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1

Turpin, F. T., and C. R. Edwards. "The Linnaean Games." Bulletin of the Entomological Society of America 31, no. 3 (September 1, 1985): 4–7. http://dx.doi.org/10.1093/besa/31.3.4.

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2

Song, Kyungwoo, JoonHo Jang, Seung jae Shin, and Il-Chul Moon. "Bivariate Beta-LSTM." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 04 (April 3, 2020): 5818–25. http://dx.doi.org/10.1609/aaai.v34i04.6039.

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Long Short-Term Memory (LSTM) infers the long term dependency through a cell state maintained by the input and the forget gate structures, which models a gate output as a value in [0,1] through a sigmoid function. However, due to the graduality of the sigmoid function, the sigmoid gate is not flexible in representing multi-modality or skewness. Besides, the previous models lack modeling on the correlation between the gates, which would be a new method to adopt inductive bias for a relationship between previous and current input. This paper proposes a new gate structure with the bivariate Beta distribution. The proposed gate structure enables probabilistic modeling on the gates within the LSTM cell so that the modelers can customize the cell state flow with priors and distributions. Moreover, we theoretically show the higher upper bound of the gradient compared to the sigmoid function, and we empirically observed that the bivariate Beta distribution gate structure provides higher gradient values in training. We demonstrate the effectiveness of the bivariate Beta gate structure on the sentence classification, image classification, polyphonic music modeling, and image caption generation.
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3

Barney, R. J. "How to Play the Linnaean Games." Bulletin of the Entomological Society of America 34, no. 1 (March 1, 1988): 8. http://dx.doi.org/10.1093/besa/34.1.8.

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4

Tumul'kan, A. D. "Typical calibration curves for beta thickness gauges." Measurement Techniques 34, no. 1 (January 1991): 24–27. http://dx.doi.org/10.1007/bf00978285.

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5

Fischbarg, J., and J. C. Vera. "Multifunctional transporter models: lessons from the transport of water, sugars, and ring compounds by GLUTs." American Journal of Physiology-Cell Physiology 268, no. 5 (May 1, 1995): C1077—C1089. http://dx.doi.org/10.1152/ajpcell.1995.268.5.c1077.

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Facilitative glucose transporters (GLUTs) have recently been shown to be multifunctional, transporting substrates other than sugars, such as water and ring compounds as large as nitrobenzene-diazol-aminoglucose. Other membrane proteins, including transporters and cystic fibrosis transmembrane conductance regulator, have also revealed a finite permeability to water. We compare the alpha-helical and beta-barrel models for the structure of GLUTs, discuss recent evidence, and argue that a beta-barrel fold explains it better. We show a model for GLUTs consisting of a relatively rigid beta-barrel translocation unit ("channel") of diameter ample enough to allow permeation of the above substrates (approximately 20 A) but gated shut by mobile loops at both ends. Such gates would open only after aromatic interactions would lead to binding of the ring substrates for GLUTs; water would, however, traverse crevices in the closed gates. Using the insights gained from GLUTs, we propose that other transporters may share with GLUTs the motif of a beta-barrel channel and would be permeable to water due to the presence of such channels together with similarly behaving gates.
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6

Hosťovecký, M., and B. Babušiak. "Brain activity: beta wave analysis of 2D and 3D serious games using EEG." Journal of Applied Mathematics, Statistics and Informatics 13, no. 2 (December 20, 2017): 39–53. http://dx.doi.org/10.1515/jamsi-2017-0008.

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Abstract Neuroscience and gaming are among the most rapidly increasing research areas. Today, researchers look for a way to develop a serious game, which would improve some chosen knowledge of participants at schools or work. Therefore, it is very necessary to have some feedback whether a serious game is going to improve chosen knowledge. One of the possibilities is to use a neurofeedback using electroencephalography (EEG). Brainwaves, especially beta waves (12Hz - 30Hz), are very important if we want to evaluate the effectiveness of game methodology. Beta waves are activated just when the participant is concentrated. The main goal of our research was to measure and confirm brain activity of beta waves when playing 3D and 2D serious games and compare them. In the last part of paper, we introduce some benefits and profits of using serious games and neurofeedback.
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7

García-Monge, Alfonso, Henar Rodríguez-Navarro, Gustavo González-Calvo, and Daniel Bores-García. "Brain Activity during Different Throwing Games: EEG Exploratory Study." International Journal of Environmental Research and Public Health 17, no. 18 (September 17, 2020): 6796. http://dx.doi.org/10.3390/ijerph17186796.

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The purpose of this study is to explore the differences in brain activity in various types of throwing games by making encephalographic records. Three conditions of throwing games were compared looking for significant differences (simple throwing, throwing to a goal, and simultaneous throwing with another player). After signal processing, power spectral densities were compared through variance analysis (p ≤ 0.001). Significant differences were found especially in high-beta oscillations (22–30 Hz). “Goal” and “Simultaneous” throwing conditions show significantly higher values than those shown for throws without opponent. This can be explained by the higher demand for motor control and the higher arousal in competition situations. On the other hand, the high-beta records of the “Goal” condition are significantly higher than those of the “Simultaneous” throwing, which could be understood from the association of the beta waves with decision-making processes. These results support the difference in brain activity during similar games. This has several implications: opening up a path to study the effects of each specific game on brain activity and calling into question the transfer of research findings on animal play to all types of human play.
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8

Chan, S. C., G. A. Torok-Both, D. M. Billay, P. S. Przybylski, C. Y. Gradeen, K. M. Pap, and J. Petruzelka. "Drug analysis at the 1988 Olympic Winter Games in Calgary." Clinical Chemistry 37, no. 7 (July 1, 1991): 1289–96. http://dx.doi.org/10.1093/clinchem/37.7.1289.

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Abstract A comprehensive drug testing program was carried out during the 16 days of the 1988 Olympic Winter Games in Calgary, Canada. State-of-the-art technology was applied, involving high-resolution gas chromatography, high-performance liquid chromatography, gas chromatography/mass spectrometry, fluorescence polarization immunoassay, and radioimmunoassay. Samples from selected athletes were screened for five drug classes: stimulants, narcotic analgesics, anabolic steroids, beta-blockers, and diuretics. In addition, samples were also screened for local anesthetics, corticosteroids, beta-human choriogonadotropin, and cannabinoids. During the 16-day event, 428 urine samples were processed and 3090 screening procedures performed. We describe the methods for analysis at the Olympic Games and present the results.
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9

Fuentes-García, Juan Pedro, Santos Villafaina, Daniel Collado-Mateo, Ricardo Cano-Plasencia, and Narcis Gusi. "Chess Players Increase the Theta Power Spectrum When the Difficulty of the Opponent Increases: An EEG Study." International Journal of Environmental Research and Public Health 17, no. 1 (December 19, 2019): 46. http://dx.doi.org/10.3390/ijerph17010046.

