Academic literature on the topic 'Game intensity'

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Journal articles on the topic "Game intensity"

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Ninomiya, Yuka, Takuma Miyashita, Motohiko Miyachi, Kunji Matsuda, and Kouki Takahashi. "Exercise intensity during walking football game." Japanese Journal of Physical Fitness and Sports Medicine 69, no. 4 (2020): 335–41. http://dx.doi.org/10.7600/jspfsm.69.335.

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Riswandi, Iwan, and Tatag Mulyanto. "Efektivitas Layanan Informasi Bahaya Bermain Game Online menggunakan Media Flipchart dalam Mengurangi Intensitas Bermain Game Online Disekolah Siswa Kelas VII SMP Negeri 3 Setukabupaten Bekasi." Malahayati Nursing Journal 6, no. 11 (2024): 4560–67. http://dx.doi.org/10.33024/mnj.v6i11.14280.

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ABSTRACT Education comes from the basic word didik. In Indonesian Dictionary, the word didik is defined as the process of "maintaining and giving training (teachings, guidance, guidance) regarding morals and intelligence of the mind. Knowing the Effectiveness of Information Services through flipchart media in reducing the intensity of playing online games. Quasy experimental research with a two-group pre-post test research design with a sample of 52 students. The results of the descriptive analysis showed that the intensity of playing online games before being given information services on the
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Iaia, F. Marcello, Rampinini Ermanno, and Jens Bangsbo. "High-Intensity Training in Football." International Journal of Sports Physiology and Performance 4, no. 3 (2009): 291–306. http://dx.doi.org/10.1123/ijspp.4.3.291.

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This article reviews the major physiological and performance effects of aerobic high-intensity and speed-endurance training in football, and provides insight on implementation of individual game-related physical training. Analysis and physiological measurements have revealed that modern football is highly energetically demanding, and the ability to perform repeated high-intensity work is of importance for the players. Furthermore, the most successful teams perform more high-intensity activities during a game when in possession of the ball. Hence, footballers need a high fitness level to cope w
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Karapanagiotis, S., S. Gambazza, A. Brivio, and C. Colombo. "175 Exercise intensity during interactive video game." Journal of Cystic Fibrosis 13 (June 2014): S91. http://dx.doi.org/10.1016/s1569-1993(14)60311-8.

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Sacheck, Jennifer M., Helen M. Rasmussen, Meghan M. Hall, Tamar Kafka, Jeffrey B. Blumberg, and Christina D. Economos. "The Association Between Pregame Snacks and Exercise Intensity, Stress, and Fatigue in Children." Pediatric Exercise Science 26, no. 2 (2014): 159–67. http://dx.doi.org/10.1123/pes.2013-0067.

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To investigate the association between pregame snacks varying in macronutrient content and exercise intensity, physiological stress, and fatigue in young soccer players. One hour before a 50-min soccer game, children (n = 79; 9.1 ± 0.8 y) were randomly assigned to consume a raisin-, peanut-butter-, or cereal-based snack. Body mass index, blood glucose, and salivary measures of stress (cortisol and immunoglobulin A-IgA) were measured pre- and post-game. Exercise intensity was measured by accelerometry. Self-administered questionnaires were used to assess diet quality and fatigue. Analysis of co
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Armiandeni, Ni Made Yeshika, Ni Luh Putu Dina Susanti, and Ni Wayan Manik Parwati. "Hubungan Intensitas Bermain Game Online dengan Tingkat Stress dan Kecerdasan Emopsional Remaja Pada Era New Normal." Jurnal Gema Keperawatan 16, no. 1 (2023): 170–80. http://dx.doi.org/10.33992/jgk.v16i1.1999.

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An online game is a game that can be accessed through electronic media connecting to an internet network. Addiction to playing online games has an impact on someone’s mental health namely stress and emotional intelligence. This study aimed to determine the correlation between the intensity of online game playing toward stress levels and emotional intelligence in the new normal era. This study was quantitative research with a correlational design. There were 157 adolescents who played an online game at Perumahan Griya Nugraha recruited as a sample of this study which was selected through conven
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Innocent, Troy, and Dale Leorke. "Heightened intensity: Reflecting on player experiences in Wayfinder Live." Convergence: The International Journal of Research into New Media Technologies 25, no. 1 (2019): 18–39. http://dx.doi.org/10.1177/1354856518822427.

