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1

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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3

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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4

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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8

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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9

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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11

Pecchinenda, Anna, Michael Dretsch, and Paul Chapman. "Working Memory Involvement in Emotion-Based Processes Underlying Choosing Advantageously." Experimental Psychology 53, no. 3 (January 2006): 191–97. http://dx.doi.org/10.1027/1618-3169.53.3.191.

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The Iowa Gambling Task (IGT) is widely used to assess decision making under conditions of uncertainty in clinical as well as in nonclinical populations. However, there is still debate as to whether normal performance at this task relies on implicit, emotion-based processes that are independent of working memory. To clarify the role of working memory on normal performance on the IGT, participants performed the task under low or high working memory load. We used a modified version of the original task, in which the position of the four decks was randomized between trials. Results showed that only participants performing under low memory load significantly chose more advantageously halfway through the task. In addition, when comparing the number of cards chosen from the two decks with frequent losses, one advantageous and one disadvantageous, only participants performing under low memory load chose more cards from the advantageous deck. The present findings indicate that the processes underlying optimal advantageous performance on the IGT rely on working memory functions.
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MIZUKI, Takaaki. "Secure Multi-Party Computations Using a Deck of Cards." IEICE ESS Fundamentals Review 9, no. 3 (2016): 179–87. http://dx.doi.org/10.1587/essfr.9.3_179.

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13

Trefethen, L. N., and L. M. Trefethen. "How many shuffles to randomize a deck of cards?" Proceedings of the Royal Society of London. Series A: Mathematical, Physical and Engineering Sciences 456, no. 2002 (October 8, 2000): 2561–68. http://dx.doi.org/10.1098/rspa.2000.0625.

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14

Cropley, J. E., and D. I. K. Martin. "Controlling elements are wild cards in the epigenomic deck." Proceedings of the National Academy of Sciences 104, no. 48 (November 19, 2007): 18879–80. http://dx.doi.org/10.1073/pnas.0708872104.

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15

Malley, Shawn. "LAYARD ENTERPRISE: VICTORIAN ARCHAEOLOGY AND INFORMAL IMPERIALISM IN MESOPOTAMIA." International Journal of Middle East Studies 40, no. 4 (November 2008): 623–46. http://dx.doi.org/10.1017/s002074380808152x.

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With the dust settling on Operation Iraqi Freedom in the spring of 2003, the U.S. Army 4th Psychological Operations Group developed for the occupation forces a special deck of playing cards that featured head shots of the most wanted Iraqi regime officials. Saddam Hussein figures prominently as the Ace of Spades. The experiment was repeated in the autumn of 2007, but this time the cards represented some of Iraq's and Afghanistan's archaeological sites (Figure 1).
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Diaconis, Persi, James Allen Fill, and Jim Pitman. "Analysis of Top To Random Shuffles." Combinatorics, Probability and Computing 1, no. 2 (June 1992): 135–55. http://dx.doi.org/10.1017/s0963548300000158.

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A deck of n cards is shuffled by repeatedly taking off the top m cards and inserting them in random positions. We give a closed form expression for the distribution after any number of steps. This is used to give the asymptotics of the approach to stationarity: for m fixed and n large, it takes shuffles to get close to random. The formulae lead to new subalgebras in the group algebra of the symmetric group.
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STARK, DUDLEY, A. GANESH, and NEIL O’CONNELL. "Information Loss in Riffle Shuffling." Combinatorics, Probability and Computing 11, no. 1 (January 2002): 79–95. http://dx.doi.org/10.1017/s0963548301004990.

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We study the asymptotic behaviour of the relative entropy (to stationarity) for a commonly used model for riffle shuffling a deck of n cards m times. Our results establish and were motivated by a prediction in a recent numerical study of Trefethen and Trefethen. Loosely speaking, the relative entropy decays approximately linearly (in m) for m < log2n, and approximately exponentially for m > log2n. The deck becomes random in this information-theoretic sense after m = 3/2 log2n shuffles.
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Kahilainen, Anna, and Seija Bergman. "Personalized user training with card sorting in corporate environment: “Make sure you have the right information that you need in your work”." Journal of EAHIL 14, no. 3 (October 2, 2018): 4–8. http://dx.doi.org/10.32384/jeahil14260.

