Academic literature on the topic 'Deck of cards'

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Journal articles on the topic "Deck of cards"

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Bove, Riley. "Deck of Cards." Current Surgery 63, no. 6 (November 2006): 482. http://dx.doi.org/10.1016/j.cursur.2006.07.004.

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STARK, DUDLEY. "Information Loss in Top to Random Shuffling." Combinatorics, Probability and Computing 11, no. 6 (November 2002): 607–27. http://dx.doi.org/10.1017/s0963548302005382.

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A top to random shuffle of a deck of cards is performed by taking the top card off of the deck and replacing it in a randomly chosen position of the deck. We find approximations of the relative entropy of a deck of n cards after m successive top to random shuffles. Initially the relative entropy decays linearly and for larger m it decays geometrically at a rate that alters abruptly at m = n log n. It converges to an explicitly given expression when m = [n log n+cn] for a constant c.
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Stiglic, Anton. "Computations with a deck of cards." Theoretical Computer Science 259, no. 1-2 (May 2001): 671–78. http://dx.doi.org/10.1016/s0304-3975(00)00409-6.

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Yates, Mark. "Placing a Deck of Cards in Order." Mathematics Teacher 98, no. 5 (January 2005): 312–15. http://dx.doi.org/10.5951/mt.98.5.0312.

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While playing cards one evening with my family, I became curious about whether I was wasting moves while reordering my cards. After each hand was dealt, I studied it for a minute until I thought that I had determined the smallest number of moves needed to arrange the cards by suit. After a while, I wondered whether I could approach this topic mathematically.
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Burkhart, Jerry. "Integer Target: Using a Game to Model Integer Addition and Subtraction." Mathematics Teaching in the Middle School 12, no. 7 (March 2007): 388–92. http://dx.doi.org/10.5951/mtms.12.7.0388.

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Imagine a classroom where students are gathered in small groups, working with number lines and cards marked with integers. The students have chosen a “target number” on the number line and are deep in discussion, trying to find ways to make the sum of the integers on their cards match this number. There is a deck from which they draw, discard, or exchange cards. They also give, take, or trade cards with one another.
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HASHIMOTO, Yuji, Kazumasa SHINAGAWA, Koji NUIDA, Masaki INAMURA, and Goichiro HANAOKA. "Secure Grouping Protocol Using a Deck of Cards." IEICE Transactions on Fundamentals of Electronics, Communications and Computer Sciences E101.A, no. 9 (September 1, 2018): 1512–24. http://dx.doi.org/10.1587/transfun.e101.a.1512.

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Frey, Frank M., Curtis M. Lively, and Edmund D. Brodie. "Selection and Evolution with a Deck of Cards." Evolution: Education and Outreach 3, no. 1 (January 7, 2010): 114–20. http://dx.doi.org/10.1007/s12052-009-0201-9.

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Fernández Villalobos, Nieves. "HOUSE OF CARDS: EL “CONTINENTE” EAMES EN UNA BARAJA DE CARTAS." Proyecto, Progreso, Arquitectura, no. 20 (2019): 86–105. http://dx.doi.org/10.12795/ppa.2019.i20.05.

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Zerger, Monte J. "How Many Cards? Let’s Ask the LCM." Mathematics Teacher 89, no. 4 (April 1996): 298–305. http://dx.doi.org/10.5951/mt.89.4.0298.

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Most of us love a good game of cards or a puzzling card trick. Students are certainly no exception. Playing cards can also be used to pose stimulating mathematical problems. A deck of cards has an aura of color and excitement about it that can spark a class to study the mathematics involved. Many fascinating ways to blend card games and mathematics can be found in the sources listed in the bibliography.
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Ledet, Arne. "The Monge shuffle for two-power decks." MATHEMATICA SCANDINAVICA 98, no. 1 (March 1, 2006): 5. http://dx.doi.org/10.7146/math.scand.a-14979.

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Dissertations / Theses on the topic "Deck of cards"

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Berglund, Fanny. "Semester på hemmaplan : Upptäck ditt Norrbotten." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79548.