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Location-based games use smartphones and other location-aware devices to incorporate their players’ actions in everyday, physical spaces – the streets and public spaces of the city – into the virtual world of the game. Scholars and designers of these games often claim that they reconfigure their players’ relationship with the people and environment around them. They argue these games either engage and immerse players more deeply in the spaces of the game or distance and detach them from the physical environment through the screen interface. To date, however, relatively few detailed empirical s
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Johnston, Rich D., Tim J. Gabbett, and David G. Jenkins. "Influence of Number of Contact Efforts on Running Performance During Game-Based Activities." International Journal of Sports Physiology and Performance 10, no. 6 (2015): 740–45. http://dx.doi.org/10.1123/ijspp.2014-0110.

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Purpose: To determine the influence the number of contact efforts during a single bout has on running intensity during game-based activities and assess relationships between physical qualities and distances covered in each game. Methods: Eighteen semiprofessional rugby league players (age 23.6 ± 2.8 y) competed in 3 off-side small-sided games (2 × 10-min halves) with a contact bout performed every 2 min. The rules of each game were identical except for the number of contact efforts performed in each bout. Players performed 1, 2, or 3 × 5-s wrestles in the single-, double-, and triple-contact g
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Jiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner, and See Kwong Goh. "Development of Habitual Behaviour in Online Social Gaming." International Journal of Cyber Behavior, Psychology and Learning 11, no. 1 (2021): 20–37. http://dx.doi.org/10.4018/ijcbpl.2021010102.

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Game habit and game addiction are distinguished in terms of psychological motivation, meaning, and a player's experience of gaming. The majority of contemporary studies address either the challenges or difficulties of particular habit formation often in the context of disciplined force or negative consequences of game addiction. Game habit does not necessarily imply game addiction. The objective of this study is to investigate the key antecedents of game habit formation using a quantitative study with 341 respondents collected in West Malaysia and analysed via structural equation modeling. The
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Sit, Cindy H. P., Jessica W. K. Lam, and Thomas L. McKenzie. "Children's Use of Electronic Games: Choices of Game Mode and Challenge Levels." International Journal of Pediatrics 2010 (2010): 1–6. http://dx.doi.org/10.1155/2010/218586.

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Introduction. Interactive electronic games are popular and are believed to contribute to physical activity accrual. The purpose of this study was to examine children's electronic game use during conditions in which they had free access to selecting interactive and seated screen-based versions of electronic games and during the interactive versions had free choice in making adjustments to the activity intensity.Methods. We systematically observed 60 Hong Kong primary school children during two 60-minute game sessions while simultaneously recording their game mode choices and physical activity l
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Dissertations / Theses on the topic "Game intensity"

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Munro, Natalie Dawn. "A prelude to agriculture: Game use and occupation intensity during the Natufian period in the southern Levant." Diss., The University of Arizona, 2001. http://hdl.handle.net/10150/280050.

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The origins of agriculture was one of the most significant turning points in human history, yet, no consensus has been reached on its causes. The most commonly cited precursors to agriculture include population pressure, intensive foraging, and sedentism. These critical factors play central roles in models of agricultural origins, yet have not been rigorously tested. In the Levant, the Natufian period (ca. 13,000-10,500 B.P.) immediately preceded agricultural origins. This research applies ecological models to the Natufian archaeological record to formally test whether population pressure, sed
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Silva, Henrique Santos da [UNESP]. "Relação entre frequência cardíaca e consumo de oxigênio em teste contínuo e intermitente, e contribuição do metabolismo energético no futsal." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/148736.

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Submitted by HENRIQUE SANTOS DA SILVA null (henriquesilva-ef@hotmail.com) on 2017-02-08T17:50:45Z No. of bitstreams: 1 Dissertação Mestrado Henrique Santos da Silva.pdf: 3105261 bytes, checksum: 69873282054967688d17b367cf3341fc (MD5)<br>Approved for entry into archive by LUIZA DE MENEZES ROMANETTO (luizamenezes@reitoria.unesp.br) on 2017-02-09T16:34:34Z (GMT) No. of bitstreams: 1 silva_hs_me_rcla.pdf: 3105261 bytes, checksum: 69873282054967688d17b367cf3341fc (MD5)<br>Made available in DSpace on 2017-02-09T16:34:34Z (GMT). No. of bitstreams: 1 silva_hs_me_rcla.pdf: 3105261 bytes, checksum:
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Tan, Frankie Hun Yau. "Applied physiology and game analysis of elite women's water polo." University of Western Australia. School of Sport Science, Exercise and Health, 2010. http://theses.library.uwa.edu.au/adt-WU2010.0106.