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Introducing best available information sources and services to specialists starting in a new position is one of the tasks of Information Services in Orion Corporation. We developed a deck of cards to help us in finding out training attendants’ information needs and to personalize the training. In this paper we describe the process of creating the cards and how they are used in our training. We also share results of an attendant survey and address other outcomes of the project.
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Quintero, Roy. "On a Mathematical Model for an Old Card Trick." Recreational Mathematics Magazine 4, no. 7 (May 24, 2017): 65–77. http://dx.doi.org/10.1515/rmm-2017-0014.

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Abstract The three-pile trick is a well-known card trick performed with a deck of 27 cards which dates back to the early seventeenth century at least and its objective is to uncover the card chosen by a volunteer. The main purpose of this research is to give a mathematical generalization of the three-pile trick for any deck of ab cards with a, b ≥ 2 any integers by means of a finite family of simple discrete functions. Then, it is proved each of these functions has just one or two stable fixed points. Based on this findings a list of 222 (three-pile trick)-type brand new card tricks was generated for either a package of 52 playing cards or any appropriate portion of it with a number of piles between 3 and 7. It is worth noting that all the card tricks on the list share the three main properties that have characterized the three-pile trick: simplicity, self-performing and infallibility. Finally, a general performing protocol, useful for magicians, is given for all the cases. All the employed math techniques involve naive theory of discrete functions, basic properties of the quotient and remainder of the division of integers and modular arithmetic.
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Koch, Alexander, Michael Schrempp, and Michael Kirsten. "Card-Based Cryptography Meets Formal Verification." New Generation Computing 39, no. 1 (April 2021): 115–58. http://dx.doi.org/10.1007/s00354-020-00120-0.

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AbstractCard-based cryptography provides simple and practicable protocols for performing secure multi-party computation with just a deck of cards. For the sake of simplicity, this is often done using cards with only two symbols, e.g., $$\clubsuit $$ ♣ and $$\heartsuit $$ ♡ . Within this paper, we also target the setting where all cards carry distinct symbols, catering for use-cases with commonly available standard decks and a weaker indistinguishability assumption. As of yet, the literature provides for only three protocols and no proofs for non-trivial lower bounds on the number of cards. As such complex proofs (handling very large combinatorial state spaces) tend to be involved and error-prone, we propose using formal verification for finding protocols and proving lower bounds. In this paper, we employ the technique of software bounded model checking (SBMC), which reduces the problem to a bounded state space, which is automatically searched exhaustively using a SAT solver as a backend. Our contribution is threefold: (a) we identify two protocols for converting between different bit encodings with overlapping bases, and then show them to be card-minimal. This completes the picture of tight lower bounds on the number of cards with respect to runtime behavior and shuffle properties of conversion protocols. For computing AND, we show that there is no protocol with finite runtime using four cards with distinguishable symbols and fixed output encoding, and give a four-card protocol with an expected finite runtime using only random cuts. (b) We provide a general translation of proofs for lower bounds to a bounded model checking framework for automatically finding card- and run-minimal (i.e., the protocol has a run of minimal length) protocols and to give additional confidence in lower bounds. We apply this to validate our method and, as an example, confirm our new AND protocol to have its shortest run for protocols using this number of cards. (c) We extend our method to also handle the case of decks on symbols $$\clubsuit $$ ♣ and $$\heartsuit $$ ♡ , where we show run-minimality for two AND protocols from the literature.
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Lawler, Gregory F. "Recurrence and Transience for a Card Shuffling Model." Combinatorics, Probability and Computing 4, no. 2 (June 1995): 133–42. http://dx.doi.org/10.1017/s096354830000153x.

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A rule for shuffling an infinite deck of cards is considered where at each time step the first and jth card are interchanged with probability pj. Conditions are given under which this shuffling scheme, considered as a Markov chain on the space of permutations of integers, is recurrent or transient.
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22

Sánchez, Juan Luis, Javier Martín, and Carolina López. "Diagnostic Utility of the Shortened Version of the Wisconsin Card Sorting Test in Patients With Sporadic Late Onset Alzheimer Disease." American Journal of Alzheimer's Disease & Other Dementiasr 32, no. 8 (August 31, 2017): 472–78. http://dx.doi.org/10.1177/1533317517728334.