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The present study aimed to analyze differences in the electroencephalogram (EEG) power spectrum (theta, alpha, and beta) between participants who won (winning group) and those who lost (losing group) in three different chess games: against their same Elo (100% chess games), 25% over their Elo (125% chess games), and 25% under their Elo (75% chess games). EEG was assessed at baseline and during the chess games. Method: 14 male chess players (age: 35.36 ± 13.77 and Elo: 1921 ± 170) played three games of 3 min, plus two additional seconds per move, while EEG was assessed. There were three difficulty levels (75%, 100%, and 125%), with two games (one with white pieces and another with black pieces) per level. The winning group showed higher theta power in the frontal, central, and posterior brain regions when difficulty increased (p-value < 0.05). Besides this, alpha power showed higher values (p-value < 0.05) in 125% games than in 75% chess games in C3, T3, T4, T5, and T6. The losing group showed a significant decrease (p-value < 0.05) in the beta and alpha power spectrum in frontal, central, parietotemporal, and occipital areas, when the opponent’s difficulty increased. Moreover, between groups, analyses showed higher theta power in the losing group than in the winning group, in C3, T5, T6, P4, and Pz (p-value < 0.05). Therefore, the winning group was able to adapt to each difficulty level, increasing theta power in the frontal, central, and posterior brain areas, as the efficiency hypothesis postulated. These changes were not observed in the losing group. Moreover, increases in alpha power during the most difficult games, in comparison with the easier, could have been caused by creative ideation and divergent thinking, as participants looked for alternative solutions against a higher-skilled opponent.
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10

Licznar, P., C. De Michele, and W. Adamowski. "Precipitation variability within an urban monitoring network in terms of microcanonical cascade generators." Hydrology and Earth System Sciences Discussions 11, no. 5 (May 20, 2014): 5251–85. http://dx.doi.org/10.5194/hessd-11-5251-2014.

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Abstract. Understanding the variability of precipitation at small scales is fundamental in urban hydrology. Stochastic models of precipitation are required to feed hydrodynamic models with high resolution data, in order to obtain a probabilistic assessment of urban drainage networks. Microcanonical random cascades are considered here to represent precipitation time series collected in 25 gauges of a monitoring network in Warsaw, Poland. Breakdown coefficients (BDCs) are calculated separately for a hierarchy of subdaily timescales from 5 min (time resolution) to 1280 min, for all gauges. Strong deformations of BDC histograms in form of sharp peaks at small timescales are observed due to the truncation of precipitation depths recorded by gauges. Satisfactory smoothing of empirical BDC histograms is obtained statistically by a slight randomization of nonzero precipitation amounts. The scarce representation of BDCs at large timescales, due to the short period of observation, is solved by the introduction of an algorithm based on overlapping moving windows. BDC histograms are modeled by a 2N-B distribution, which combines two Normal (N) and one Beta (B) distribution. A clear evolution of the distribution from 2N-B at small timescales, to N-B at intermediate timescales, and finally to Beta distribution for large timescales is observed in all gauges. The performance of the microcanonical cascades is evaluated for the considered gauges. Synthetic time series are analyzed with respect to their intermittency and variability of intensity, and compared to observed series. BDC histograms, for each timescale, are compared among the 25 gauges in Warsaw, and with other gauges located in Poland and Germany. The cluster analysis is used to identify patterns of BDC histograms among analyzed set of gauges and timescales, as well as to detect outlier gauges.
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11

Han, X., H. P. Yan, J. G. Zhang, and L. F. Wang. "Cluster-based Alpha-Beta Search for Real-Time Strategy Games." IOP Conference Series: Materials Science and Engineering 435 (November 5, 2018): 012012. http://dx.doi.org/10.1088/1757-899x/435/1/012012.

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12

Hemmer, Kurt, Gregory Corso, Michael Skau, Omar Swartz, James T. Jones, Ben Giamo, and John Lardas. "Barbarians in the Gates: Recent Beat Scholarship." Rocky Mountain Review of Language and Literature 55, no. 2 (2001): 81. http://dx.doi.org/10.2307/1348258.

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13

Yiu, Yuen. "Quantum entanglement helps to beat multiplayer games." Scilight 2018, no. 28 (July 9, 2018): 280004. http://dx.doi.org/10.1063/1.5047425.

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14

Taylor, D. V., J. G. Boyajian, N. James, D. Woods, A. Chicz-Demet, A. F. Wilson, and C. A. Sandman. "Acidosis stimulates beta-endorphin release during exercise." Journal of Applied Physiology 77, no. 4 (October 1, 1994): 1913–18. http://dx.doi.org/10.1152/jappl.1994.77.4.1913.

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Elevated blood levels of beta-endorphin have been associated with high-intensity exertion, but the stimulus for beta-endorphin release is unknown. Some studies of exercise have associated beta-endorphin release with increased exertion levels, but other evidence suggests that acidosis may stimulate the release of beta-endorphin. This study examines acidosis as a possible stimulus for beta-endorphin release by examining the effects of arterial blood gases, whole blood lactate, and respiratory changes on beta-endorphin levels and by examining the effects of buffering during exercise on these levels. Initially, seven healthy adult males were evaluated during incremental exercise. During incremental exertion, indicators of acidosis correlated with endorphin levels: pH (r = -0.94), PCO2 (r = -0.85), HCO3- (r = -0.88), base excess (r = -0.94), and lactate (r = 0.89). A multivariate model showed that beta-endorphin levels were predicted best by the change in base excess. A time course analysis showed that beta-endorphin responses peaked postexercise and paralleled blood acid levels. Subsequently, subjects were compared after alkali loading and placebo during constant-intensity exercise at 85% of maximal exertion to determine whether acidosis is necessary for endorphin release. Treatment with a buffer, which effectively maintained pH above 7.40, significantly suppressed endorphin release (F = 3.07; P < 0.0001). The results of this study indicate that acidosis rather than any other physiological change associated with high-intensity exertion is the primary stimulus for beta-endorphin release.
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15

Hussain, Sara J., Leonardo Claudino, Marlene Bönstrup, Gina Norato, Gabriel Cruciani, Ryan Thompson, Christoph Zrenner, Ulf Ziemann, Ethan Buch, and Leonardo G. Cohen. "Sensorimotor Oscillatory Phase–Power Interaction Gates Resting Human Corticospinal Output." Cerebral Cortex 29, no. 9 (October 11, 2018): 3766–77. http://dx.doi.org/10.1093/cercor/bhy255.

