997 resultados para Game Controller


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This paper challenges notions of gendered game playing practice implicit in much research into young women's involvement with the computer gaming culture. It draws on a study of Australian teenagers playing The Sims Deluxe as part of an English curriculum unit and insights from feminist media studies to explore relationships between gender and game playing practices. Departing from a reliance on predetermined notions of “gender”, “domestic space”, and “successful game play”, it conceptualizes The Sims as a game in which the boundaries between gender and domestic space are disturbed. It argues that observing students' constructions of gender and domestic space through the act of game play itself provides a more productive insight into the gendered dimensions of game play for educators wishing to work computer games such as The Sims into curriculum development.

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This paper reports on data collected from a larger study investigating the effect of game playing on students' mathematical learning and motivation. The study was conducted in three schools with 240 students participating in four different treatment groups. This paper reports some of the results of interviews with students to gather data on their attitudes towards mathematics and game playing. The interview data collected from a sample of students in the· three game playing groups pertaining to attitudes are presented and discussed below.

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This paper explores the importance of online communities designed to support the creativity of tertiary students enrolled in Computer Science studies. Online discussion forums provide university students with a supportive and nurturing environment and a community where they can share knowledge and ideas. The authors draw on findings derived from a study of first year Computer Science students enrolled in a Games Design and Development unit. Of particular interest is the ways in which the participants develop and control the environment in order to enhance their own creative expression.

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Background
While much cross-sectional data is available, there have been few longitudinal investigations of patterns of electronic media use in children. Further, the possibility of a bi-directional relationship between electronic media use and body mass index in children has not been considered. This study aimed to describe longitudinal patterns of television viewing and electronic game/computer use, and investigate relationships with body mass index (BMI).
Methods
This prospective cohort study was conducted in elementary schools in Victoria, Australia. 1278 children aged 5–10 years at baseline and 8–13 years at follow-up had their BMI calculated, from measured height and weight, and transformed to z-scores based on US 2000 growth data. Weight status (non-overweight, overweight and obese) was based on international BMI cut-off points. Weekly television viewing and electronic game/computer use were reported by parents, these were summed to generate total weekly screen time. Children were classified as meeting electronic media use guidelines if their total screen time was ≤14 hrs/wk.
Results
Electronic media use increased over the course of the study; 40% met guidelines at baseline but only 18% three years later. Television viewing and electronic game/computer use tracked moderately and total screen time was positively associated with adiposity cross-sectionally. While weaker relationships with adiposity were observed longitudinally, baseline z-BMI and weight status were positively associated with follow-up screen time and baseline screen time was positively associated with z-BMI and weight status at follow-up. Children who did not meet guidelines at baseline had significantly higher z-BMI and were more likely to be classified as overweight/obese at follow-up.

Conclusion
Electronic media use in Australian elementary school children is high, increases with age and tracks over time. There appears to be a bi-directional association suggesting that interventions targeting reductions in either screen time or adiposity may have a positive effect on both screen time and adiposity.

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This paper introduces the concept of terminal attitude guidance as an alternative to precision guidance and uses fuzzy control ideas in designing a control strategy for a pursuer in countering a manoeuvreing target. The fuzzy controller uses only angle measurements in the control strategy and produces satisfactory results in comparison to the LQR or H∞ type guidance controllers, although they were addressed in a precision guidance context. Both 2D and 3D cases have been considered.

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Recognizing as children’s input in game design and development process is critical, we applied cooperative inquiry experiences working with young children as game design partners. The computer-based games specifically were designed and developed for the acquisition of survival literacy by 12-14 year old intellectually disabled children. During the design and development game process, children learnt game design techniques without their acknowledgement. Importantly, the development process will be undertaken by the students with the minimum guidance of team members. The experiences, challenges and lesson learned through game design process are discussed.

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The value of a comparative study of the two conflicts stems from a remarkable similarity in the structural organization of political violence by its most influential practitioners: the IRA and Hamas. At the core, I have merely tried my best to approach a beguiling question in a fresh, dynamic way. The stultifying discourse of conflict that serves as lingua franca for the Israeli‐Palestinian issue has largely reduced strategic debate to how best the conflict can be managed – not ended. Prime Minister Benjamin Netanyahu’s focus on “economic peace” and unwillingness to commit to a two‐state solution – the consensus that has governed peacemaking for decades – belies such thinking. The Clinton Administration’s cadre of Mideast negotiators operated amidst the most rapid institutionalization of Palestinian democracy in history ‐ yet remained obsessed with Israeli‐Arab “confidence‐building” measures, doing little to legitimize the gains of Oslo. So long as Palestinians continue to view the creation of Israel as “al‐Nakba” – the catastrophe – whilst successive Israeli governments refuse to grant their aspirations any legitimacy, there can be no progress. Peace requires empathy, a substantial compromise in the context of internecine conflict. The “long war” both conflicts have become mandates an equally expansive, broad‐based and labor‐intensive approach – a demanding process that can only be called The Long Game.