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Background: The classic version of the Wisconsin Card Sorting Test (WCST) consists of correctly sorting 128 cards according to changing sorting criteria. Its application is costly in terms of the time employed, with all the negative consequences this entails (decrease in motivation, frustration, and fatigue). Method: The main objective of this study was to test the usefulness of the shortened version of the WCST as compared to the full test by analyzing the equivalence between the two decks comprising the full 128-card version on a sample of patients diagnosed with sporadic late onset Alzheimer disease (SLOAD) and to check its clinical usefulness. Results: The variables showed equivalence between the two decks and their ability to differentiate between the control group (CG) and the Alzheimer disease (AD) group. Conclusion: The scores obtained suggest equivalence between decks and that the application of only the first deck is sufficient.
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Drakakis, Konstantinos. "A Mathematical Analysis of the Card Game of Betweenies through Kelly's Criterion." Journal of Probability and Statistics 2010 (2010): 1–19. http://dx.doi.org/10.1155/2010/313148.

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In the game of Betweenies, the player is dealt two cards out of a deck and bets on the probability that the third card to be dealt will have a numerical value in between the values of the first two cards. In this work, we present the exact rules of the two main versions of the game, and we study the optimal betting strategies. After discussing the shortcomings of the direct approach, we introduce an information-theoretic technique, Kelly's criterion, which basically maximizes the expected log-return of the bet: we offer an overview, discuss feasibility issues, and analyze the strategies it suggests. We also provide some gameplay simulations.
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Trotter, Terrel. "Teacher to Teacher: Calculator Poker." Mathematics Teaching in the Middle School 3, no. 5 (January 1998): 366–68. http://dx.doi.org/10.5951/mtms.3.5.0366.

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Mathematical games are a popular element in any teacher's repertoire of motivational activities. This game promotes learning and fun at the same time by combining two unlikely allies: a deck of ordinary playing cards and a calculator. The material presented here uses a simple fourfunction calculator with a square-root key. With minor adjustments, the more powerful scientific models can be used.
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Dreef, Marcel, Peter Borm, and Ben van der Genugten. "On Strategy and Relative Skill in Poker." International Game Theory Review 05, no. 02 (June 2003): 83–103. http://dx.doi.org/10.1142/s021919890300091x.

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This article presents a generalization of the equilibrium analysis for the simple two-player poker game with alternate bidding of Von Neumann and Morgenstern. It approximates optimal play for this game if it is played with a regular deck of 52 cards and it discusses some strategic insights. In addition, the paper studies the relative skill level of this game.
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Steward, Robyn. "Life as a deck of cards: A perspective on autistic females’ experiences." Autism 21, no. 6 (June 9, 2017): 659–60. http://dx.doi.org/10.1177/1362361317704976.

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Enders, Craig K., Rick Stuetzle, and Jean-Philippe Laurenceau. "Teaching Random Assignment: A Classroom Demonstration Using a Deck of Playing Cards." Teaching of Psychology 33, no. 4 (October 2006): 239–42. http://dx.doi.org/10.1207/s15328023top3304_5.

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28

Aranda Muñoz, Á., U. Florin, Y. Eriksson, Y. Yamamoto, and K. Sandström. "THE KARAKURI CARD DECK: CO-DESIGNING INDUSTRIAL IOT CONCEPTUAL SOLUTIONS." Proceedings of the Design Society: DESIGN Conference 1 (May 2020): 807–16. http://dx.doi.org/10.1017/dsd.2020.127.

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AbstractNovel IoT market solutions and research promise IoT modules that do not require programming or electrical setup, yet shop floor personnel need to face problem solving activities to create technical solutions. This paper introduces the Karakuri card deck and presents a case study composed of four workshop sessions in four manufacturing settings, where shop floor personnel tested the cards as a means of ideating and presenting conceptual IoT solutions in the form of diagrams. The results indicate the validity of the proposed conceptual solutions and suggest prototyping as a next step.
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Ambarwati, Wulan, and C. Asri Budiningsih. "The effectiveness of video and deck card use in crafting the skills of writing experience within the elementary school students." Jurnal Prima Edukasia 6, no. 2 (July 10, 2018): 177–88. http://dx.doi.org/10.21831/jpe.v6i2.9781.

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The aims of this research are to find out (1) the differences of the use of video and random cards with pictures and worksheets on the skill of writing experience-story of fifth grade students of SD Negeri Panggang; (2) the effectiveness of the use of video and random cards compared to the pictures and worksheets on the skill of writing experience-story of fifth grade students of SD Negeri Panggang.The research approach is quantitative and the method is quasi-experimental with pretest and posttest. Based on the results of the calculation of the t-test, the score of posttest on the experimental group and the control group is 2.193 with df=38 obtained p=0.035 which are less than 5% (p <0.05). The t-test results showed that there was the difference between the skills of writing experience-story from the experimental group that uses video and random cards with pictures and worksheets. Gain score showed the differences in the level of per cent (t = 2.895; P <0.05) (t = 2.895; 0.006 <0.05). The results showed that video has more effective effects than random cards with pictures and worksheets on improving the skills of writing experience story of fifth-grade students of SD Negeri Panggang.
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MORRIS, BEN. "Improved Mixing Time Bounds for the Thorp Shuffle." Combinatorics, Probability and Computing 22, no. 1 (December 7, 2012): 118–32. http://dx.doi.org/10.1017/s0963548312000478.