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Abstract Oscillatory activity within sensorimotor networks is characterized by time-varying changes in phase and power. The influence of interactions between sensorimotor oscillatory phase and power on human motor function, like corticospinal output, is unknown. We addressed this gap in knowledge by delivering transcranial magnetic stimulation (TMS) to the human motor cortex during electroencephalography recordings in 20 healthy participants. Motor evoked potentials, a measure of corticospinal excitability, were categorized offline based on the mu (8–12 Hz) and beta (13–30 Hz) oscillatory phase and power at the time of TMS. Phase-dependency of corticospinal excitability was evaluated across a continuous range of power levels using trial-by-trial linear mixed-effects models. For mu, there was no effect of PHASE or POWER (P > 0.51), but a significant PHASE × POWER interaction (P = 0.002). The direction of phase-dependency reversed with changing mu power levels: corticospinal output was higher during mu troughs versus peaks when mu power was high while the opposite was true when mu power was low. A similar PHASE × POWER interaction was not present for beta oscillations (P > 0.11). We conclude that the interaction between sensorimotor oscillatory phase and power gates human corticospinal output to an extent unexplained by sensorimotor oscillatory phase or power alone.
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16

Solodovnik, A. A., H. S. Mkrtchyan, V. A. Misyurin, V. V. Tikhonova, Yu P. Finashutina, N. N. Kasatkina, O. N. Solopova, et al. "EXPRESSION OF CANCER-TESTIS GENES PRAME, NY-ESO1, GAGE1, MAGE A3, MAGE A6, MAGE A12, SSX1, SLLP1, PASD1 IN PATIENTS WITH MULTIPLE MYELOMA, THEIR INFLUENCE ON OVERALL SURVIVAL AND RELAPSE RATE." Advances in molecular oncology 5, no. 2 (July 17, 2018): 62–70. http://dx.doi.org/10.17650/2313-805x-2018-5-2-62-70.

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Objective:to study the prognostic significance of the expression of cancer-testis (CT) genes PRAME, NY-ESO1, GAGE1, MAGE A3, MAGE A6, MAGE A12, SSX1, SLLP1, PASD1 in patients with multiple myeloma (MM) and their influence on overall survival and relapse rate. To determine their effect on suсh clinical parameters as levels of lactate dehydrogenase, leucocytes, hemoglobin, calcium, albumen, creatinine, beta-2-microglobulin.Materials and methods.Real-time polymerase chain reaction was performed on complementary DNA obtained from bone marrow of 77 patients with MM. The statistical analysis was performed using the Statistica 10.0 software package. To estimate prognostic values of the CT gene expression data were analyzed by the Kaplan – Meier method.Results.The study was conducted to determine the level of expression of CT genes PRAME, NY-ESO1, GAGE1, MAGE A3, MAGE A6, MAGE A12, SSX1, SLLP1, PASD1 in a group of patients with MM. The group included primary and receiving cancer treatment in MM patients. According to the log-rank criterion expression of any of the CT genes PRAME, NY-ESO1, GAGE1, MAGE A3, MAGE A6, MAGE A12, SSX1, SLLP1, PASD1 exerts a significant influence on overall survival and progression-free survival/relapse. It was also determined that providing expression of some CT genes, the levels of creatinine, calcium, beta-2-microglobulin were much higher to compare with patients without expression.
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Lahay, Rakhmat Jaya, and Nurdin Mohamad. "PETA PUZZLE 3D BERBASIS MOBILE AUGMENTED REALITY SEBAGAI PROTOTIPE MEDIA PEMBELAJARAN GEOGRAFI." JAMBURA GEO EDUCATION JOURNAL 1, no. 1 (March 3, 2020): 26–31. http://dx.doi.org/10.34312/jgej.v1i1.4675.

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Presentation of maps in paper form is still often done. The advancement of mobile devices and the support of augmented reality technology are alternatives in making map media presentations more interesting and interactive. This research aims to develop media prototypes in the form of educational games based on mobile augmented reality. Media development is carried out using a prototype approach. The developed media is able to display 3D map objects properly based on the results of black box testing and beta testing. Black box testing shows that the media functions as needed. Beta testing states that this application can be accepted with the percentage of survey results is 89.7%.
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Seon, Y., S. H. Hwang, J. M. Lee, K. B. Lee, D. H. Heo, M. J. Han, and H. J. Kim. "The primary system for measurement of beta emitting radioactive gases at KRISS." Applied Radiation and Isotopes 164 (October 2020): 109238. http://dx.doi.org/10.1016/j.apradiso.2020.109238.

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19

Chałupnik, S., A. Smoliński, and M. Wysocka. "Calibration of the Method for Measuring 14C in Combustion Gases." Radiocarbon 56, no. 3 (2014): 1207–14. http://dx.doi.org/10.2458/56.17779.

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Much recent effort has been focused on the development of monitoring methods to calculate the percentage of biomass in the fuel used for energy generation in power plants. One possible method is based on measurements of radiocarbon concentration in combustion gases by liquid scintillation (LS) spectrometry. Fossil fuels contain no 14C due to their age. Therefore, after the combustion of such fuels, the resulting CO2 contains no 14C as well. The only source of 14C comes from the admixture of biomass containing modern carbon. 14C is a beta-emitting radionuclide with a maximum beta energy of 156 keV. There is no emission of gamma rays during decay; therefore, no possibility of gamma spectrometry exists. A difficult task thus is to validate the method and to calibrate it in agreement with the known amount of biomass in the fuel. For this purpose, a set of samples was prepared that were mixtures of hard coal and biomass with a known percentage of carbon. The oxycombustion method was applied for sample preparation in which the combustion of the fuel is done in pure oxygen; therefore, the combustion gas contains mostly CO2 and steam. The CO2 from the gas sample is then adsorbed by 3-methoxypropylamine. A known amount of this absorbent was mixed with a scintillation cocktail and measured in the LS spectrometer. In this way, a calibration curve has been obtained, allowing quantitative measurements of biomass content in the fuel.
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Georgiev, S., K. Mitev, D. Pressyanov, I. Dimitrova, and T. Boshkova. "Numerical modelling of the activity concentration measurements of beta-radioactive noble gases by absorption in polycarbonates and external beta-counting." Radiation Measurements 47, no. 4 (April 2012): 303–10. http://dx.doi.org/10.1016/j.radmeas.2012.01.011.