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[Truncated abstract] Broadly, research literature on the physiological aspects of water polo game play is limited, but particularly so in the women's game. Moreover, significant changes to game rules in recent years are likely to have had an impact on the game demands. Therefore, this research project sought to investigate the physiological characteristics of contemporary elite female water polo players and the demands of match play. Overall, the five studies comprising this thesis aimed to improve the practical knowledge of coaches and sport scientists concerning the training and monitoring o
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PANASCI', MARCO. "Acute Physiological, Metabolic and Perceptual Responses to different High-Intensity Interval Training formats." Doctoral thesis, Università degli studi di Genova, 2021. http://hdl.handle.net/11567/1058358.

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INTRODUCTION Research in sport and exercise science suggested that both placebo and nocebo can influence sport performance (1), with effect ranging from small to moderate (2). Most of studies proposed as treatment nutritional ergogenic aids or peripheral stimulation. However, a more ecological approach lowered into a conventional training session, could exploit some parts of the training itself to administer placebo/nocebo effect. The aim of the present study was to test the effect on the running performance of a placebo/nocebo treatment consisting in conditioning manipulation plus verbal su
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Martin-Niedecken, Anna Lisa [Verfasser], Josef [Akademischer Betreuer] Wiemeyer, and Frank [Akademischer Betreuer] Hänsel. "Towards Balancing Fun and Exertion in Exergames: Exploring the Impact of Movement-Based Controller Devices, Exercise Concepts, Game Adaptivity and Player Modes on Player Experience and Training Intensity in Different Exergame Settings / Anna Lisa Martin-Niedecken ; Josef Wiemeyer, Frank Hänsel." Darmstadt : Universitäts- und Landesbibliothek, 2021. http://d-nb.info/1236694473/34.

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Lundberg, Niklas. "Spelprogression : Att återskapa en intensitetskurva inom ett actionorienterat plattformsspel utifrån ett förbestämt mönster." Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4068.

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<p>Syftet med det här arbetet är att återskapa en förutbestämd intensitetskurva inom ett tvådimensionellt plattformsspel. Arbetet bygger främst på teorier av Mike Lopez som han publicerat i ett antal artiklar på Gamasutra. Lopez artiklar handlar om spelprogression, dvs. hur man ska gå tillväga för att behålla spelarens intresse genom hela spelomgången, och att ha en bra intensitetskurva är en del av progressionen.Under arbetets gång skapas ett spel som sedan en testgrupp får spela igenom. Under testningen mäts deras puls, och den data som utvinns används för att skapa en graf och jämförs sedan
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Ash, James. "Intensive worlds of the image : practices and processes of video game design and use." Thesis, University of Bristol, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.508064.

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Hoffmann, James J., Jacob P. Reed, Keith Leiting, Chieh-Ying Chiang, and Michael H. Stone. "Repeated Sprints, High-Intensity Interval Training, Small-Sided Games: Theory and Application to Field Sports." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/4620.

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Due to the broad spectrum of physical characteristics necessary for success in field sports, numerous training modalities have been used develop physical preparedness. Sports like rugby, basketball, lacrosse, and others require athletes to be not only strong and powerful but also aerobically fit and able to recover from high-intensity intermittent exercise. This provides coaches and sport scientists with a complex range of variables to consider when developing training programs. This can often lead to confusion and the misuse of training modalities, particularly in the development of aerobic a
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Merry, Kevin L. "The exercise intensity at maximal oxygen uptake (iVO2max) : methodological issues, training intensitites and applications to time spent exercising at VO2max." Thesis, St Mary's University, Twickenham, 2016. http://research.stmarys.ac.uk/1102/.