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E. Thorp introduced the following card shuffling model. Suppose the number of cards is even. Cut the deck into two equal piles, then interleave them as follows. Choose the first card from the left pile or from the right pile according to the outcome of a fair coin flip. Then choose from the other pile. Continue this way, flipping an independent coin for each pair, until both piles are empty.We prove an upper bound of O(d3) for the mixing time of the Thorp shuffle with 2d cards, improving on the best known bound of O(d4). As a consequence, we obtain an improved bound on the time required to encrypt a binary message of length d using the Thorp shuffle.
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Palumbo, S., A. R. Carotenuto, A. Cutolo, D. R. Owen, L. Deseri, and M. Fraldi. "Bulky auxeticity, tensile buckling and deck-of-cards kinematics emerging from structured continua." Proceedings of the Royal Society A: Mathematical, Physical and Engineering Sciences 477, no. 2246 (February 2021): 20200729. http://dx.doi.org/10.1098/rspa.2020.0729.

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Complex mechanical behaviours are generally met in macroscopically homogeneous media as effects of inelastic responses or as results of unconventional material properties, which are postulated or due to structural systems at the meso/micro-scale. Examples are strain localization due to plasticity or damage and metamaterials exhibiting negative Poisson’s ratios resulting from special porous, eventually buckling, sub-structures. In this work, through ad hoc conceived mechanical paradigms, we show that several non-standard behaviours can be obtained simultaneously by accounting for kinematical discontinuities, without invoking inelastic laws or initial voids. By allowing mutual sliding among rigid tesserae connected by pre-stressed hyperelastic links, we find several unusual kinematics such as localized shear modes and tensile buckling-induced instabilities, leading to deck-of-cards deformations—uncapturable with classical continuum models—and unprecedented ‘bulky’ auxeticity emerging from a densely packed, geometrically symmetrical ensemble of discrete units that deform in a chiral way. Finally, after providing some analytical solutions and inequalities of mechanical interest, we pass to the limit of an infinite number of tesserae of infinitesimal size, thus transiting from discrete to continuum, without the need to introduce characteristic lengths. In the light of the theory of structured deformations, this result demonstrates that the proposed architectured material is nothing else than the first biaxial paradigm of structured continuum —a body that projects, at the macroscopic scale, geometrical changes and disarrangements occurring at the level of its sub-macroscopic elements.
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Saucedo, Leonardo, Karina Figueroa, and Cuauhtémoc Rivera-Loaiza. "A classic game in modern time inside educational context." Avances en Interacción Humano-Computadora, no. 1 (November 30, 2020): 85. http://dx.doi.org/10.47756/aihc.y5i1.72.

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Many educational strategies based on using games have been part of the teacher toolset for a long time. Within the teaching profession in Mexico it is a common practice to use traditional games and use them as part of the academic materials created by the teachers themselves (Mexican lottery, bingo, cards, etc.), in order to boost the engagement of the students into the learning process. Also, usage of smartphones by students has increased significantly, and therefore the potential of allowing educators to design their own digital games to teach something in particular. In this article we show the design, creation and personalization of a classical board game known as “memorama” to be used in a digital manner. The main idea is that a user (i.e. teacher) will define pairs of cards (question and answer) and these will form the deck of digital cards of the game. This game has potentially a high impact because it is customizable nature. This work was partially presented in XII Congreso de la Mujer en la Ciencia in poster track.
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Pollmann, Kathrin. "The Modality Card Deck: Co-Creating Multi-Modal Behavioral Expressions for Social Robots with Older Adults." Multimodal Technologies and Interaction 5, no. 7 (June 29, 2021): 33. http://dx.doi.org/10.3390/mti5070033.