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21

Balasubramanian, P. S. "A simple procedure for the fabrication of high activity beta-radiation sources of147Pm for use in beta-ray thickness gauges." Journal of Radioanalytical and Nuclear Chemistry 229, no. 1-2 (March 1998): 157–60. http://dx.doi.org/10.1007/bf02389466.

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22

Williams, Jean M., and Deborah Getty. "Effect of Levels of Exercise on Psychological Mood States, Physical Fitness, and Plasma Beta-Endorphin." Perceptual and Motor Skills 63, no. 3 (December 1986): 1099–105. http://dx.doi.org/10.2466/pms.1986.63.3.1099.

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Aerobic exercise which resulted in a significant improvement in cardiovascular functioning had no more effect on psychological mood states than did the placebo control of participation in nonaerobic recreational games or no exercise and sport at all ( N = 430 college students). Beta-endorphin levels with the 41 depressed subjects were not a biochemical link that might explain the possible influence of physical activity on depression.
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23

Afrianto, Irawan, and Rifan Muhammad Furqon. "The Herbalist Game Edukasi Pengobatan Herbal Berbasis Android." JURNAL SISTEM INFORMASI BISNIS 8, no. 2 (October 24, 2018): 141. http://dx.doi.org/10.21456/vol8iss2pp141-148.

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Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.
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Afrianto, Irawan, and Rifan Muhammad Furqon. "The Herbalist Game Edukasi Pengobatan Herbal Berbasis Android." JURNAL SISTEM INFORMASI BISNIS 8, no. 2 (October 24, 2018): 27. http://dx.doi.org/10.21456/vol8iss2pp27-34.

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Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.
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TAKAOKA, Nobuo, Yoshinobu MOTOMURA, and Keisuke NAGAO. "Noble Gases in Tellurium and Associated Minerals and Double-Beta Decay of 1300Te." Journal of the Mass Spectrometry Society of Japan 44, no. 1 (1996): 63–77. http://dx.doi.org/10.5702/massspec.44.63.

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26

Michener, H. Andrew, James M. Ekman, David C. Dettman, and Greg D. Richardson. "Alpha- and beta-characteristic functions in cooperative non-sidepayment games: An experimental test." European Journal of Political Economy 3, no. 4 (January 1987): 441–92. http://dx.doi.org/10.1016/0176-2680(87)90009-7.

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Liu, Jun, and Werner Weppner. "Carbon Dioxide Gas Sensor Based on Na+-Beta/Beta"-Alumina Solid Electrolytes and Its Cross-Sensitivity with other Gases." Materials Science Forum 76 (January 1991): 253–60. http://dx.doi.org/10.4028/www.scientific.net/msf.76.253.

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28

Titus, K. J., T. G. Clapp, Z. Zhu, and R. P. Gardner. "A Preliminary Investigation of a Beta-Particle Transmission Gauge for Seam Quality Determination." Textile Research Journal 67, no. 1 (January 1997): 23–34. http://dx.doi.org/10.1177/004051759706700107.

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Automation of assembly operations throughout the textile industry requires the development and implementation of new quality monitoring systems. A beta-particle transmission gauge using a 90Sr source is investigated as a potential on-line seam inspection technique. The fundamentals of beta-particle transmission radio gauges are discussed in the context of their applicability to textile materials, and preliminary results are obtained with a laboratory prototype device. Unknown sample thicknesses for a variety of woven and knit fabrics are determined from the counting rate intensities of radiation transmitted through the fabric and the experimentally derived areal density. Single-fold knit hems and felled denim seams are evaluated by the gauge system. Results indicate that the number of layers present within the hem or seam can be rapidly and accurately determined to assess seam quality.
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DUBBS, ALEXANDER, and ALAN EDELMAN. "THE BETA-MANOVA ENSEMBLE WITH GENERAL COVARIANCE." Random Matrices: Theory and Applications 03, no. 01 (January 2014): 1450002. http://dx.doi.org/10.1142/s2010326314500026.

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We consider adding arbitrary covariance to the β-Jacobi random matrix model. We recall that for β = 1 the Jacobi random matrix model may be thought of as the eigenvalues, λi, of YtY(XTX + YtY)-1 where X and Y are matrices whose elements are i.i.d. standard normals. Equivalently we can take the generalized cosine singular values of (Y, X), ci, and use [Formula: see text]. When β = 1 we add covariance by considering YtY(YtY + ΩXtXΩ)-1, for a positive definite diagonal matrix Ω. Equivalently, and preferably, we consider the generalized singular value decomposition (gsvd) of (Y, XΩ). We refer to Ω = I as the Jacobi case and the general Ω case as the MANOVA case. In this paper, we provide a matrix model for the general β-MANOVA ensemble. In particular, we provide an algorithm for the numerical sampling of eigenvalues or generalized cosine singular values. The β-MANOVA algorithm uses the β-Wishart algorithm of Forrester and Dubbs–Edelman–Koev–Venkataramana as a subroutine, perhaps making β-MANOVA the first "second-order" continuous-β random matrix algorithm. Our proofs make use of a conjecture of MacDonald (proven by Baker and Forrester), a theorem of Kaneko, and many identities from Forrester's Log-Gases and Random Matrices. We supply numerical evidence that our theorems are correct.
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30

Scheier, Lawrence Matthew, Karol L. Kumpfer, Jaynie Litster Brown, and QingQing Hu. "Formative Evaluation to Build an Online Parenting Skills and Youth Drug Prevention Program: Mixed Methods Study." JMIR Formative Research 3, no. 4 (November 5, 2019): e14906. http://dx.doi.org/10.2196/14906.