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Det är enkelt att som människa fastna i gamla hjulspår och mönster. Vi vandrar samma gator och möts därmed av samma syner gång efter annan. Det kan leda till att vi slutar se vår omgivning och miljön runt omkring oss. Den upplevs kanske tråkig, vardaglig och icke-exotisk. Detta examensprojekt är skapat för att öppna människors ögon för det fantastiska som finns runt omkring oss. Särskilt i dessa tider, när miljön är på sin bristningsgräns och viruset covid-19 spridits över världen, krävs det att vi ser över våra resvanor och de normer som finns gällande resande. Projektet ämnar undersöka hur grafisk design kan bidra till att inspirera människor till att utforska och uppleva sin närmiljö. Upptäck ditt Norrbotten är skapat för att lyfta platser och aktiviteter väl värda ett besök i länet.
It is easy to, as a person, get stuck in old wheel tracks and patterns. We walk the same streets and thus meet with the same visions time after time. This can cause us to stop seeing our surroundings and the environment around us. It is perhaps boring, mundane and non-exotic. This degree project is created to open people's eyes to the great things that are around us. Especially in these times, when the environment is at its breaking point and the virus covid-19 is spread around the world, it is required that we review our travel habits and the standards that apply to travelers. The project aims to examine how graphic design can help inspire people to explore and experience their local environment. Upptäck ditt Norrbotten is created to lift places and activities well worth a visit in the county.
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Clarke, William M. "Rethinking the REAL ID Act and national identification cards as a counterterrorism tool." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Dec/09Dec%5FClarke.pdf.

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Thesis (M.A. in Security Studies (Homeland Security and Defense))--Naval Postgraduate School, December 2009.
Thesis Advisor(s): Dahl, Erik J. ; Denning, Dorothy E. "December 2009." Description based on title screen as viewed on January 26, 2010. Author(s) subject terms: REAL ID, PASS ID, biometrics, driver's license, enhanced driver's license, national identification card, biometric technologies, fingerprints, iris scan, facial recognition, hand geometry, Department of Homeland Security. Includes bibliographical references (p. 85-96). Also available in print.
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Koch, Carl W. "Spending analysis of government purchase card buys for United States Navy destroyers." Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/MBAPR/2009/Dec/09Dec%5FKoch%5FMBA.pdf.

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"Submitted in partial fulfillment of the requirements for the degree of Master of Business Administration from the Naval Postgraduate School, December 2009."
Advisor(s): Euske, Kenneth J. ; Candreva, Philip J. "December 2009." "MBA Professional report"--Cover. Description based on title screen as viewed on January 29, 2010. Author(s) subject terms: Government Purchase Card, GPC, CNSF, Spending, Federal Supply Group, FSG, Micro-purchase. Includes bibliographical references (p. 47-48). Also available in print.
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Staffieri, Anthony Holsti Eric Gray William. "An analysis of the United States Naval Aviation Schedule Removal Component (SRC) card process." Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/MBAPR/2009/Dec/09Dec%5FStaffieri%5FMBA.pdf.

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"Submitted in partial fulfillment of the requirements for the degree of Master of Business Administration from the Naval Postgraduate School, December 2009."
Advisor(s): Ferrer, Geraldo ; Dew, Nickolas. "December 2009." "MBA Professional report"--Cover. Description based on title screen as viewed on January 29, 2010. Author(s) subject terms: PLCS, PLM, NALCOMIS, SRC card, Readiness, FST, part penalty. Includes bibliographical references (p. 85-87). Also available in print.
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Oplatková, Hana. "Žiju tarot." Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2012. http://www.nusl.cz/ntk/nusl-232344.

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Private deck of cards created during six-month survey and documentation of daily experiences. The package contains 49 cards and it is inspired by a set of 78 tarot cards. Text content - reverse side of the card was created using diary notes. Face side of the card was chosen as a representation of processes taking place usually in days when the card was read.
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Ting, Szu-Chun, and 丁思均. "Study of Multi-Platform Usability of Deck Building Process for Digital Card Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/12561015912193813287.