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Robots have been proposed as intelligent technology that can support the independent living and health of older adults. While significant advances are being made regarding hardware and intelligent software to support autonomous actions of robots, less emphasis has been put on designing robot behavior that is comprehensible and pleasant for older adults. However, good usability and user experience are crucial factors for acceptance and long-term use. One way to actively engage older adults in behavioral design for social robots is participatory design. The Modality Card Deck is proposed, a tool that helps to engage older adults in human-robot interaction design process and participate in design decision for robot behavior. The cards guide the users towards creating ideas for design solutions which are detailed enough to be implemented by interaction designers and software developers. This paper provides a detailed description of the Modality Card Deck and presents an evaluation of the tool in the scope of a case study. In the case study, the card deck was used in participatory design workshops with older adults to develop multi-modal robot behaviors for the Pepper robot and a quiz game application. After describing the procedure of the case study, the workshop results and learnings about working with the Modality Card Deck and older adults are presented.
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Blum, A. "DOC's Deck-o-Butts trading cards: using humour to change youth attitudes about tobacco." Tobacco Control 4, no. 3 (September 1, 1995): 219–21. http://dx.doi.org/10.1136/tc.4.3.219.

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Jia, Zhimeng, Sandy C. Stokes, Shirley Y. Pan, Richard E. Leiter, Hillary D. Lum, and Cynthia X. Pan. "Heart to Heart Cards: A Novel, Culturally Tailored, Community-Based Advance Care Planning Tool for Chinese Americans." American Journal of Hospice and Palliative Medicine® 38, no. 6 (January 27, 2021): 650–57. http://dx.doi.org/10.1177/1049909121989986.

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Context: A paucity of literature describes the growing Chinese American community’s end-of-life (EOL) priorities and preferences. Objective: Develop a culturally-tailored advance care planning (ACP) tool to understand the EOL preferences of this underserved minority group. Methods: Informed by the Cultural Appropriateness Theory, the Chinese American Coalition for Compassionate Care (CACCC) developed Heart to Heart (HTH) Cards using a 3-step approach. First, CACCC created and refined a list of bilingual, culturally relevant EOL issues. Next, CACCC organized the EOL issues into a card deck. Finally, CACCC developed a unique playstyle of the cards—the HTH Café. From 2014-2019, CACCC recruited Chinese American volunteers and participants for HTH Cafés. Following each Café, participants completed an anonymous survey describing their sociodemographics, top 3 cards, and café evaluation. Results: The 54 HTH Cards were organized into 4 suits (spiritual, physical, financial/legal, and social). Each card displayed a culturally-tailored EOL issue in English and Chinese. Playstyles included one-on-one and group formats (ie. HTH Café). CACCC volunteers conducted 316 HTH Cafés for 2,267 Chinese American adults. Most participants were female (61.6%), between 18-50 years old (56.7%), lived in California (80.2%) and born in Asia (74.3%). The top priority (25.5%) was “If I’m going to die anyway, I don’t want to be kept alive by machines.” Participants thought the session was pleasant (99.5%) and expressed intent to complete advance directives (86.5%). Conclusion: HTH Cards represents the first, theory-driven, culturally-tailored ACP tool for Chinese Americans. More research is needed to establish its impact on ACP conversations and outcomes.
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Tavares, C. D. A., V. B. Fernandes, V. R. P. Albuquerque, T. R. Cavalcante, and M. S. C. Oliveira. "Application of the game “drugs knowledge in action” as biochemical education strategies." Revista de Ensino de Bioquímica 17 (September 13, 2019): 114. http://dx.doi.org/10.16923/reb.v17i0.894.

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INTRODUCTION: Different learning methods can be used to better assimilate program content. The biochemical mechanism of drugs in our body generally converts lipophilic chemical compounds into products more readily excreted. Its rate is an important determinant of the duration and intensity of the drug's pharmacological action. OBJECTIVES: To show the effect of drugs on the body through play as a teaching-learning tool. METHODOLOGY: For this understanding was applied a game for students of the 5th. Semester of Chemistry, in the discipline of Supervised Internship of the semesters of 2018.1 and 2019.2, totaling 24 participants. The game "Drugs Knowledge in Action" consists of 110 cards. It consists of a deck with three types of cards, drug effects, drug image and drug chemical formula. Each participant (in all 4) received five cards, consisting of three sets of different drug titles. The winner was the one who formed the three sets first.Each participant resorted to the block of cards and retired until it had at least 9 cards in the hand, when exceeding that number, the other cards should be discarded. RESULTS AND DISCUSSION: Biochemical action maps of these drugs were constructed throughout the game. When questioned with the application of a quick QUIZ on the subject, 57% reponed that they were not aware of the chemical formula of the drugs in question. When it came to the effects of these drugs, 89% said they knew them, but some effects are common to two or more drugs. As for drug metabolism in the body only 35% of the participants knew this subject. The majority of the group 87% stated that they have clarified many doubts on the subject. During the game participants exchanged many ideas and concepts about metabolism of drugs. CONCLUSION: The applied game and other methodologies offer greater knowledge to the students and concretely strengthen their learning.
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Hyunh, Matt, Leah Lakshmi Piepzna-Samarasinha, and curated by Mimi Khúc. "The Crip Tarot Card." South Atlantic Quarterly 120, no. 2 (April 1, 2021): 389–91. http://dx.doi.org/10.1215/00382876-8916130.