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Background Family-based drug prevention programs that use group-based formats with trained facilitators, such as the Strengthening Families Program (SFP), are effective in preventing underage drinking and youth drug use. However, these programs are resource-intensive and have high costs and logistical demands. Tailoring them for Web-based delivery is more cost-effective and makes it easier to scale these programs for widespread dissemination. This requires the active involvement of all key stakeholders to determine content and delivery format. Objective The aim was to obtain consumer, agency stakeholder, and expert input into the design of a Web-based parenting skills training and youth drug prevention program. Methods We conducted 10 focus groups with 85 adults (range 4-10, average 8 per group), 20 stakeholder interviews with family services agency staff, and discussed critical design considerations with 10 prevention scientists and e-learning experts to determine the optimal program content and technology features for SFP Online. Focus group participants also answered survey questions on perceived barriers to use, desired navigational features, preferred course format, desired content, preferred reward structures, course length, interactive components, computer efficacy, and technology use. Descriptive statistics were used to examine consumer characteristics; linear regression was used to examine relations between SFP exposure and four continuous outcome measures, including desired program content, interactive technology, and concerns that may inhibit future use of SFP Online. Logistic regression was used as a binary measure of whether consumers desired fun games in the SFP Online program. Results Three broad thematic categories emerged from the qualitative interviews enumerating the importance of (1) lesson content, (2) logistics for program delivery, and (3) multimedia interactivity. Among the many significant relations, parents who viewed more SFP lessons reported more reasons to use an online program (beta=1.48, P=.03) and also wanted more interactivity (6 lessons: beta=3.72, P=.01; >6 lessons: beta=2.39, P=.01), parents with less interest in a mixed delivery format (class and online) reported fewer reasons to use the online program (beta=−3.93, P=.01), comfort using computers was negatively associated with concerns about the program (beta=−1.83, P=.01), having mobile phone access was related to fewer concerns about online programs (beta=−1.63, P=.02), willingness to view an online program using a mobile phone was positively associated with wanting more online components (beta=1.95, P=.02), and parents who wanted fun games wanted more interactivity (beta=2.28, P=.01). Conclusions Formative evaluation based on user-centered approaches can provide rich information that fuels development of an online program. The user-centered strategies in this study lay the foundation for improving SFP Online and provide a means to accommodate user interests and ensure the product serves as an effective prevention tool that is attractive to consumers, engaging, and can overcome some of the barriers to recruitment and retention that have previously affected program outcomes in family-based prevention.
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Babusiak, Branko, Marian Hostovecky, Maros Smondrk, and Ladislav Huraj. "Spectral Analysis of Electroencephalographic Data in Serious Games." Applied Sciences 11, no. 6 (March 10, 2021): 2480. http://dx.doi.org/10.3390/app11062480.

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In this paper, we describe an investigation of brain activity while playing a serious game (SG). A SG is focused on improving logical thinking, specifically on cognitive training of students in the field of basic logic gates, and we summarize SG description, design, and development. A method based on various signal processing techniques for evaluating electroencephalographic (EEG) data was implemented in the MATLAB. This assessment was based on the analysis of the spectrogram of particular brain activity. Changes in brain activity power at a characteristic frequency band during the gameplay were calculated from the spectrogram. The EEG of 21 respondents was measured. Based on the results, the respondents can be divided into three groups according to specific EEG activity changes during the gameplay compared to a relaxed state. The beta/alpha ratio, an indicator of brain employment to a mental task, was increased during gameplay in 18 of the 21 subjects. Our results reflected the sex of respondents, time of the game and the indicator, and whether the game was successfully completed.
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Chen, Wen-Hua, Ajit Pradhan, Sung-Jeng Jong, Ting-Yueh Lee, Ikai Wang, Tseng-Chang Tsai, and Shang-Bin Liu. "Roles of Carrier Gases on Deactivation and Coking in Zeolite Beta during Cumene Disproportionation." Journal of Catalysis 163, no. 2 (October 1996): 436–46. http://dx.doi.org/10.1006/jcat.1996.0345.

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Michener, H. Andrew, James M. Ekman, and David C. Dettman. "Predictive superiority of the beta-characteristic function in cooperative non-sidepayment N-person games." Theory and Decision 21, no. 2 (September 1986): 99–128. http://dx.doi.org/10.1007/bf00127190.

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Hara, Masanori, Ryota Uchikawa, Yuji Hatano, Masao Matsuyama, Tsukasa Aso, Tomohiko Kawakami, and Takeshi Ito. "Monte Carlo simulation of tritium beta-ray induced X-ray spectrum in various gases." Fusion Engineering and Design 131 (June 2018): 125–29. http://dx.doi.org/10.1016/j.fusengdes.2018.04.080.

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Krisdiawan, Rio Andriyat, Ramdoni Ramdoni, and Aji Permana. "RANCANG BANGUN GAME TREASURE OF LABYRINTH DENGAN ALGORITMA BACKTRACKING BERBASIS ANDROID." NUANSA INFORMATIKA 14, no. 1 (January 16, 2020): 46. http://dx.doi.org/10.25134/nuansa.v14i1.2442.

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Games are one of the entertainment media which is the choice of almost everyone to get rid of boredom or just fill in spare time, there are also games used as hobbies and moreover games are now used as electronic sports (e-sports). Currently the game has many types of games, one of which is a type of puzzle game (puzzle). One puzzle game is a maze game. The labyrinth is a puzzle that has a complex branching form and has many dead ends. At the moment there are many labyrinth type games, but rarely are labyrinth games equipped with characters, enemies and a dynamic maze that can change if the game is repeated. To create a labyrinth game that has a dynamic labyrinth arena requires a labyrinth generator or can be called a labyrinth generator by utilizing the backtracking algorithm. This algorithm is powerful enough to be used in some problem solving and also to provide artificial intelligence in the game. The software methodology used in making games is the GDLC (Game Development Life Cycle). GDLC is a game development model that adopts an iterative approach consisting of 6 development phases, starting from the innitiation, pre-production, production, testing, beta and realese phases. for the generation of the labyrinth arena using the Backtracking algorithm while for testing this game uses the UAT (User Acceptment Test). The results of this study in the form of an adventure game based on a maze puzzle that is applied to mobile android. This game is played to train players in problem solving and entertainment facilities.Keywords: Puzzle Game, GDLC (Game Development Life Cycle), Backtracking Algorithm, Android
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Licznar, P., C. De Michele, and W. Adamowski. "Precipitation variability within an urban monitoring network via microcanonical cascade generators." Hydrology and Earth System Sciences 19, no. 1 (January 26, 2015): 485–506. http://dx.doi.org/10.5194/hess-19-485-2015.