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Phillips, Shaun Martyn. "Influence of carbohydrate supplementation on endurance capacity, sprint performance, and physiological responses of adolescent team games players to prolonged intermittent high intensity exercise." Thesis, University of Edinburgh, 2011. http://hdl.handle.net/1842/5906.

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Ingesting carbohydrate (CHO) before and during prolonged steady-state exercise can significantly improve the endurance capacity (time to exhaustion) of adolescents. This knowledge, combined with current understanding of the physiological and metabolic responses of young people to prolonged steadystate exercise, as well as awareness of youth team games participation statistics, suggests CHO ingestion before and during team games exercise may be beneficial for adolescent team games players. However, research in this area has not been conducted, presenting a notable gap in the paediatric exercise
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Books on the topic "Game intensity"

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National Maritime Foundation (New Delhi, India), ed. The game changer: Game theory and low intensity maritime operations. Pentagon Press, 2014.

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Bate, Dick, and Ian Jeffreys. Soccer Speed. Human Kinetics, 2015. http://dx.doi.org/10.5040/9781718225541.

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The world’s most popular sport is also one of the most demanding. Stronger, smarter, and more agile players have increased the intensity and tempo of the game. Success hinges on the ability to read, react, and execute. For individual players and teams alike, speed is a necessity. Soccer Speed is a groundbreaking work’more than a training guide, but an all-encompassing execution plan for success in today’s aggressive, attacking, and fast-paced game. Inside, you’ll learn how to develop these skills: Quickness, agility, and balance for defending, attacking, reacting, and executingMost effective t
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Intensive Wildlife Production in Southern Africa. J. L. Van Schaik, 2005.

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Critical Codex: Cinematic Successes & Failures to Intensify Your Game. Seltzer, Jerry Joe, 2023.

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Signore, Nunzio. Velocity-Based Training. Human Kinetics, 2022. http://dx.doi.org/10.5040/9781718225770.

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“Nunzio has done an excellent job of blending athleticism with technology. I highly recommend his book, Velocity-Based Training.” —Brian Cashman, General Manager of the New York Yankees “This book is sure to become a staple for strength coaches worldwide and will be a game changer for anyone preparing for a high-intensity athletic endeavor.” —Randy Sullivan, MPT, CSCS, CEO of Florida Baseball Ranch From improving performance to reducing the effects of training fatigue, the benefits of velocity-based training (VBT) are well known. To many, however, VBT is perceived to be overly complex and conf
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Gazdik, Mary L. From Video Games to Real Life. ABC-CLIO, LLC, 2016. http://dx.doi.org/10.5040/9798400654947.

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This guide shows youth librarians how to use the appeal of Minecrafta game that many young learners are intensely passionate about to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate
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Caldwell, Lesley, and Helen Taylor Robinson, eds. The Collected Works of D. W. Winnicott. Oxford University Press, 2016. http://dx.doi.org/10.1093/med:psych/9780190271428.001.0001.

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Volume 10, Therapeutic Consultations in Child Psychiatry, a posthumous publication of twenty-one case histories of children and adolescents taken over a ten-year period, is introduced by the Florentine analyst and child and adolescent psychiatrist, Marco Armellini. It concerns the application of psychoanalysis to child psychiatry. The technique in these reported cases usually takes the form of what Winnicott describes as the Squiggle Game. Winnicott states that what happens in the game and in the whole interview depends on the use made of the child’s experience, including the material that pre
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Guzman, Daniel, and Megan Young, eds. Strength Training for Soccer. Human Kinetics, 2023. https://doi.org/10.5040/9781718241053.

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Tailoring strength and conditioning programs for soccer requires a deep understanding of the demands of the game. Preparing players to accelerate, decelerate, change direction, and turn and jump can be a challenge. Developed with the expertise of the National Strength and Conditioning Association (NSCA), Strength Training for Soccer explains the value of resistance training for soccer players. The book-backed by practical experience, evidence-based training methodologies, and research-provides a general overarching biomechanical analysis of soccer and specific analysis of the physical demands
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Szewczyk, Janusz. Rola zaburzeń w kształtowaniu struktury i dynamiki naturalnych lasów bukowo-jodłowo-świerkowych w Karpatach Zachodnich. Publishing House of the University of Agriculture in Krakow, 2018. http://dx.doi.org/10.15576/978-83-66602-35-9.

