996 resultados para Producer-Scrounger game


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Plusieurs espèces s’alimentant en groupe ont un comportement correspondant au jeu producteur-chapardeur (P-C). Même si à l’origine ce jeu ne prenait pas en compte plusieurs éléments susceptibles d’être présents dans un groupe social, certaines études récentes suggèrent que des facteurs, notamment le niveau de défense des ressources et les liens sociaux, pourraient affecter ses prédictions. Notre étude avait pour but d’étudier les effets de ces facteurs en exposant des groupes de diamants mandarins à quatre traitements expérimentaux faisant varier la taille du groupe et le degré d’attachement des oiseaux. Notre étude est la première à montrer que le niveau de défense des ressources a un réel effet sur les fréquences d’utilisation des tactiques producteur et chapardeur. De fait, contrairement à ce qui est prédit dans le jeu P-C original, nous avons trouvé que la fréquence des chapardeurs n’augmente pas avec la taille du groupe dans un contexte favorisant la défense des ressources. Par ailleurs, nous n’avons pas trouvé d’effet significatif du lien social sur les fréquences d’utilisation des tactiques. Cependant, nos résultats suggèrent que les liens de couple changent le comportement individuel des sujets en ce qui a trait au chapardage et à l’agressivité : bien que le résultat soit non significatif, les individus chapardent davantage leur partenaire social que les autres membres du groupe, mais avec une agressivité plus faible. Les résultats obtenus sont prometteurs et ouvrent la voie à de nombreuses autres études sur l’effet des liens sociaux et la défense des ressources chez les espèces grégaires.

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Un animal qui s’approvisionne en groupe peut rechercher soi-même sa nourriture (tactique producteur) ou tenter de se joindre à des parcelles déjà découvertes par un autre individu (tactique chapardeur). Bien que les modèles de jeu producteur-chapardeur partent du principe que les gains moyens à l’équilibre associés à chacune de ces tactiques sont égaux et ne dépendent pas des caractéristiques des individus, de plus en plus d’études démontrent que le gain de chaque tactique est influencé par certaines caractéristiques phénotypiques (agressivité, capacités d’apprentissage,…). Dans cette étude, nous nous intéressons aux effets de la testostérone sur le choix des tactiques d’approvisionnement chez les mâles de diamant mandarin (Taeniopygia guttata). La testostérone est connue pour influencer le développement du cerveau et l’agressivité, nous avons donc testé les effets d’une exposition prénatale à la testostérone ainsi que durant l’âge adulte sur le choix des tactiques d’approvisionnement lorsque la nourriture est cryptique ou défendable. Nous avons réalisé deux expériences : nous avons tout d’abord utilisé la longueur du tarse ainsi que la différence entre les longueurs des doigts 2 et 4 comme des indicateurs de l’exposition prénatale à la testostérone puis testé si ces différences morphologiques se traduisent par des différences dans le choix des tactiques dans une condition défendable et une condition cryptique. Nous avons trouvé que le choix des tactiques chez les diamants mandarins était limité par le phénotype. Une exposition précoce à la testostérone au cours du développement prénatal pourrait donc être la cause d’au moins une part de la variation observée dans le choix des tactiques d’approvisionnement. Ensuite, nous avons manipulé le taux de testostérone plasmatique chez des mâles adultes grâce à des implants hormonaux sous-cutanés puis comparé le comportement des individus lorsqu’ils portaient un implant hormonal et un implant contrôle et ce, dans chacune des deux conditions d’approvisionnement. Nous n’avons mis en évidence aucun effet du taux de testostérone plasmatique sur le choix des tactiques à l’âge adulte. Nos résultats sont en accord avec l’hypothèse que le choix des tactiques d’approvisionnement peut être influencé par les hormones. Notre conclusion est que les hormones stéroïdiennes peut affecter le choix des tactiques via l’existence d’effets maternels dans le jeu producteur-chapardeur.

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The foraging benefits of coloniality, whereby colony members exchange information about food location, have been suggested as a primary factor influencing the evolution of coloniality. However, despite its longstanding popularity, this hypothesis has rarely been tested experimentally. Here, we conducted a field experiment in the wild Zebra Finch Taeniopygia guttata to test whether colonial birds are better at finding food than solitary individuals. We manipulated food patch location and directly measured foraging activity of many colonial and solitary parents at those patches using an electronic monitoring system. We provided nesting sites in excess to alleviate nest site competition and manipulated brood size to eliminate the possible correlation between brood size, nesting density, and individual quality (including foraging activity). We found that solitary birds found experimental food patches first, closely followed by colonial birds. Moreover, solitary parents adjusted the amount of food per nestling to experimental brood size, whereas colonial parents did not, although overall, nestlings were fed more per capita in colonial than in solitary nests. In addition, brood size and, to a lesser extent, nesting density negatively affected nestling growth. Therefore, with the effect of provisioning rate, sibling competition, and cost of coloniality combined, nestling mass was not affected by the brood manipulation in solitary nests, whereas nestlings were lighter in enlarged than in reduced broods in colonies. Our results therefore suggest that individuals settling in solitary nests were intrinsically better foragers and more optimal parents. While they do not invalidate the possibility of information transfer at colonies, our findings highlight the importance of considering settlement bias in future studies and add to the existing evidence that the effects of nesting density on fitness are both complex and multiple.