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碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
104
Due to requirement of lager screen area, card games are rarely seen on smart phone before. As screen size advances these years, this issue becomes minor, many digital card games obtain huge success on multi-platform. This study choice deck building process of Hearthstone: Heroes of Warcraft as sample, Hearthstone is the top1 digital card game on both revenue and market share worldwide nowadays, and deck building process is core game mechanism of digital card games. This study try to verify the effectiveness and Satisfaction of sample at PC, tablet and smartphone. This study invite 30 smart phone game players between 25~45 years old as tester. 15 testers who had never played Hearthstone are marked as rookie team A; another 15 testers who had played Hearthstone are marked as veteran team B. This study use the following research tools: usability testing, observation, system usability scale and semi structured interview. Before actual testing , this study invite 3 experts to perform heuristic evaluation on sample to optimize research tools. As expert’s suggestion, usability tasks and questionnaires had been simplified to make sure duration of test within 1 hour, else testers might become impatient and cause errors at testing. The SUS average score is 49.8, lowest score is 41.6 from female Team A testers, highest score is 53.7 from Team B testers, these result shows that even veteran players are not satisfied with usability of sample. Testers spend more time to completed tasks at tablet and smartphone, further analysis show that there are 2 reasons: (1) Drag is the only way to add cards into deck, which reduce the efficiency; (2) Filter window at smartphone version block deck area, which means tester can not use these functions at the same time, veteran players at team B totally ignore filter functions and they spend much lesser time to completed task. According to observation and interview, this study make improve suggestions of sample. Top principle of multi-platform user interface design is consistency at both GUI layout and input method, and principles of design deck building process are: (1) Browsing: maintain balance between showing more cards and legibility. (2) Filter: multi-condition filters / rapid reset / less interference with edit deck. (3) View cards: choose an intuitional input method. (4) Edit deck: reduce cognitive load. (5) Performance: automatically adjustment depend on device.
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Chen, Yen-hao, and 陳彥豪. "IoT Deck: A Digital Card-based Ideation Game To Inspire Internet Of Things Design." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/5gs9cx.

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碩士
國立臺灣科技大學
設計研究所
99
As the technology grows rapidly, exploring the Internet has become an common activity in our daily lives. We can expect a future image of every daily object connecting itself to the Internet. By the development of RFID, Wireless and Mobile network technology, designers can start to consider how Internet of things (IoT) can support our lives in various scenarios. Our aim is to design an idea generation technique which creates special IoT ideas that could be utilized within the industry. The IoT deck was created to convey 20 aspects of a framework of Internet of Things to designers. The normal cards are physical cards, while the digital cards apply Augmented Reality technique with the digital table. In the case studies we have found that two techniques offering different types of inspiration, and the digital technique had expanded the interaction within the design groups.
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Alves, Valter Nelson Noronha. "Sound design guidance as a contribution towards the empowerment of indie game developers." Doctoral thesis, 2013. http://hdl.handle.net/10316/23448.