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The aim of the study was to determine the influence of different disturbances (both natural and anthropogenic) on species composition and stand structure of old-growth mixed mountain forests in the Western Carpathians. These stands are usually dominated by beech, fir and spruce, mixed in different proportions. The tree main species represent different growth strategies, and they compete against each other. The longevity of trees makes the factors influencing the stand structure difficult to identify, even during longitudinal studies conducted on permanent research plots. That is why dendroecol
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Clasen, Mathias. Why Horror Seduces. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780190666507.001.0001.

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This book explains the appeals and functions of horror entertainment by drawing on cutting-edge findings in the evolutionary social sciences, showing how the horror genre is a product of human nature. It is the first book to integrate the study of horror with the sciences of human nature and to offer a sustained analysis of the ways in which our evolutionary heritage constrains and directs horror in literature, film, and computer games. The central claim of the book is that horror entertainment works by targeting ancient and deeply conserved neurobiological mechanisms. We are attracted to horr
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Book chapters on the topic "Game intensity"

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Foster, Peter. "Intensity of Activity." In The Long Game: Sustaining a Successful Career in Teaching. Routledge, 2024. https://doi.org/10.4324/9781003453154-9.

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Foster, Peter. "Managing Intensity – Notes for Leaders." In The Long Game: Sustaining a Successful Career in Teaching. Routledge, 2024. https://doi.org/10.4324/9781003453154-11.

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Foster, Peter. "Intensity of the School Day." In The Long Game: Sustaining a Successful Career in Teaching. Routledge, 2024. https://doi.org/10.4324/9781003453154-10.

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Ikeda, Yukiharu, Hisakazu Saishoji, Takuma Matsumoto, et al. "Aerobic Work Capacity of Quadriplegics and Exercise Intensity During the Twin-Basketball Game." In Adapted Physical Activity. Springer Japan, 1994. http://dx.doi.org/10.1007/978-4-431-68272-1_29.

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Kiili, Kristian, Juho Siuko, Elizabeth Cloude, and Muhterem Dindar. "Motivation and Emotions in a Health Literacy Game: Insights from Co-occurrence Network Analysis." In Lecture Notes in Computer Science. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-22124-8_15.

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AbstractAccumulating evidence indicates that game-based learning is emotionally charged. However, little is known about the nature of emotions in game-based learning. We extended previous game-based learning research by examining epistemic emotions and their relations to flow experience and situational interest. Sixty-eight 15–18-year-old students played the Antidote COVID-19 game for 25 min. Epistemic emotions, flow, and situational interest were measured after the playing session. These measures indicated that the game engaged students. Students reported significantly higher intensity levels of positive epistemic emotions (excitement, surprise, and curiosity) than negative epistemic emotions (boredom, anxiety, frustration, and confusion). The co-occurrence network analyses provided insights into the relationship between flow and situational interest. We found an asymmetrical pattern of the “situational interest-flow” co-occurrence. When situational interest occurred, the flow was always co-occurring. This co-occurrence suggests that situational interest could be a prerequisite or a potential trigger for flow experience but not an adequate state ensuring a high flow experience. Further, flow and situational interest co-occurred mainly with positive epistemic emotions. The findings imply that flow and situational interest are similar constructs and share several characteristics. The study also demonstrated that epistemic emotions, flow, and situational interest can be used as proxies of engagement. Implications of the findings are discussed.
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Zwinderman, Matthijs Jan, Azadeh Shirzad, Xinyu Ma, Prina Bajracharya, Hans Sandberg, and Maurits Clemens Kaptein. "Phone Row: A Smartphone Game Designed to Persuade People to Engage in Moderate-Intensity Physical Activity." In Persuasive Technology. Design for Health and Safety. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31037-9_5.

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Lee, Yuan-Yuan, Zining Yang, and Oliver F. Shyr. "The Urban Renew Case Study on a Feasibility Profit Sharing in Different Development Intensity by Game Theory." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20148-7_8.

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Bellanca, Nicolò, and Luca Pardi. "Risorse e popolazione umana." In Studi e saggi. Firenze University Press, 2020. http://dx.doi.org/10.36253/978-88-5518-195-2.06.