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This paper explores the rapid escalation of demand for information in both complex and convergent forms of accessible technology. The authors contend that this growth creates a concomitant demand for a highly skilled information technology workforce. To ensure the preservation and continued development of this workforce, education of the information technology professional is increasingly acknowledged as one of the primary challenges
confronting educators and educational institutions. Many institutions have sought solutions to this educational conundrum in populist concepts of e-learning

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This study examines the issue of crisis and reputation management strategies in Australian sporting clubs and finds that not only are individual clubs unaware of the potential impact of such crises on their organizations, but that they also have no training, contingency plans, or strategies to handle crises of any sort either at this or at the national league level. It uses the Australian Rugby League organization as a case study f()r examining these issues and concludes with several recommendations for improving crisis management and communications policies in Australian sporting organizations and for their stakeholders.

Many public and private organizations prefer to ignore the reality that "bad things" can happen, either through denial of their vulnerabilities or through myopia about their successes and strengths (Elliott, 2002). A crisis can be defined as any problem or disruption that triggers negative stakeholder reaction and extensive public scrutiny (Newman, 2003). Effective crisis management lies in continuous learning processes designed to equip managers with the capabilities, flexibility, and confidence to deal with sudden and unexpected problems or events (Robert & Lajtha, 2002). Good crisis leaders are those who can make fast decisions under pressure and who can keep the big picture consequences of actions and words in mind when making these decisions 030in & Lagadec, 20(0). In 2004, the Rugby league in Australia was both ill-prepared and ill-advised to effectively deal with a sex scandal involving a number of their players on an official club tour. In classic crisis escalation, what should have been a serious but easily dealt with problem became a major reputational and institutional crisis for the league, its sponsors, its players, and its fans.

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Provides an idea on how to devise a mathematical game for primary students. Requirement of an effective mathematical game; Design of the game; Criteria for judging.

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The main objective of a steel strip rolling process is to produce high quality steel at a desired thickness.  Thickness reduction is the result of the speed difference between the incoming and the outgoing steel strip and the application of the large normal forces via the backup and the work rolls.  Gauge control of a cold rolled steel strip is achieved using the gaugemeter principle that works adequately for the input gauge changes and the strip hardness changes.  However, the compensation of some factors is problematic, for example, eccentricity of the backup rolls.  This cyclic eccentricity effect causes a gauge deviation, but more importantly, a signal is passed to the gap position control so to increase the eccentricity deviation.  Consequently, the required high product tolerances are severely limited by the presence of the roll eccentricity effects.
In this paper a direct model reference adaptive control (MRAC) scheme with dynamically constructed neural controller was used.  The aim here is to find the simplest controller structure capable of achieving an optimal performance.  The stability of the adaptive neural control scheme (i.e. the requirement of persistency of excitation and bounded learning rates) is addressed by using as the inputs to the reference model the plant's state variables.  In such a case, excitation is due to actual plant signals (states) affected by plant disturbances and noise.  In addition, a reference model in the form of a filter with a desired transfer function using Modulus Optimum design was used to ensure variance in the desired dynamic characteristics of the system.  The gradually decreasing learning rate employed by the neural controller in this paper is aimed at eliminating controller instability resulting from over-aggressive control.  The moving target problem (i.e. the difficulty of global neural networks to perfrom several separate computational tasks in closed -loop control) is addressed by the localized architecture of the controller.  The above control scheme and learning algorithm offers a method for automatic discovery of an efficient controller.
The resulting neural controller produces an excellent disturbance rejection in both cases of eccentricity and hardness disturbances, reducing the gauge deviation due to eccentricity disturbance from 33.36% to 4.57% on average, and the gauge deviation due to hardness disturbance from 12.59% to 2.08%.

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Within a climate of policy hysteria, it is often claimed that a 'preoccupation with performance' develops, focussing on individual success stories, resulting in 'fad-like waves of adoption and abandonment'. Within this increasing pace and intensity of reform, new networks are formed and new relationships developed, with key players taking on new forms of identity to morph into the constantly changing policy climate. Despite continued evidence of young people's pathways from school being more like mosaic than linear, new policy still seeks to define and limit the possible lines of flight and trajectories, closely managing the education and training of young people at risk. In Victoria, the major policy initiative has involved the establishment of LLENs, the local all purpose solution to young people who might not be sticking to the linear policy pathway. So are we involved in 'an avoidance game', filling up the post compulsory policy space with more and more policies, which in fact seek to continue to regulate and constrain young people, rather than supporting them? This paper interrogates the policies and practices which have created the learning networks, of the SGR LLEN through policy analysis and case studies.