Academic literature on the topic 'Deck of cards'
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Journal articles on the topic "Deck of cards"
Bove, Riley. "Deck of Cards." Current Surgery 63, no. 6 (November 2006): 482. http://dx.doi.org/10.1016/j.cursur.2006.07.004.
Full textSTARK, 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.
Full textStiglic, 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.
Full textYates, 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.
Full textBurkhart, 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.
Full textHASHIMOTO, 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.
Full textFrey, 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.
Full textFernández 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.
Full textZerger, 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.
Full textLedet, 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.
Full textDissertations / Theses on the topic "Deck of cards"
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.
Full textIt 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.
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.
Full textThesis 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.
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.
Full textAdvisor(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.
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.
Full textAdvisor(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.
Oplatková, Hana. "Žiju tarot." Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2012. http://www.nusl.cz/ntk/nusl-232344.
Full textTing, 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.
Full text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.
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.
Full text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.
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.
Full textCurrently, 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.
Books on the topic "Deck of cards"
Amberstone, Arthur. The high deck: A universe of symbols. Atglen, PA: Schiffer Publishing Limited, 2012.
Find full textAssociates, Kroha, and Yakovetic Productions, eds. A slippery deck. [Danbury, Conn.]: Grolier, 1992.
Find full textBook chapters on the topic "Deck of cards"
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.
Full textManabe, 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.
Full textBuhks, 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.
Full textMizuki, 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.
Full textShinagawa, 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.
Full textKoyama, 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.
Full textManno, 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.
Full textHoumann, 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.
Full textFranklin, 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.
Full textFife, 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.
Full textConference papers on the topic "Deck of cards"
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.
Full textLauff, 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.
Full textChen, 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.
Full textBeecher, 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.
Full textKing, 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.
Full textDuncan, 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.
Full textCattaneo, 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.
Full text"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.
Full textShust, 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.
Full textLobo, 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.
Full textReports on the topic "Deck of cards"
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.
Full text