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Tese de doutoramento em Ciências e Tecnologia da Informação, apresentada à Faculdade de Ciências e Tecnologia da Universidade de Coimbra
Currently, expertise in sound design in games is mostly tacit and held by senior professionals, who are not numerous and who typically work for resourceful teams that are able to afford them. Indie game developers, usually working with low resources, often have to cope with lack of expertise in sound design. We propose to provide guidance for the empowerment of non-expert practitioners to perform sound design in games, assuming the impracticality of integrating sound design experts in their teams. This empowerment also implies leveraging the literacy in this specific domain, hence providing abilities to communicate and participate in the conception of possible explorations. Such abilities could also be beneficial to the broader audience of game developers, where it could create the conditions for expert sound designers to be invited more regularly and earlier into game projects. Our proposal is composed of several contributions. First, we present an operative adherence to a holistic practice of sound design, embedded in game design, in which the exploration of sound is performed in the early phases of ideation and addressed by its purposefulness to the game experience. Then, we present an initial set of design guidelines for sound design in games, which include multidisciplinary concepts and insights. Our observation of game design practitioners using these guidelines led us to also propose a lower-level of guidance: a pattern language for sound design in games, representing recurrent sound explorations found in games of recognized quality. In its current state, version 2.0, the pattern language consists of a network of 81 candidate design patterns, publicly available through the wiki soundingames.com. We also present a deck of cards for sound design in games, which was originally developed for research purposes as way to audit the participation of the patterns during design phenomena, but which eventually evolved into an end-user interface with the pattern language. Through experimentation, we gathered indicators that the proposed guidance can empower non-expert practitioners. The experiments also informed revisions to the proposals and contributed to refine our understanding of the research problem. We conclude this dissertation by presenting the conditions that we have been developing to open the body of knowledge to the community of practice, for discussion and appropriation.
O conhecimento pericial em desenho de som em jogos é, atualmente, maioritariamente tácito e mantido por profissionais experientes que não são numerosos e que trabalham para equipas que possuem recursos para os contratar. Os criadores de jogos independentes, usualmente a trabalhar com escassos recursos, têm frequentemente que lidar com a falta de conhecimento especializado em desenho de som. Propomos fornecer orientações para a capacitação de praticantes não especialistas em desenho de som em jogos, assumindo a impraticabilidade de integrar especialistas com essa competência nas suas equipas. Esta capacitação implica também fomentar a literacia neste domínio específico, promovendo, assim, competências para comunicar e participar na concepção de explorações de som. Tais capacidades também podem ser vantajosas no âmbito mais amplo dos criadores de jogos, junto do qual poderiam criar as condições para que os especialistas em desenho de som fossem convidados com mais regularidade, e mais cedo, para os projetos de criação de jogos. A nossa proposta é constituída por várias contribuições. Começamos por apresentar uma operacionalização holística da prática de desenho de som, incorporada no desenho de jogos, em que a exploração do som é realizada nas fases iniciais da ideação e é apreciada em função do seu propósito para a experiência de jogo. Seguidamente, apresentamos um conjunto inicial de linhas orientadoras para o desenho de som em jogos, que incluem conceitos e influências multidisciplinares. A observação que fizemos da utilização dessas linhas orientadores, por parte de praticantes em desenho de jogos, levou-nos a propor também orientação de mais baixo nível: uma linguagem de padrões para desenho de som em jogos, representando explorações de som recorrentes em jogos de reconhecida qualidade. No seu estado atual, versão 2.0, esta linguagem de padrões consiste numa rede de 81 padrões candidatos, publicamente disponíveis através da wiki soundingames.com. Apresentamos também um instrumento na forma de um baralho de cartas para o desenho de som em jogos, que foi originalmente desenvolvido com fins de investigação, como forma de auditar a participação dos padrões durante a atividade de desenho de jogos, mas que evoluiu para se tornar uma interface entre a linguagem de padrões e o utilizador final. Com base em experimentação, reunimos indicadores de que a orientação que propomos pode capacitar praticantes não especializados. Os exercícios realizados também informaram revisões às propostas e contribuíram para aumentar a nossa compreensão da questão em investigação. Concluímos apresentando condições que temos vindo a desenvolver para abrir esta base de conhecimento à comunidade de prática, para discussão e apropriação.
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Books on the topic "Deck of cards"

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Beaman, Peter H. Deck of cards. [Pittsburgh]: P.H. Beaman, 1989.

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Alexander, Skye. Reflexology card deck. Beverly, MA: Fair Winds Press, 2008.

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Schneider, Anne. Reiki card deck. Beverly, MA: Fair Winds Press, 2008.

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Nettles, Bea. 28 days: A deck of cards. Urbana, Ill: Inky Press Productions, 1991.

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Girón, Sèphera. The Kama Sutra seductions deck. Gloucester, MA: Quiver, 2007.

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Amberstone, Arthur. The high deck: A universe of symbols. Atglen, PA: Schiffer Publishing Limited, 2012.

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Associates, Kroha, and Yakovetic Productions, eds. A slippery deck. [Danbury, Conn.]: Grolier, 1992.

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Varley, M. C. A slippery deck. [Burbank, Calif.]: Disney Books by Mail, 1992.