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The Crip is one of thirty cards in the Asian American Tarot, an original deck of tarot cards I curated as part of my hybrid book arts project on mental health, Open in Emergency (first published in 2016 and then in an expanded second edition in 2019/2020). Each card names an archetype that structures the psychic and material life of Asian Americans, and draws upon knowledge production in Asian American studies and Asian American communities to theorize that archetype’s shape and reach. Each features original art and text, a collaboration between a visual artist and a scholar or literary writer. Each ends with guidance, a gentle directive to the reader for what to do now that they have drawn this card in a tarot reading. The Asian American Tarot is art-meets-scholarship-meets-wellness-practice-equals-magic-for-our-times. The Crip is the twenty-sixth card in the major arcana, and it is here welcoming us all on our disability journeys.
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Jackson, Paul. "Reshuffling an Old Deck of Cards? The politics of local government reform in Sierra Leone." African Affairs 106, no. 422 (November 9, 2006): 95–111. http://dx.doi.org/10.1093/afraf/adl038.

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Allan, Jonathan A., Chris Haywood, and Frank G. Karioris. "About the Cover Image." Journal of Bodies, Sexualities, and Masculinities 2, no. 1 (March 1, 2021): 7–8. http://dx.doi.org/10.3167/jbsm.2021.020102.

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On the cover of this issue is an image taken from the Wellcome Collection. Titled “Dance of death: death and the pedlar”, the image shows a skeletal personification of Death picking through a basket of goods. In the basket are included masks, crosses, a deck of cards, swords, and a variety of other items. Published in the 18th Century, it is based on, and an interpretation of a piece in Basel on the Dance of Death. It is black and white and a print produced via etching a plate and using this to print the image.
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Sciriha, Irene. "Joining Forces for Reconstruction Inverse Problems." Symmetry 13, no. 9 (September 13, 2021): 1687. http://dx.doi.org/10.3390/sym13091687.

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A spectral inverse problem concerns the reconstruction of parameters of a parent graph from prescribed spectral data of subgraphs. Also referred to as the P–NP Isomorphism Problem, Reconstruction or Exact Graph Matching, the aim is to seek sets of parameters to determine a graph uniquely. Other related inverse problems, including the Polynomial Reconstruction Problem (PRP), involve the recovery of graph invariants. The PRP seeks to extract the spectrum of a graph from the deck of cards each showing the spectrum of a vertex-deleted subgraph. We show how various algebraic methods join forces to reconstruct a graph or its invariants from a minimal set of restricted eigenvalue-eigenvector information of the parent graph or its subgraphs. We show how functions of the entries of eigenvectors of the adjacency matrix A of a graph can be retrieved from the spectrum of eigenvalues of A. We establish that there are two subclasses of disconnected graphs with each card of the deck showing a common eigenvalue. These could occur as possible counter examples to the positive solution of the PRP.
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Simmonds, J. G. "Perfecting the Analog of a Deck of Cards or Why Evolution Can't Be Left to Chance." College Mathematics Journal 33, no. 1 (January 2002): 17–20. http://dx.doi.org/10.1080/07468342.2002.11921913.

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42

Simmonds, J. G. "Perfecting the Analog of a Deck of Cards or Why Evolution Can't Be Left to Chance." College Mathematics Journal 33, no. 1 (January 2002): 17. http://dx.doi.org/10.2307/1558974.

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43

Schmicker, Marlen, Inga Menze, David Koch, Ulrike Rumpf, Patrick Müller, Lasse Pelzer, and Notger G. Müller. "Decision-Making Deficits in Elderly Can Be Alleviated by Attention Training." Journal of Clinical Medicine 8, no. 8 (July 30, 2019): 1131. http://dx.doi.org/10.3390/jcm8081131.