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Abstract. Understanding the variability of precipitation at small scales is fundamental in urban hydrology. Here we consider the case study of Warsaw, Poland, characterized by a precipitation-monitoring network of 25 gauges and microcanonical cascade models as the instrument of investigation. We address the following issues partially investigated in literature: (1) the calibration of microcanonical cascade model generators in conditions of short time series (i.e., 2.5–5 years), (2) the identification of the probability distribution of breakdown coefficients (BDCs) through ranking criteria and (3) the variability among the gauges of the monitoring network of the empirical distribution of BDCs. In particular, (1) we introduce an overlapping moving window algorithm to determine the histogram of BDCs and compare it with the classic non-overlapping moving window algorithm; (2) we compare the 2N–B distribution, a mixed distribution composed of two normal (N) and one beta (B), with the classic B distribution to represent the BDCs using the Akaike information criterion; and (3) we use the cluster analysis to identify patterns of BDC histograms among gauges and timescales. The scarce representation of the BDCs at large timescales, due to the short period of observation (~ 2.5 years), is solved through the overlapping moving window algorithm. BDC histograms are described by a 2N–B distribution. A clear evolution of this distribution is observed, in all gauges, from 2N–B for small timescales, N–B for intermediate timescales and B distribution for large timescales. The performance of the microcanonical cascades is evaluated for the considered gauges. Synthetic time series are analyzed with respect to the intermittency and the variability of intensity and compared to observed series. BDC histograms for each timescale are compared with the 25 gauges in Warsaw and with other gauges located in Poland and Germany.
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Jofanda, Achmad Naufal Wijaya, and Mohamad Yasin. "Design of Checkers Game Using Alpha-Beta Pruning Algorithm." INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi 5, no. 2 (August 8, 2021): 279–95. http://dx.doi.org/10.29407/intensif.v5i2.15863.

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Checkers is a board game that is played by two people which has a purpose to defeat the opponent by eating all the opponent's pieces or making the opponent unable to make a move. The sophistication of technology at this modern time makes the checkers game can be used on a computer even with a smartphone. The application of artificial intelligence in checkers games makes the game playable anywhere and anytime. Alpha Beta Pruning is an optimization technique from the Minimax Algorithm that can reduce the number of branch/node extensions to get better and faster step search results. In this study, a checkers game based on artificial intelligence will be developed using the alpha-beta pruning method. This research is expected to explain in detail how artificial intelligence works in a game. Alpha-beta pruning was chosen because it can search for the best steps quickly and precisely. This study tested 10 respondents to play this game. The results show that the player's win rate was 60% at the easy level, 40% at the medium level, and 20% at the hard level. Besides that, the level of interest in this game was 80% being entertained and 20% feeling ordinary.
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Dirgantara, Andy D., and Donnie B. Wijaksana. "Perancangan Boardgame dengan Sumber Gagas Cerita Rakyat Timun Mas." Journal of Animation and Games Studies 4, no. 1 (August 8, 2018): 1–22. http://dx.doi.org/10.24821/jags.v4i1.1786.

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Penelitian ini merancang sistem mekanika permainan yang mampu menyampaikan nilai moral pada cerita rakyat kedalam pengalaman bermain. Tujuan khusus yang ingin dicapai adalah pengembangan teknik transformasi media komunikasi cerita verbal ke dalam media bahasa tutur eksperiensial sebagai upaya untuk menjaga kelangsungan hidup budaya Indonesia. Target luaran dari penelitian ini adalah purwarupa board game. Metode penelitian yang digunakan adalah teknik eksperimen visual dan media, observasi perilaku bermain, dan diskusi kelompok terarah terapan gameplay pada permainan.Kegiatan penelitian dibagi dalam lima tahapan, setiap tahap bertujuan untuk memformulasikan unsur-unsur yang ada dalam permainan. Tahap pertama merupakan proses pemetaan nilai moral yang akan menjadi tujuan akhir perancangan. Tahap kedua menterjemahkan nilai tersebut menjadi mekanika permainan yang akan di terapkan pada perangkat permainan. Tahap ketiga mengujicobakan tata cara bermain yang mengoptimalkan penggunaan perangkat. Tahap keempat menyempurnakan gameplay dan penerapan tema visual untuk pembangunan purwarupa. Tahap kelima melaksanakan beta testing untuk menyelaraskan tujuan permainan, tata cara bermain dan tema visual, sehingga pemain dapat merasakan sendiri pengalaman yang mendasari nilai moral pada cerita rakyat. Akhir dari penelitian ini menghasilkan purwarupa dan kemasan siap cetak yang dapat menjadi produk kreatif asli buatan Indonesia.
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Widyatmojo, Galih, and Ali Muhtadi. "Pengembangan multimedia pembelajaran interaktif berbentuk game untuk menstimulasi aspek kognitif dan bahasa." Jurnal Inovasi Teknologi Pendidikan 4, no. 1 (April 28, 2017): 38. http://dx.doi.org/10.21831/jitp.v4i1.10194.

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Penelitian ini bertujuan untuk: (1) menghasilkan produk multimedia pembelajaran interaktif berbentuk game, (2) mengetahui kelayakan produk multimedia pembelajaran interaktif, (3) mengetahui kebermanfaatan produk multimedia pembelajaran interaktif berbentuk game untuk menstimulasi aspek kognitif dan bahasa anak TK Kelompok B. Penelitian ini merupakan penilitian dan pengembangan (R&D) diadaptasi dari model Alessi dan Trollip. Prosedur pengembangan meliputi tahap perencanaan, desain, dan pengembangan. Pada uji alpha dilakukan penilaian oleh 2 ahli materi dan 2 ahli media untuk mengetahui kelayakan produk. Selanjutnya pada uji beta dilakukan terhadap 18 anak kelompok B5 sebagai subjek uji coba di TK Negeri 2 Yogyakarta. Penelitian ini menunjukkan hasil sebagai berikut: (1) produk yang dihasilkan memiliki karakteristik sebagai berikut: game dapat digunakan untuk menstimulasi aspek kognitif dan bahasa yang sesuai dengan kurikulum sekolah, terdiri atas 4 jenis permainan, bersifat portable dan standalone, dapat berjalan dengan komputer spesifikasi rendah. (2) produk yang dihasilkan memenuhi kriteria sangat layak digunakan, (3) produk yang dihasilkan sangat layak digunakan untuk menstimulasi aspek kognitif dan bahasa anak TK Kelompok B ditinjau dari kebermanfaatan.Kata kunci: multimedia pembelajaran interaktif, game, kognitif dan bahasa DEVELOPING INTERACTIVE TEACHING MULTIMEDIA IN THE FORM OF GAMES TO STIMULATE THE COGNITIVE AND LINGUISTIC ASPECTS OF KINDERGARTEN STUDENTSAbstractThis research study is aimed to: (1) produce interactive teaching multimedia in the form of games kindergarten students, and (2) identify the appropriateness of the developed interactive teaching multimedia. (3) identify the usefulness of the the developed interactive teaching multimedia to stimulate the cognitive and linguistic aspects of group B.This study was a research and development (R&D) study adapting Alessi and Trollip’s model. The procedures of the study were planning, design, and development. In the alpha test, two materials experts and two media experts examined the product to determine its appropriateness. Then, in the beta test, 18 students of group B5 TK Negeri 2 Yogyakarta participated. The results of the study are as follows (1) The developed interactive teaching multimedia in the form of games have the following characteristics: the games can be used to stimulate the cognitive and linguistic aspects of the students, they match the school curriculum, there are four kinds of game, they are portable and standalone, and they can be operated by computers with low specifications. (2) The developed interactive teaching multimedia in the form of games fulfill the appropriateness criterion so that they are appropriate to be used, (3) the developed interactive teaching multimedia are useful to stimulate the cognitive and lingustic aspects of Group B kindergarten students, viewed from its usefulness.Keywords: interactive teaching multimedia, game, cognitive and linguistic
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Morris, Helen. "International Perspectives: Universal Games from A to Z." Mathematics Teaching in the Middle School 5, no. 5 (January 2000): 300–305. http://dx.doi.org/10.5951/mtms.5.5.0300.

