885 resultados para exact games


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Bibliography: p.[267]-269.

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Accompanied by "Supplement." (2 v. in 3. port. 24 cm.) Published: London, H. Sotheran, 1932-37.

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"Work performed under contract DA-30-069-ORD-1955, administered by Bell Telephone Laboratories, Whippany, N. J."

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Classified for chess, p. 11-27.

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Classified for chess; The game of chess, p. 120-173.

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Playing video games is an activity that takes up an increasing amount of children’s and adolescent’s spare time. While some previous studies have highlighted the negative aspects of video games, little research has been carried out on the linguistic learning opportunities that video games present. This study primarily investigates if Swedish second language learners of English can increase their vocabulary proficiency in English with the use of video games. In order to answer the research questions, two quantitative data elicitation methods are used: a questionnaire which aims to gather attitudinal and behavioral data, and a Vocabulary Levels Test which elicits data about the participants’ receptive vocabulary proficiency. The participants consist of 25 students at an upper secondary school in Stockholm. The results show that participants who played video games scored higher on the Vocabulary Levels Test, indicating a higher receptive vocabulary proficiency. Furthermore, the results show that participants who played moderate to frequent amounts of time performed better in the Vocabulary Levels Test than infrequent players. The results also show that video games emphasizing co-operation and communication are preferable to use for vocabulary acquisition. Additionally, the study discusses if video games could be integrated into the Swedish upper secondary school system.

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Fil: Chicote, Gloria Beatriz. Universidad Nacional de La Plata. Facultad de Humanidades y Ciencias de la Educación; Argentina.

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Thesis (Ph.D.)--University of Washington, 2016-06

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It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of non-leisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation ( Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards de. ning how flow in computer games can inform affective design.

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0We study the exact solution for a two-mode model describing coherent coupling between atomic and molecular Bose-Einstein condensates (BEC), in the context of the Bethe ansatz. By combining an asymptotic and numerical analysis, we identify the scaling behaviour of the model and determine the zero temperature expectation value for the coherence and average atomic occupation. The threshold coupling for production of the molecular BEC is identified as the point at which the energy gap is minimum. Our numerical results indicate a parity effect for the energy gap between ground and first excited state depending on whether the total atomic number is odd or even. The numerical calculations for the quantum dynamics reveals a smooth transition from the atomic to the molecular BEC.

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The XXZ Gaudin model with generic integrable boundaries specified by generic non-diagonal K-matrices is studied. The commuting families of Gaudin operators are diagonalized by the algebraic Bethe ansatz method. The eigenvalues and the corresponding Bethe ansatz equations are obtained. (C) 2004 Elsevier B.V. All rights reserved.

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It has been shown [M.-Y. Ye, Y.-S. Zhang, and G.-C. Guo, Phys. Rev. A. 69, 022310 (2004)] that it is possible to perform exactly faithful remote state preparation using finite classical communication and any entangled state with maximal Schmidt number. Here we give an explicit procedure for performing this remote state preparation. We show that the classical communication required for this scheme is close to optimal for remote state preparation schemes of this type. In addition we prove that it is necessary that the resource state have maximal Schmidt number.