890 resultados para Game on circle


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We consider an SU(3)L x U(1)N model for the electroweak interactions which includes extra charged leptons which do not mix with the known leptons. These new leptons couple to Z0 only through vector currents. We consider constraints on the mass of one of these leptons coming from the Z0 width and from the muon (g - 2) factor. The last one is less restrictive than the former.

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We carry out a numerical and analytic analysis of the Yang-Lee zeros of the ID Blume-Capel model with periodic boundary conditions and its generalization on Feynman diagrams for which we include sums over all connected and nonconnected rings for a given number of spins. In both cases, for a specific range of the parameters, the zeros originally on the unit circle are shown to depart from it as we increase the temperature beyond some limit. The curve of zeros can bifurcate- and become two disjoint arcs as in the 2D case. We also show that in the thermodynamic limit the zeros of both Blume-Capel models on the static (connected ring) and on the dynamical (Feynman diagrams) lattice tend to overlap. In the special case of the 1D Ising model on Feynman diagrams we can prove for arbitrary number of spins that the Yang-Lee zeros must be on the unit circle. The proof is based on a property of the zeros of Legendre polynomials.

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We consider a gauge model based on a SU(3)XU(1) symmetry in which the lepton number is violated explicitly by charged scalar and gauge bosons, including a vector field with double electric

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This paper presents an analysis and discussion, based on cooperative game theory, for the allocation of the cost of losses to generators and demands in transmission systems. We construct a cooperative game theory model in which the players are represented by equivalent bilateral exchanges and we search for a unique loss allocation solution, the Core. Other solution concepts, such as the Shapley Value, the Bilateral Shapley Value and the Kernel are also explored. Our main objective is to illustrate why is not possible to find an optimal solution for allocating the cost of losses to the users of a network. Results and relevant conclusions are presented for a 4-bus system and a 14-bus system. (c) 2007 Elsevier B.V. All rights reserved.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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The purpose of this study was to verify the effects of a carbohydrate-electrolyte drink on soccer performance. Twenty soccer players volunteered to participate in the study. Players were allocated to two assigned trials according to their positional roles in the team: CHO group (ingesting a 6% carbohydrate-electrolyte solution at regular 15 minutes intervals) and NCHO (ingesting no fluid) during 75 min on-field soccer game. During the trials, body mass loss, heart rate, time spent running, number of sprints and core temperature were measured. There were statistically significant changes (p < 0.05) in body mass loss (CHO: 1.14 ± 0.37 kg vs. NCHO: 1.75 ± 0.47 kg) and number of sprints performed (CHO: 14.70 ± 4.38 vs. NCHO: 10.70 ± 5.80) between groups. The main finding of the present study indicates that supplementation with a carbohydrate-electrolyte drink during a soccer match is beneficial in helping to prevent deterioration in performance. © Journal of Sports Science and Medicine (2004).

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The research on multiple classifiers systems includes the creation of an ensemble of classifiers and the proper combination of the decisions. In order to combine the decisions given by classifiers, methods related to fixed rules and decision templates are often used. Therefore, the influence and relationship between classifier decisions are often not considered in the combination schemes. In this paper we propose a framework to combine classifiers using a decision graph under a random field model and a game strategy approach to obtain the final decision. The results of combining Optimum-Path Forest (OPF) classifiers using the proposed model are reported, obtaining good performance in experiments using simulated and real data sets. The results encourage the combination of OPF ensembles and the framework to design multiple classifier systems. © 2011 Springer-Verlag.

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The main concern in Wireless Sensor Networks (WSN) algorithms and protocols are the energy consumption. Thus, the WSN lifetime is one of the most important metric used to measure the performance of the WSN approaches. Another important metric is the WSN spatial coverage, where the main goal is to obtain sensed data in a uniform way. This paper has proposed an approach called (m,k)-Gur Game that aims a trade-off between quality of service and the increasement of spatial coverage diversity. Simulation results have shown the effectiveness of this approach. © 2012 IEEE.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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This paper presents an assessment of an educational game for teaching the efficient use of electricity. Developed with Adobe Flash (R), it is a virtual board game where participants choose a car that starts the path and reaches the same final goal, going through a number of track steps defined in terms of a dice that each player rolls in turn. The car moves if the participant is able to correctly answer a question that is randomly generated by the software. The objective of the game is to answer questions related to energy efficiency promoting a healthy and attractive learning process for participants on concepts related to energy efficiency such as: the rational use of energy, the basic concepts of forms of energy generation, among others. The main objective of this paper is to assess the impact of the application of this virtual game in the teaching and learning process of high school students. Therefore, the game was applied in the discipline of physics in a class of junior high public school in the state of Sao Paulo. Initially, the class that had 43 students was divided into 10 groups of 4 students, and 1 group of 3 students. Each student group competed with one another. The idea was that each of them should indicate a student who was the representative of this group until only 4 group leaders were selected for the finals. At this stage, each student could interact with a group of up to ten students that acted as advisers. The adopted assessment process is based on the model proposed by Savi [7]. Then, at the end of the game, the students answered a prepared questionnaire based on the model proposed by Savi. According to Savi, although there are significant studies that show the importance of educational games for the process of cognitive development and learning concepts of students, there are few papers that present forms of assessing the potential of these resources. Thus, the assessment criteria proposed by Savi are based on the model of training evaluation by Kirkpatrick [3], taken as a reference to measure the efficiency of processes of continuing education courses for professionals. The authors assert that the metric of the evaluation proposed to assess the game is based on the first level of the model proposed by Kirkpatrick.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)