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The history of the genus Homo, and of the sapiens species in particular, is different from that of other species due to the extreme importance of cultural evolution compared to biological evolution. But from the discovery of how to use fire and generate it, up to the invention of the steam engine, man essentially lives, like the other organisms of the biosphere, on the energy flow guaranteed by solar radiation. With the encounter between machines and fossil fuels and the entry into the era of engines, the rules of the game change radically, and the activities of Homo sapiens change in extent and intensity, in such a way as to progressively reduce the living space of all other animal and plant species, except for the allied and commensal ones. The global industrialized society arising from the meeting between machines and fossil sources is presently facing two fundamental difficulties: the gradual saturation of terrestrial ecosystems with the waste of social and economic metabolism, and the finiteness of fossil energy sources, which are not easy replacement due to their special chemical-physical properties.
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El Mawas, Nour, and Jean-Pierre Cahier. "Towards Participative and Knowledge-Intensive Serious Games." In Serious Games Development and Applications. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33687-4_7.

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Hassan, Mohammad Mehedi, and Eui-Nam Huh. "Resource Management for Data Intensive Clouds Through Dynamic Federation: A Game Theoretic Approach." In Handbook of Data Intensive Computing. Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4614-1415-5_7.

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Conference papers on the topic "Game intensity"

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Li, Chenxi, Nilay Shah, Zheng Li, and Pei Liu. "Companies� Operation and Trading Strategies under the Triple Trading and Gaming of Electricity, Carbon Quota and Commodities: A Game Theory Optimization Modeling." In The 35th European Symposium on Computer Aided Process Engineering. PSE Press, 2025. https://doi.org/10.69997/sct.126765.

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Electricity and carbon trading towards carbon reduction are highly coupled. The research on joint trading is essential for helping companies identify optimal strategies and enabling policymakers to detect potential policy loopholes. This study presents a novel game theory optimization model involving both power generation companies (GenCos) and factories to explore optimal operation strategies under electricity-carbon joint trading. By fully capturing the operational characteristics of power generation units and the technical energy consumption of electricity-consuming enterprises, it describe
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Liu, Lianlian, and Raymundo Case. "The Influence of Strain Rate and Specimen Size on Assessment of SSC Resistance by Novel NTSSRT Method." In CONFERENCE 2022. AMPP, 2022. https://doi.org/10.5006/c2022-17624.

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Abstract Sulfide stress cracking (SSC) has been a concern for the use of high strength low alloy (HSLA) steel in oil and gas industry. A novel methodology named notch tensile slow strain rate test (NTSSRT) is used to obtain the threshold stress intensity factor KISSC to quantify SSC resistance of HSLA carbon steel. In this study we evaluate the effect of the strain rate and specimen gage diameter, on KISSC assessed by NTSSRT method. The testing is performed in environment with different H2S concentrations at pH of 3.5. At the same H2S concentration, the KISSC value decreases with a decline in
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Kabeil, Magdy. "The Role of Management Games in Mapping Learning Styles to Elements of Business Know-How Acquisition: A Case Study." In InSITE 2009: Informing Science + IT Education Conference. Informing Science Institute, 2009. http://dx.doi.org/10.28945/3355.

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The main purpose of this paper is to assess the role of management games in mapping students’ preferable learning styles to elements of business know-how acquisition in a specific environment. A management game is developed to cover five functional areas of a manufacturing company: marketing, research and development, human resources, production and inventory, and finance. Elements that advance the acquisition of business know-how are identified, embedded in the game, and evaluated by students with different preferences of learning style. The investigation confirms the existence of a significa
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Qian, Yan-xiang. "Analysis of fixed-rate mortgage with intensity process: A game-theoretic framework." In 2008 International Conference on Management Science and Engineering (ICMSE). IEEE, 2008. http://dx.doi.org/10.1109/icmse.2008.4669079.

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Deutsch, Judith E., Brittany Hoehlein, Marisa Priolo, Joshua Pacifico, Harish Damodaran, and Urska Puh. "Custom game paced video games played by persons post-stroke have comparable exercise intensity but higher accuracy, greater enjoyment and less effort than off-the-shelf game." In 2019 International Conference on Virtual Rehabilitation (ICVR). IEEE, 2019. http://dx.doi.org/10.1109/icvr46560.2019.8994418.