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Hart, Francene. Sacred geometry oracle deck. Rochester, Vt: Bear & Co., 2001.

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The power deck: The cards of wisdom. New York: Jeremy P. Tarcher/Penguin, 2004.

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Book chapters on the topic "Deck of cards"

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Hashimoto, Yuji, Kazumasa Shinagawa, Koji Nuida, Masaki Inamura, and Goichiro Hanaoka. "Secure Grouping Protocol Using a Deck of Cards." In Lecture Notes in Computer Science, 135–52. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-72089-0_8.

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Manabe, Yoshifumi, and Hibiki Ono. "Card-Based Cryptographic Protocols with a Standard Deck of Cards Using Private Operations." In Theoretical Aspects of Computing – ICTAC 2021, 256–74. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85315-0_15.

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Buhks, Nora. "Can You Win at Chess with a Marked Deck of Cards?" In Under Eastern Eyes, 84–90. London: Palgrave Macmillan UK, 1992. http://dx.doi.org/10.1007/978-1-349-21879-0_9.

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Mizuki, Takaaki. "Efficient and Secure Multiparty Computations Using a Standard Deck of Playing Cards." In Cryptology and Network Security, 484–99. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-48965-0_29.

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Shinagawa, Kazumasa, and Takaaki Mizuki. "Secure Computation of Any Boolean Function Based on Any Deck of Cards." In Frontiers in Algorithmics, 63–75. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-18126-0_6.

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Koyama, Hiroto, Daiki Miyahara, Takaaki Mizuki, and Hideaki Sone. "A Secure Three-Input AND Protocol with a Standard Deck of Minimal Cards." In Computer Science – Theory and Applications, 242–56. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79416-3_14.

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Manno, Andrew. "“A Stacked Deck”: Casino Capitalism and the Poker Mindset." In Toxic Masculinity, Casino Capitalism, and America's Favorite Card Game, 93–133. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-40260-0_4.

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Houmann, Anna. "Creativity in Music Education? The Wild Card That Got Stuck in the Deck." In Creative Contradictions in Education, 281–301. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-21924-0_16.

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Franklin, Casey G., and Abram Alebiosu. "Re-shuffling the Deck on Environmental Sustainability: Using a Card Sort to Uncover Perceived Behavioral Categories, Effort, and Impact in a College Environment." In World Sustainability Series, 197–214. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67122-2_11.

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Fife, Ryan, Wei Meng Lee, and Dan A. Olsen. "Deck of Cards." In Webmaster's Guide to the Wireless Internet, 289–335. Elsevier, 2001. http://dx.doi.org/10.1016/b978-192899446-6/50024-9.

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Conference papers on the topic "Deck of cards"

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Nummenmaa, Timo, Annakaisa Kultima, Ville Kankainen, Sampo Savolainen, Antti Syvänen, Kati Alha, and Frans Mäyrä. "OASIS deck of cards." In AcademicMindTrek'15: Academic Mindtrek Conference 2015. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2818187.2818296.

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Lauff, Carlye A., K. Blake Perez, Bradley A. Camburn, and Kristin L. Wood. "Design Principle Cards: Toolset to Support Innovations With Additive Manufacturing." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-97231.

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Abstract Additive manufacturing (AM) continues to play an important role in product development, and many companies are searching for how to best integrate AM into their products, business models, and design processes. Often, AM is integrated into later stages of the design process for products during manufacturing and production. However, there is an opportunity to introduce AM in early-stage design, which could spark new business models and services in addition to re-thinking manufacturing for products. The central research question for this paper is what is an appropriate and useful tool to support innovations with AM early in the design process? Prior work has extracted and validated AM design principles. This paper describes the strategic development of AM Principle Cards from these design principles. The cards are a vehicle for codified AM design principles to be shared and understood in a way that inspires learning, creativity, and AM considerations during the early stages of the design process. They implement a number of best-known practices from an inductive principle-extraction study and literature related to the use of design stimuli, learning theory, design by analogy, and creativity. The AM cards were awarded a Singapore Good Design Award (SG Mark) for 2019. The AM Principle Cards were validated in two studies. In this paper, an ideation study is conducted with 85 designers to elicit feedback about the cards’ effectiveness to explain concepts related to AM and their ability to inspire creativity and new innovations. An additional ideation study was conducted with 61 participants that showed significant improvement in quality and novelty of ideas. The full deck of the final 27 AM Principle Cards is shared for design educators and practitioners to use.
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Chen, Zhengxing, Christopher Amato, Truong-Huy D. Nguyen, Seth Cooper, Yizhou Sun, and Magy Seif El-Nasr. "Q-DeckRec: A Fast Deck Recommendation System for Collectible Card Games." In 2018 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2018. http://dx.doi.org/10.1109/cig.2018.8490446.