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Games have been played for thousands of years, for power, for money, for amusement, all over the world. They began very simply, using the resources available at the time—sand, pebbles, coloured sticks, shells. Most of the games that we play today have descended from these simple ancient pastimes, although we now have access to superior resources, including computers programmed to beat us, and commercially manufactured packages. We cannot always afford to purchase the more sophisticated offerings, but we can always find items around that will still be able to provide children with experiences and excitement enjoyed around the world for the past 3000 years.
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Smith, Lenora. "DEVELOPMENT AND TESTING OF A MOBILE APPLICATION INTEGRATING PHYSICAL ACTIVITY AND COGNITIVE TRAINING." Innovation in Aging 3, Supplement_1 (November 2019): S389. http://dx.doi.org/10.1093/geroni/igz038.1430.

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Abstract Dementia is progressive, which causes a debility in activities of daily living, leading to bedridden and uncommunicative individuals. Evidence has shown that physical activity may protect the brain from memory impairment. Based on a previous study we conducted using consumer-based applications with people with mild cognitive impairment, we developed a mobile application called the mPACT app (mobile physical activity and cognitive training). The System Usability Scale and Usability Test Observation Coding Form were used to capture usability and verbal/nonverbal behaviors respectfully of 5 participants. Results noted an above average score for usability, with a mean score of 72.5. Observations noted that almost all participants were smiling and enjoying most of the games within the app; some had difficulty with a couple of the games. Overall, there was a positive response to the mPACT app, revisions have been made, and next steps include another beta test with people with MCI.
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Qaffas, Alaa A. "An Operational Study of Video Games’ Genres." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 15 (September 11, 2020): 175. http://dx.doi.org/10.3991/ijim.v14i15.16691.

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This paper presents a study of the most successful games during the last 34 last years (1986 – 2019). We observed that the 100 most ranked games are represented by 16 genres (adventure, role-playing, shooter, platform, puzzle, strategy, hack and slash/beat 'em up, real time strategy, turn-based strategy, point-and-click, indie, racing, sport, fighting, arcade and simulator). These genres are then compares to show which genres are more attractive for players. As a result, we observed that 6 genres among the 16 represent the most ranked games (adventure, RPG, shooter, platform, puzzle, and strategy). They represent 0.83 of the successful games. This allowed us to recommend to combining the others genres with the 6 selected genres. Also, we analyzed the evolution of the 16 games genres during the last 34 years. We observed that some genres have a great success until the past decades, but they haven’t a success in this decade. Game designers and researchers in the field of games may rethink about how to add attractive elements in the genres non-successful in this decade. Also, we observed that some genres like the indie games haven’t a great success in the past decades, but they have an important increased success in this decade. This may encourage the decision makers and the game designer to invest on these genres.
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VARTIAINEN, JUHA J., ANTTI O. NISKANEN, MIKIO NAKAHARA, and MARTTI M. SALOMAA. "ACCELERATION OF QUANTUM ALGORITHMS USING THREE-QUBIT GATES." International Journal of Quantum Information 02, no. 01 (March 2004): 1–10. http://dx.doi.org/10.1142/s021974990400002x.

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Quantum-circuit optimization is essential for any practical realization of quantum computation, in order to beat decoherence. We present a scheme for implementing the final stage in the compilation of quantum circuits, i.e. for finding the actual physical realizations of the individual modules in the quantum-gate library. We find that numerical optimization can be efficiently utilized in order to generate the appropriate control-parameter sequences which produce the desired three-qubit modules within the Josephson charge-qubit model. Our work suggests ways in which one can in fact considerably reduce the number of gates required to implement a given quantum circuit, hence diminishing idle time and significantly accelerating the execution of quantum algorithms.
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Pugh, David C., and Ivan P. Parkin. "Zeolite Modified Vanadium Pentoxide Sensors for the Selective Detection of Volatile Organic Compounds." MRS Advances 1, no. 49 (2016): 3349–54. http://dx.doi.org/10.1557/adv.2016.554.

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ABSTRACTExposure to volatile organic compounds can lead to asphyxiation, pneumonia like conditions, comas, seizures and irreversible lung, kidney and central nervous system damage. Volatile organics are additionally extremely flammable and explosive, making their early detection in the immediate environment increasingly important. Metal oxide semiconductor (MOS) gas sensors present a potential technology to detect such gases.Metal oxide semiconducting (MOS) gas sensors represent a cheap, robust and sensitive technology for detecting volatile organic compounds. An array of five thick film MOS gas sensors was fabricated, based on vanadium pentoxide inks. Production took place using a commercially available screen printer, a 3 x 3 mm alumina substrate containing interdigitated electrodes and a platinum heater track. V2O5inks were modified using zeolite beta, zeolite Y, mordenite & ZSM5 admixtures. Sensors were exposed to three common reducing gases, namely acetone, ethanol, and toluene, and a machine learning technique was applied to differentiate between the different gases. Sensors produced strong responses to all gases. Zeolite modified sensors were found to increase the responsiveness of the sensors compared to umodified V2O5in a number of cases. Machine learning techniques were incorporated to test the selectivity of the sensors. A high level of accuracy was achieved in determining the class of gas observed.
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Acosta, Olinda, Américo Castro L., Mirtha Roque A., and Luis Felix V. "Determinación de la composición química del aceite esencial de Thymus vulgaris L. "Tomillo", determinada por cromatografía de fase gaseosa, espectrometría de masa GCIMS y análisis de su actividad antimicrobiana." Ciencia e Investigación 3, no. 2 (December 29, 2000): 69–78. http://dx.doi.org/10.15381/ci.v3i2.5326.