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Decision-making is an important everyday function that deteriorates during normal aging. Here, we asked whether value-based decision-making can be improved in the elderly by cognitive training. We compared the effects of two training regimens on the performance in the Iowa Gambling Task (IGT), a real-life decision-making simulation task. Elderly participants (age 62–75 years) were randomized into three matched groups. The filter training (FT) group performed a selective attention task and the memory training (MT) group performed a memory storage task on five consecutive days. The control group (CG) did not perform another task besides the IGT. Only the FT group showed an improvement in IGT performance over the five days—the overall gain rose and the prominent deck B phenomenon decreased. The latter refers to the selection of cards associated with high gains and rare losses, which are nevertheless a disadvantageous choice as the frequent losses lead to a negative net outcome. As the deck B phenomenon has been associated with impaired cognitive abilities in aging, the positive effect of FT here is of special importance. In sum, attention training seems superior in improving decision-making in the elderly.
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44

Sosteric, Mike. "A Sociology of Tarot." Canadian Journal of Sociology 39, no. 3 (July 7, 2014): 357–92. http://dx.doi.org/10.29173/cjs20000.

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This article attempts to establish a sociology of the occult in general, and a sociology of the Western tarot in particular. The tarot is a deck of 78 cards invented in Italy in the fifteenth century. From humble beginnings as a device for gaming or gambling, the tarot became invested with occult, mystical, divine, spiritual, and even psychological significance. This investing became part of a larger strategy of discipline and indoctrination to ease the transition from preindustrial structures of power and authority to industrial and bureaucratic structures. That tarot, associated as it was with the emergence of elite Freemasonry, helped provide new ideologies of power and ways of existing within new tightly structured, bureaucratic organizations.
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Silverman, M. P. "Progressive Randomization of a Deck of Playing Cards: Experimental Tests and Statistical Analysis of the Riffle Shuffle." Open Journal of Statistics 09, no. 02 (2019): 268–98. http://dx.doi.org/10.4236/ojs.2019.92020.

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46

PERRY, WILLIAM, ERIC G. POTTERAT, and DAVID L. BRAFF. "Self-monitoring enhances Wisconsin Card Sorting Test performance in patients with schizophrenia: Performance is improved by simply asking patients to verbalize their sorting strategy." Journal of the International Neuropsychological Society 7, no. 3 (March 2001): 344–52. http://dx.doi.org/10.1017/s1355617701733085.

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Patients with schizophrenia have Wisconsin Card Sorting Test (WCST) deficits, which are commonly interpreted as reflecting frontal cortex-based executive dysfunction. One means of assessing the refractoriness of frontal-executive impairment is to utilize a training or modification strategy to improve WCST performance. In this study, 73 patients with schizophrenia were assigned to 1 of 2 groups. Group 1 received the standard WCST instructions for 64 cards (Condition 1). For the second 64-card deck, the patients were asked to verbalize the reason that they placed the card where they did after each sort (Condition 2). Group 2 received this modified instruction 1st (Condition 1) and then the standard instructions for the second deck (Condition 2). A group of normal comparison participants was also tested using standard instructions alone. Group 2 committed significantly fewer perseverative responses than did Group 1. Furthermore, there was no significant difference between Group 2 (Condition 1) and the normal participants. Group 1's performance improved when patients were exposed to the modified instructions (Condition 2). Additionally, poor premorbid factors and disorganized symptoms were associated with decreased benefit from the modified instructions across both groups. Cumulatively, these data suggest that a simple instruction may enhance executive function and impact WCST performance in patients with schizophrenia. (JINS, 2001, 7, 344–352.)
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Eyring, Veronika, Sandrine Bony, Gerald A. Meehl, Catherine A. Senior, Bjorn Stevens, Ronald J. Stouffer, and Karl E. Taylor. "Overview of the Coupled Model Intercomparison Project Phase 6 (CMIP6) experimental design and organization." Geoscientific Model Development 9, no. 5 (May 26, 2016): 1937–58. http://dx.doi.org/10.5194/gmd-9-1937-2016.