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Beecher, Scott F., and Bret G. Lynch. "Loading Software to Engine Controls in the Field." In ASME 1997 International Gas Turbine and Aeroengine Congress and Exhibition. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/97-gt-016.

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With the advent of electronically alterable memories in electronic gas turbine engine control systems, there is now the opportunity for updating software in the field. Field loading provides a means to economically correct problems or introduce enhancements to system operation through the electronic control. In this paper we describe the characteristics of high integrity reprogramming systems used to update engine controls in-the-field. Pratt & Whitney Aircraft supports two methods for in-service reprogramming of Electronic Engine Controls (EECs), These two methods are PC Laptop based loaders and ARINC loaders. This discussion will focus on the capabilities provided to support in-the-field reprogramming of engine controls. The flexibility, integrity, and the benefits of field reprogramming provided by these software loading systems will be explained. These reprogramming systems provide a PC based application and ARINC based systems for either on-wing reprogramming or on-board reprogramming directly from a flight deck device to the EEC. The PC Loader reprogramming utilities allow field personnel to reprogram engine control application software and/or constants and configuration information using a suitably equipped IBM PC or compatible computer. These utilities are intended to be operated per Service Bulletin authorization only. They require a PC compatible computer (presumably a laptop model) with 2 UART interface cards, an interfacing cable, and the new software to be loaded. The rigor and manner of the integrity checks to ensure proper loading of the control is essential to an acceptable loading system. There are two types of ARINC-based loaders: on-wing loaders and on-board loaders. Both types enable the operator to upload application, trim, and/or configuration software to the engine control. Additionally the ARINC 615 device allows operators to download fault and configuration data from the control. Each type of loader uses a specially formatted file to control the sequence of operations involved in a data loading session. The on-wing loader utilizes a specially designed portable data loader which connects directly to the EEC via dedicated cabling through the control’s ARINC connectors. This type of data loader contains software which communicates via an ARINC 615 protocol to a peer software entity running on the EEC. The on-board loader uses the aircraft’s central maintenance computer system to communicate with the EEC over the aircraft’s ARINC 629 data bus. It also operates using a peer-to-peer communication protocol with the EEC. The ARINC 629 loader requires no extra equipment or cabling, nor does it require the EEC to be accessible for attachment of cables.
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King, Abigail Selzer, Kylie M. Jacobsen, and Jack T. Labriola. "Visual methods for gathering post-test user feedback: Pilot testing the Picture Card Sort deck." In 2017 IEEE International Professional Communication Conference (ProComm). IEEE, 2017. http://dx.doi.org/10.1109/ipcc.2017.8013969.

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Duncan, Louis T. "The Effect of Deck Spoilers and Two Car Interference on the Body Pressures of Race Cars." In Motorsports Engineering Conference & Expostion. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 1994. http://dx.doi.org/10.4271/942520.

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7

Cattaneo, G., L. Catuogno, F. Petagna, G. Di Matteo, and L. Romano. "iToken: aWireless smart card reader which provides handhelds with desk top equivalent security." In 2007 3rd International Conference on Security and Privacy in Communications Networks and the Workshops - SecureComm 2007. IEEE, 2007. http://dx.doi.org/10.1109/seccom.2007.4550315.