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Se ha realizado el estudio del aceite esencial extraído de las hojas y flores de Thymus vulgaris L "Tomillo" por arrastre con vapor de agua. El cual se sometió al análisis físico - químico y determinación de la composición química mediante cromatografía de gases acoplado a un espectrómetro de masas GCIMS, deteuninándose compuestos hidrocarbonados como: Tuyona; 1,3,6-octatrieno, 3,7-dimetil; Canfeno; Betamirceno; Delta-4-careno; Benceno, 1-metil-4-(l-metil etil); Gama terpineno; Beta selineno; Germacreno D; Delta cadineno; Tras-cariofileno; Beta-bisaboleno y compuestos oxigenados como: 7-octen-4-ol (CAS); 1,6-octadieno-3-ol, 3,7-dimetil acetato; Linalol; Isoborneol; carvacrol; Timol; Acetato de famesil 2. Asimismo, se determinó la actividad antimicrobiana frente a cepas patógenas procedentes de muestras clínicas y de la ATCC (American Type Culture Collection), observándose actividad inhibitoria frente a las cepas: Escherichia coli, Escherichia coli, ATCC 25922 Micrococcus luteus ATCC 9341, Staphylococcus aureus ATCC 6538, Streptococcus β hemolítieo, Staphylococcus epidermidis N° 36, Shigella flexnery, Salmonela paratyphi, Salmonella typhi, Candida albicans ATCC 10231, Candida albicans, Pseudomonas aeruginosa.
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Schell, W. R., J. Vives-Batlle, S. R. Yoon, and M. J. Tobin. "A crystal detector for measuring beta and internal conversion electrons in flowing air containing fission gases." Nuclear Instruments and Methods in Physics Research Section A: Accelerators, Spectrometers, Detectors and Associated Equipment 422, no. 1-3 (February 1999): 773–77. http://dx.doi.org/10.1016/s0168-9002(98)00995-4.

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Saranya, Vasudevan, Pitchumani Violet Mary, Subramaniam Vijayakumar, and Ramasamy Shankar. "The hazardous effects of the environmental toxic gases on amyloid beta-peptide aggregation: A theoretical perspective." Biophysical Chemistry 263 (August 2020): 106394. http://dx.doi.org/10.1016/j.bpc.2020.106394.

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48

Segura, J., J. A. Pascual, R. Ventura, J. I. Ustaran, A. Cuevas, and R. Gonzalez. "International cooperation in analytical chemistry: experience of antidoping control at the XI Pan American Games." Clinical Chemistry 39, no. 5 (May 1, 1993): 836–45. http://dx.doi.org/10.1093/clinchem/39.5.836.

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Abstract We describe the experience of the international cooperation carried out for antidoping control at the XI Pan American Games. A temporary accreditation was granted by the International Olympic Committee to the accredited laboratory of Barcelona (Spain) to set up a Doping Control Laboratory in Havana. Two other laboratories from Mexico and Cuba contributed personnel, materials, and instrumentation. The main issues associated with the preparation and organization of the project are described. During 16 days, 741 urine samples were tested for stimulants, narcotics, anabolic steroids, beta-blockers, diuretics, cannabinoids, local anesthetics, and human chorionic gonadotropin by gas-liquid chromatography, gas chromatography/mass spectrometry, high-performance liquid chromatography, and immunoassay techniques. Analytical methodologies, quality-control strategies, and the main results are reported.
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Sugiarto, Dody, and Agci Hikmawati. "DEVELOPING TRADITIONAL GAME BASED ENGLISH LEARNING MEDIA TO GROW LEARNING INTEREST OF JUNIOR HIGH SCHOOL STUDENTS." Journal of English Educational Study (JEES) 2, no. 2 (November 11, 2019): 97–105. http://dx.doi.org/10.31932/jees.v2i2.525.

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Abstract: The background of conducting this reseach began with the intention to develope an approprite English learning media for Junior High School students in the rural area by utilizing the traditional games. The seventh grade students of SMP N 1 Mendobarat, Bangka Regency academic year of 2018/2019 were involved as the population with 30 students as the samples taken by using purposive random sampling. In this Research and Development Research (R&D), the data were obtained from the distributed pre-test and post-test questionnaires. The procedures applied in this research were the one adopted from Lee and Owen (2004) with the following steps; analyzing students’ need by distributing the need analysis questionnaire, designing English learning media according to the data of need analysis, developing the first draft of the learning media, asking experts’ judgement, and validating it. Two kinds of test which were Alpha testing that involved material and content experts, and Beta testing that involved students were applied in the validation phase. Based on the finding of the research, it was found that the traditional games based English learning media was feasible to use by the seventh grade students of SMP N 1 Mendobarat, Bangka Regency. Therefore, this research leads to the recommendation to the students and teachers to consider traditional games as a feasible media to learn English.Key words: Traditional Game, Learning Media, English
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Demirbag-Kaplan, Melike, and Begum Kaplan-Oz. "We beat the cops in GTA: Po(ludic)al activism in the age of video games." Convergence: The International Journal of Research into New Media Technologies 24, no. 6 (January 4, 2017): 623–47. http://dx.doi.org/10.1177/1354856516686481.

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This article explores how individuals reflect on their digital experiences of actualizing fantasies to make sense of their everyday actions, particularly in the context of video gaming. Our study takes a qualitative approach to understanding the context of materializing consumer fantasies, as initially experienced and actualized in video games, and how these fantasies are transformed into material reality, through an investigation of an illustrative case of mass street protests, the 2013 Gezi Protests in Turkey. The findings suggest that digital virtual experiences in video games have obvious manifestations in the material world, as consumers travel on the borders of reality, moving back and forth into the liminoid terrain of the digital virtual, and provide a deeper understanding of how the blurred boundaries between the virtual and material are established in practice.
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