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Abstract. By coordinating the design and distribution of global climate model simulations of the past, current, and future climate, the Coupled Model Intercomparison Project (CMIP) has become one of the foundational elements of climate science. However, the need to address an ever-expanding range of scientific questions arising from more and more research communities has made it necessary to revise the organization of CMIP. After a long and wide community consultation, a new and more federated structure has been put in place. It consists of three major elements: (1) a handful of common experiments, the DECK (Diagnostic, Evaluation and Characterization of Klima) and CMIP historical simulations (1850–near present) that will maintain continuity and help document basic characteristics of models across different phases of CMIP; (2) common standards, coordination, infrastructure, and documentation that will facilitate the distribution of model outputs and the characterization of the model ensemble; and (3) an ensemble of CMIP-Endorsed Model Intercomparison Projects (MIPs) that will be specific to a particular phase of CMIP (now CMIP6) and that will build on the DECK and CMIP historical simulations to address a large range of specific questions and fill the scientific gaps of the previous CMIP phases. The DECK and CMIP historical simulations, together with the use of CMIP data standards, will be the entry cards for models participating in CMIP. Participation in CMIP6-Endorsed MIPs by individual modelling groups will be at their own discretion and will depend on their scientific interests and priorities. With the Grand Science Challenges of the World Climate Research Programme (WCRP) as its scientific backdrop, CMIP6 will address three broad questions: – How does the Earth system respond to forcing? – What are the origins and consequences of systematic model biases? – How can we assess future climate changes given internal climate variability, predictability, and uncertainties in scenarios? This CMIP6 overview paper presents the background and rationale for the new structure of CMIP, provides a detailed description of the DECK and CMIP6 historical simulations, and includes a brief introduction to the 21 CMIP6-Endorsed MIPs.
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48

Roberts, Lynda. "Pattern Interrupt." Art & the Public Sphere 8, no. 2 (December 1, 2019): 195–200. http://dx.doi.org/10.1386/aps_00020_7.

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Operating in contested fields often requires agile and lateral actions to keep a project moving. Pattern Interrupt was an autonomous, discursive mobile artwork, located outside and between the institutional surroundings of RMIT University. It speculated on the tactical actions needed to work creatively within Melbourne’s public realm via a playful discussion series, augmented through a card game that stimulated the sharing of experiences between AAANZ Conference delegates, drawing on their various roles in the field. The cards distilled my accumulated insights from provisional experiments, workarounds and shortfalls as a transdisciplinary practitioner working in public art. They harnessed the language and format of artist instructions such as Oblique Strategies (1975) by Brian Eno and Peter Schmidt and early management games, such as Distant Early Warning (1969) by Marshall McLuhan. Operating at the intersection of publication and game, the deck of cards specifically challenged the linear format of a book or presentation as a way to distil findings from the field. Instead, it was a dynamic set of chance operations that could be reapplied within practice while remaining open to multiple interpretations. As a live laboratory, it articulated and activated knowledge/s drawn from the public realm. It offered participants an opportunity to find play in bureaucratic systems, and to work around intractable public art predicaments together.
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Clark, Jennifer M., and Matthew T. Begley. "Fight for Life." American Biology Teacher 77, no. 9 (November 1, 2015): 693–98. http://dx.doi.org/10.1525/abt.2015.77.9.8.

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Optimal foraging theory explains that organisms whose foraging is as energetically efficient as possible should be favored by natural selection. However, many individuals must exhibit trade-offs between foraging and other factors in their environment (i.e., predation risk, competitive interactions). We present a hands-on activity for undergraduates using just a deck of cards, bingo chips, and dice to introduce ecological concepts of foraging theory, predator–prey interactions, and energy trade-offs. Specifically, this activity will focus on optimal foraging theory and giving-up density. Students should gain an understanding of how organisms balance predation risk and competitive interactions with energetic demands. Further, this activity can be scaled for nonmajors and introductory courses to introduce general ecological concepts, or for upper-division courses to explore advanced topics in foraging theory.
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50

Axelrod, Bradley N., Anthony M. Paolo, and Elizabeth Abraham. "Do Normative Data From the Full WCST Extend to the Abbreviated WCST?" Assessment 4, no. 1 (March 1997): 41–46. http://dx.doi.org/10.1177/107319119700400105.

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The standard Wisconsin Card Sorting Test (WCST) was administered to a mixed clinical sample of 332 individuals. The full version was compared to the 64-card version (WCST-64) by extracting the results of the first 64 cards. Percent scores for the WCST were converted to standard scores using the normative data corrected for age and education level. Percent scores for WCST-64 were converted to standard scores using the same WCST normative data. WCST-64 scores were not comparable to those obtained from the full WCST. A breakdown of the data based on performance level found WCST-64 to be useful only with respondents obtaining five or more categories by the end of the first deck. The authors recommend caution in applying WCST manual data to the WCST-64 in the clinical setting.
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