940 resultados para Computer games
Resumo:
[cat] El concepte de joc cooperatiu amb large core s introdut per Sharkey (1982) i el de Population Monotonic Allocation Scheme s definit per Sprumont (1990). Inspirat en aquests conceptes, Moulin (1990) introdueix la noci de large monotonic core donant una caracteritzaci per a jocs de tres jugadors. En aquest document provem que tots els jocs amb large monotonic core sn convexes. A ms, donem un criteri efectiu per determinar si un joc t large monotonic core o no, i daqu obtenim una caracteritzaci pel cas de quatre jugadors.
Resumo:
In the present paper we characterize the optimal use of Poisson signals to establish incentives in the "bad" and "good" news models of Abreu et al. [1]. In the former, for small time intervals the signals' quality is high and we observe a "selective" use of information; otherwise there is a "mass" use. In the latter, for small time intervals the signals' quality is low and we observe a "fine" use of information; otherwise there is a "non-selective" use. JEL: C73, D82, D86. KEYWORDS: Repeated Games, Frequent Monitoring, Public Monitoring, Infor- mation Characteristics.
Resumo:
Aging is associated with common conditions, including cancer, diabetes, cardiovascular disease, and Alzheimer"s disease. The type of multitargeted pharmacological approach necessary to address a complex multifaceted disease such as aging might take advantage of pleiotropic natural polyphenols affecting a wide variety of biological processes. We have recently postulated that the secoiridoids oleuropein aglycone (OA) and decarboxymethyl oleuropein aglycone (DOA), two complex polyphenols present in healthpromoting extra virgin olive oil (EVOO), might constitute a new family of plantproduced gerosuppressant agents. This paper describes an analysis of the biological activity spectra (BAS) of OA and DOA using PASS (Prediction of Activity Spectra for Substances) software. PASS can predict thousands of biological activities, as the BAS of a compound is an intrinsic property that is largely dependent on the compound"s structure and reflects pharmacological effects, physiological and biochemical mechanisms of action, and specific toxicities. Using Pharmaexpert, a tool that analyzes the PASSpredicted BAS of substances based on thousands of"mechanism effect" and"effectmechanism" relationships, we illuminate hypothesisgenerating pharmacological effects, mechanisms of action, and targets that might underlie the antiaging/anticancer activities of the gerosuppressant EVOO oleuropeins.
Resumo:
A brain-computer interface (BCI) is a new communication channel between the human brain and a computer. Applications of BCI systems comprise the restoration of movements, communication and environmental control. In this study experiments were made that used the BCI system to control or to navigate in virtual environments (VE) just by thoughts. BCI experiments for navigation in VR were conducted so far with synchronous BCI and asynchronous BCI systems. The synchronous BCI analyzes the EEG patterns in a predefined time window and has 2 to 3 degrees of freedom.
Resumo:
Els jocs sn una de les indstries de software ms gran del mn de la informtica. Des dels primers jocs en blanc i negre que simulaven raquetes i una pilota, fins avui en dia, en que el desenvolupament dun joc porta darrere un equip de professionals tant o ms gran que el major dels projectes informtics del mn de les indstries, els jocs han evolucionat ms que la majoria de programes. La possibilitat delaborar un joc s, a part duna proposta temptadora (ja que difereix enormement de qualsevol prctica feta durant la carrera), un repte de caire personal per alg que sempre ha estat en contacte amb videojocs i que, desprs dadquirir una srie de coneixements indispensables, sha proposat dintentar desenvolupar-ne un des de larrel. Lobjectiu daquest treball s doncs aix, aprendre com neix un joc partint de res, i veure totes les complicacions que sorgeixen a lhora de desenvolupar-lo. Els resultats delt projecte mostren generosament el gran nombre de problemes que sorgeixen en un procs com aquest, per com a conclusions importants cal destacar la satisfacci envers els resultats obtinguts, aix com els coneixements que shan guanyat mitjanant el desenvolupament del programa.
Resumo:
En els ltims anys el sector de la construcci ha experimentat un creixement exponencial. Aquest creixement ha repercutit sobre molts aspectes: des de la necessitat de tenir ms personal a les obres, la implantaci dunes oficines per a poder gestionar la compatibilitat i portar un control sobre les obres fins a la necessitat dhaver de disposar de programes informtics especfics que ajudin a realitzar la feina de la manera ms cmode i gil possible. El projecte que sha dut a terme consisteix a cobrir una daquestes necessitats, que s la de la gesti dels pressupostos en les diferents obres que els constructors realitzen. Utilitza la base de dades de lITEC (institut de Tecnologia de la Construcci de Catalunya) sobre la qual treballen la immensa majoria dels arquitectes quan dissenyen les obres, per tamb permet entrar les prpies dades que el constructor vulgui. Lusuari de laplicaci podr fer pressupostos per obres de nova construcci, reformes ... agrupant cada una delles per captols. Aquests captols els podem entendre com les diferents fases a dur a terme, per exemple: la construcci dels fonaments, laixecament de les parets o fer la teulada. Dins dels captols hi trobem les partides, que s un conjunt de materials i hores de feina i maquinria per a dur a terme una part de lobra, com per exemple seria fer un env de separaci entre habitacions. En aquest cas hi tindrem els diferents materials que necessitarem, totxanes, morter; les hores de manobre necessries per aixecar-la, el transport de tot el material fins a lobra... Tots aquests parmetres (materials, hores, transport...) sanomenen articles i van inclosos a dins de les partides. Aquesta aplicaci est dissenyada per funcionar en un entorn client/servidor, utilitzant com a servidor un Linux OpenSuse 10.2 i com a clients estacions de treball amb Windows XP, tot i que tamb podrem utilitzar daltres versions dels sistemes operatius de Microsoft. Lentorn de desenvolupament utilitzat s el del llenguatge FDS , el qual ja porta integrat un gestor de fitxers que s el que es far servir.
