizer Sportsystems. Athleten und ihr Umfeld erhalten dadurch einen vertieften Einblick in die Chancen und Risiken eines Engagements im Leistungssport. Swiss Olympic und die Verbände gewinnen ein besseres Verständnis darüber, wie sich Nachwuchs-Elite-Athleten in ihrer sportlichen Entwicklung noch besser unterstützen lassen. Bund, Kantone und Gemeinden können anhand der Ergebnisse besser abschätzen, inwiefern sich die Förderung des Spitzensports durch öffentliche Gelder rechtfertigen lässt.