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8

"Factors of Consumer Behavior Effected the Use of Tesco Lotus Credit Card, Bangkok." In Dec. 16-17, 2016 Pattaya (Thailand). Dignified Researchers Publication, 2016. http://dx.doi.org/10.15242/dirpub.dirh1216022.

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9

Shust, William, Nicholas Wilson, and Stan Gurule. "Eight-Axle Railcar Carbody Roll Performance: Center of Gravity and Track Wavelength Effects." In ASME 2006 International Mechanical Engineering Congress and Exposition. ASMEDC, 2006. http://dx.doi.org/10.1115/imece2006-14962.

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Abstract:
Heavy-duty railcars carry greater than typical payloads by employing additional wheelsets to lessen wheel/rail contact stresses. Rather than the common 4-axle designs, these cars may have up to 16 axles supporting one deck. Traditionally, these car types have not performed as well as desired. As a response, designers have created depressed center body styles to lower the overall center-of-gravity (CG) height. Such designs lead to more complexity and expense. In this investigation, a heavy-duty 8-axle flatcar has been modeled, both with a flat carbody and a depressed body style. Simulations of harmonic roll perturbations were performed using various CG heights, track perturbation wavelengths and operating speeds. Results include comparisons of design versus performance trade-offs.
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10

Lobo, John A., and David McCune. "Parametric Study of Influence of Structure Stiffness and Vehicle Characteristics on Dynamic Amplification." In 2016 Joint Rail Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/jrc2016-5717.

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This work presents the results of a parametric study on the dynamic amplification or impact factor due to transit vehicles. The study was performed on a single span simply supported bridge composed of prestressed concrete bulb tee girders with a concrete deck and direct fixation track. The study varied the key parameters affecting the structural response of the bridge, viz. stiffness of the bridge, vehicle speed and axle configuration. The bridge was numerically modeled using CSI-Bridge software. Stiffness was manipulated in the models by varying the elastic modulus of the concrete. Vehicle speed varied form quasi-static speed of 0.45 m/s (1 mph) to 35.32 m/s (79 mph) in increments of 1.34 m/s (3 mph). Different axle configurations were obtained by modeling trains consisting of different numbers of cars as well as considering different light rail vehicle types. Light rail vehicles defined by transit agencies in Denver, Boston, Washington DC, Phoenix and Houston were considered, which provided a total of 22 different configurations. Vehicle lengths as well the number of axles and spacing between axles varied. The moving loads were modeled using a linear elastic time history analysis. It was assumed that the rail was connected to the bridge deck at distinct points represented by the rail clip connections at approximately 0.76 m (30 inches) on-center. The magnitude of the axle load at a point ramped up from zero to maximum as the axle traveled from the preceding rail clip to the point under consideration and then decreased to zero as the axle traveled onto the following connection point. This triangular variation with time was modeled as a time dependent ramp function which was applied to the different light rail vehicle trains. The time between the start and end of the ramp function was dependent on the speed of the vehicles and train speed was modeled by changing the time base of the ramp function. Dynamic impact was estimated from the models from the ratio of the maximum deflection at midspan under time dependent moving load to the deflection due to a static load analysis. The results showed that the dynamic impact effects on the structure vary greatly with speed and configuration of the vehicle. While the effects generally increased with vehicle speed, the change was not linear and showed in general more than one peak value within the speed range selected. The maximum computed dynamic effect did not occur at the highest speed. The dynamic effect was also dependent on vehicle configuration, with a clear difference in responses between two axle and three axle cars. The overall length of the vehicle had less of an effect. The results were compared to the impact factors typically used by transit agencies and showed that in general for normal ranges of structure stiffness the Agency criteria are conservative or extremely close for vehicle speeds under 35.3 m/s (79 mph). However, the ACI equation for dynamic impact which is the only equation that incorporates vehicle speed and structural stiffness is usually conservative at higher speeds but may be unconservative at lower and medium speeds and does not reflect effects of axle configuration.
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Reports on the topic "Deck of cards"

1

Plet, F. C. CARDCON: a procedure for archiving card decks on tape. Natural Resources Canada/ESS/Scientific and Technical Publishing Services, 1985. http://dx.doi.org/10.4095/315223.

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