Resumo:
The aim of the thesis is to devise a framework for analyzing simulation games, in particular introductory supply chain simulation games which are used in education and process development. The framework is then applied to three case examples which are introductory supply chain simulation games used at Lappeenranta University of Technology. The theoretical part of the thesis studies simulation games in the context of education and training as well as of process management. Simulation games can be seen as learning processes which comprise of briefing, micro cycle, and debriefing which includes observation and reflection as well as conceptualization. The micro cycle, i.e. the game itself, is defined through elements and characteristics. Both briefing and debriefing ought to support the micro cycle. The whole learning process needs to support learning objectives of the simulation game. Based on the analysis of the case simulation games, suggestions on how to boost the debriefing and promote long term effects of the games are made. In addition, a framework is suggested to be used in designing simulation games and characteristics of introductory supply chain simulation games are defined. They are designed for general purposes, are simple and operated manually, are multifunctional interplays, and last about 2.5 4 hours. Participants co operate during a game run and competition arises between different runs or game sessions.
Resumo:
Un bon sistema dil.luminaci juga un paper molt important per tal que els videojocs siguin realistes i atractius per a lusuari. El projecte intenta optimitzar el sistema dil.luminaci de manera que la crrega que representa per al sistema sigui inferior, sense haver de renunciar a la qualitat que tindrem sense fer servir aquest sistema. Amb dos objectius molt concrets: entendre i implementar lalgoritme de lightcuts i aconseguir una optimitzaci en una escena utilitzant aquest algoritme
Resumo:
The results presented in this paper are from a research using a questionnaire about activities and evaluations of boys and girls in relation to different audio-visual media (television, computer, videoconsole, educative CD-Roms, Internet and computer and console games). Results show us that children information about any audio-visual media is systematically overestimated by parents. Generally, the media with more negative concordances is video-games, the one with more positive concordances is the computer and the one with more discrepancies between generations is TV
Utilizar los juegos para aprender a resolver conflictos = Using games to learn and resolve conflicts
Resumo:
The characteristics of games make them excellent tools for multiple learning situations in the area of Physical Education, aswell as learning those necessary skills that allow students to handle social situations and especially conflicts. Understandingthat a conflict may be considered from a constructive perspective and that it may represent an excellent learningopportunity is a fundamental point. Games can help us in this task but it is important that the teacher knows theircharacteristics and which may be the most convenient in each educational moment
Resumo:
In this article we try to look at the learning of mathematics through games in the first years of schooling. The use of game resources in the class should not be carried out in a uniquely intuitive way but rather in a manner that contains some preliminary reflections such as, what do we understand by games? Why use games as a resource in the Mathematics classroom? And what does its use imply?
Resumo:
One of the methodological resources that teachers use in a generalised way in Physical Education classes is the game. Inthis article we define the concept of game and analyse the characteristics of their internal structure. On the other hand welook at the concepts of physical condition and conditional skills and describe the objectives of its work in Primary Education.Finally, we relate these concepts and propose two practical examples of modifying the internal structure of the game so asto produce variations in the implied conditional skills
Resumo:
Virtual screening is a central technique in drug discovery today. Millions of molecules can be tested <i>in silico</i> with the aim to only select the most promising and test them experimentally. The topic of this thesis is ligand-based virtual screening tools which take existing active molecules as starting point for finding new drug candidates. One goal of this thesis was to build a model that gives the probability that two molecules are biologically similar as function of one or more chemical similarity scores. Another important goal was to evaluate how well different ligand-based virtual screening tools are able to distinguish active molecules from inactives. One more criterion set for the virtual screening tools was their applicability in scaffold-hopping, i.e. finding new active chemotypes. In the first part of the work, a link was defined between the abstract chemical similarity score given by a screening tool and the probability that the two molecules are biologically similar. These results help to decide objectively which virtual screening hits to test experimentally. The work also resulted in a new type of data fusion method when using two or more tools. In the second part, five ligand-based virtual screening tools were evaluated and their performance was found to be generally poor. Three reasons for this were proposed: false negatives in the benchmark sets, active molecules that do not share the binding mode, and activity cliffs. In the third part of the study, a novel visualization and quantification method is presented for evaluation of the scaffold-hopping ability of virtual screening tools.
Resumo:
In this thesis, a computer software for dening the geometry for a centrifugal compressor impeller is designed and implemented. The project is done under the supervision of Laboratory of Fluid Dynamics in Lappeenranta University of Technology. This thesis is similar to the thesis written by Tomi Putus (2009) in which a centrifugal compressor impeller ow channel is researched and commonly used design practices are reviewed. Putus wrote a computer software which can be used to dene impellers three-dimensional geometry based on the basic geometrical dimensions given by a preliminary design. The software designed in this thesis is almost similar but it uses a different programming language (C++) and a different way to dene the shape of the impeller meridional projection.