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The cooperative behavior is no longer a dilemma for the theory of evolution, since there are models that explain the evolution of this behavior by means of natural selection at the individual level. However, there have been few studies on the proximal factors that interfere with cooperative behavior. In the study of the influence of cognition on cooperation, many authors have been interested in situations in which individuals decide whether to act cooperatively and select partners with different qualities to cooperate. Of the factors studied, we highlight the need for understanding the apparatus and communication between partners to the occurrence of cooperation. Recently, highlight is the proposal that the ability to cooperate would be greater in species with cooperative breeding system. Thus, the common marmoset (Callithrix jacchus) is a New World monkey which stands as a valuable species for this type of study because it presents cooperative actions in nature, such as sharing food and protection of the community territory. Our experiment investigated whether common marmosets unrelated females (n = 6) were able to cooperate using an electrical and a mechanical apparatus, if this cooperation is a byproduct of individual actions or involve social attention, if it occurs inter-individual variation in the use of devices and formation of roles (producer / scrounger) in dyads. We use the number of rewards obtained by animals (Ratio of Correct Pulls) as indicators of cooperation and glances for partners (Ratio of Correct Glances) as indicators of social attention and communication. The results indicate that the type of apparatus was not a constraint for the occurrence of cooperation between the marmosets, but still has not been verified formation of roles in the dyads. The performance of animals in the two devices showed a large variation in the learning time, not having relationship with the performance in the tests phase. In both devices the level of social glances at control phases were casually correlated with any other phase, but the data showed that there was not social attention, that is, the monkeys realized that they gave food to the partners, but the partners did

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This paper describes a design game that we called 'Meaning in Movement'. The purpose was to explore notions of professional dental practice with dental practioners in terms of gestures, actions and movements. The game represents a first step towards involving gestures, actions and movements in a design dialog with practioners for the purpose of designing future interactive systems which are more appropriate to the type of skilful actions and richly structured environments of dentists and dental assistants.

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Designers need to develop good observational skills in order to conduct user studies that reveal the subtleties of human interactions and adequately inform design activity. In this paper we describe a game format that we have used in concert with wiki-web technology, to engage our IT and Information Environments students in developing much sharper observational skills. The Video Card Game is a method of video analysis that is suited to design practitioners as well as to researchers. It uses the familiar format of a card game similar to "Happy Families,, to help students develop themes of interactions from watching video clips. Students then post their interaction themes on wiki-web pages, which allows the teaching team and other students to edit and comment on them. We found that the tangible (cards), game, role playing and sharing aspects of this method led to a much larger amount of interaction and discussion between student groups and between students and the teaching team, than we have achieved using our traditional teaching methods, while taking no more time on the part of the teaching staff. The quality of the resulting interaction themes indicates that this method fosters development of observational skills.In the paper we describe the motivations, method and results in full. We also describe the research context in which we collected the videotape data, and how this method relates to state of the art research methods in interaction design for ubiquitous computing technology.

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In this paper, we present interim results from the Communities and Place project, which is exploring methods for understanding communities in a variety of contexts, and how to inform the design of technology to support them. We report on our experience with adapting an existing game-based approach for working with video as a resource in participatory design processes. Our adaptations allow the approach to be used with diverse data arising out of the different communities we are engaged with, and different design traditions we approach the problem from, leading to the formation of common design themes to inform our future work on this project.

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This paper represents a new theorization of the role of location-based games (LBGs) as potentially playing specific roles in peoples’ access to the culture of cities [22]. A LBG is a game that employs mobile technologies as tools for game play in real world environments. We argue that as a new genre in the field of mobile entertainment, research in this area tends to be preoccupied with the newness of the technology and its commercial possibilities. However, this overlooks its potential to contribute to cultural production. We argue that the potential to contribute to cultural production lies in the capacity of these experiences to enhance relationships between specific groups and new urban spaces. Given that developers can design LBGs to be played with everyday devices in everyday environments, what new creative opportunities are available to everyday people?

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This paper explores how we may transform peoples’ perceived access to cultural participation by exploiting the possible relationships between place, play and mobile devices. It presents SCOOT; a location-based game in order to investigate how aspects of game-play can be employed to evoke at once playful and culturally meaningful experiences of place. In particular this paper is concerned with how the portable, communicative and social affordances of mobile phones are integral to making a “now everything looks like a game” experience.

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Digital Songlines (DSL) is an Australasian CRC for Interaction Design (ACID) project that is developing protocols, methodologies and toolkits to facilitate the collection, education and sharing of indigenous cultural heritage knowledge. This paper outlines the goals achieved over the last three years in the development of the Digital Songlines game engine (DSE) toolkit that is used for Australian Indigenous storytelling. The project explores the sharing of indigenous Australian Aboriginal storytelling in a sensitive manner using a game engine. The use of the game engine in the field of Cultural Heritage is expanding. They are an important tool for the recording and re-presentation of historically, culturally, and sociologically significant places, infrastructure, and artefacts, as well as the stories that are associated with them. The DSL implementation of a game engine to share storytelling provides an educational interface. Where the DSL implementation of a game engine in a CH application differs from others is in the nature of the game environment itself. It is modelled on the 'country' (the 'place' of their heritage which is so important to the clients' collective identity) and authentic fauna and flora that provides a highly contextualised setting for the stories to be told. This paper provides an overview on the development of the DSL game engine.

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The focus of this article is on the proposed consumer guarantees component of the Australian Consumer Law. The Productivity Commission (PC), in its review of Australia’s Consumer Policy Framework, noted that it had not ‘undertaken the detailed analysis necessary to reach a judgment on the adequacy or otherwise of the existing regulation in this area, or the merits of alternative models such as those adopted in countries such as New Zealand’. Accordingly, it recommended that: ‘The adequacy of existing legislation related to implied warranties and conditions should be examined as part of the development of the new national generic consumer law’.