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Gratch, Jonathan, Lin Cheng, Stacy Marsella, and Jill Boberg. "Felt emotion and social context determine the intensity of smiles in a competitive video game." In 2013 10th IEEE International Conference on Automatic Face & Gesture Recognition (FG 2013). IEEE, 2013. http://dx.doi.org/10.1109/fg.2013.6553792.

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Parent, Andree-Anne, and Alain-Steve Comtois. "Pilot project: Feasibility of high-intensity active video game with COPD patients. Tools for home rehabilitation." In 2017 International Conference on Virtual Rehabilitation (ICVR). IEEE, 2017. http://dx.doi.org/10.1109/icvr.2017.8007476.

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Passia, Yota, and Panagiotis Roupas. "The Affective City: Cartography of Machinic Urban Assemblages." In International Conference on the 4th Game Set and Match (GSM4Q-2019). Qatar University Press, 2019. http://dx.doi.org/10.29117/gsm4q.2019.0014.

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While the city is generally perceived -within complexity theory and dynamic systems theory as a changing field of dense interactions that occur in a range of spatial and temporal scales, we are unable to perceive it or describe it in these terms. The main goal of our work is to redefine space - ontologically and epistemologically- in order to reveal the invisible system of its interactions. Thus, the city is represented via a connectionist model, by means of the representation of the interconnections of its various parts. The project theorizes the city as a multiplicity, a structure of spaces
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Deutsch, Judith E., Jennifer Rothman, Bryan Barker, Andrew Grando, and Harish Damodaran. "The effect of video game interaction on walking intensity: Preliminary study of young, older adults and persons post-stroke." In 2015 International Conference on Virtual Rehabilitation (ICVR). IEEE, 2015. http://dx.doi.org/10.1109/icvr.2015.7358597.

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Vencúrik, Tomáš, Dominik Bokůvka, Jiří Nykodým, and Pavel Vacenovský. "Decision making of semi-professional female basketball players in competitive games." In 12th International Conference on Kinanthropology. Masaryk University Press, 2020. http://dx.doi.org/10.5817/cz.muni.p210-9631-2020-48.

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Purpose: Nowadays, not only the research but also coaching is focusing on decision making in basketball. Decision making is critical in basketball, especially in relation to offensive skills (with ball). Generally, the players have to decide what to do with the ball (make an appro-priate decision) and in the shortest time possible. From this point of view, the study aims to identify the factors which can affect the decision making of offensive skills of female basket-ball players. Methods: Eight semi-professional female basketball players participated in this study. Basket-ball players played
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Reports on the topic "Game intensity"

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McCabe, Laurence L. Force Asymmetry in Low Intensity Conflict or How to Beat the Enemy at His Own Game. Defense Technical Information Center, 1996. http://dx.doi.org/10.21236/ada312545.

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Hinterlang, Natascha. Effects of Carbon Pricing in Germany and Spain: An Assessment with EMuSe. Banco de España, 2023. http://dx.doi.org/10.53479/33814.

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Using the dynamic, three-region environmental multi-sector general equilibrium model EMuSe, we find that pricing carbon in Germany or Spain only leads to a permanent negative effect on output in these economies. The induced emissions reduction is not large enough to overcompensate for the increase in marginal production costs. If the rest of Europe joins the carbon pricing scheme, long-run output effects are positive. However, in this case, transition costs are even larger due to close trade relations within Europe. We find evidence for carbon leakage, which can be reduced slightly by a border
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Cary, Dakota. Robot Hacking Games: China’s Competitions to Automate the Software Vulnerability Lifecycle. Center for Security and Emerging Technology, 2021. http://dx.doi.org/10.51593/2021ca005.

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Software vulnerability discovery, patching, and exploitation—collectively known as the vulnerability lifecycle—is time consuming and labor intensive. Automating the process could significantly improve software security and offensive hacking. The Defense Advanced Research Projects Agency’s Cyber Grand Challenge supported teams of researchers from 2014 to 2016 that worked to create these tools. China took notice. In 2017, China hosted its first Robot Hacking Game, seeking to automate the software vulnerability lifecycle. Since then, China has hosted seven such competitions and the People’s Liber
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Clemente, Filipe Manuel, Rodrigo Ramirez-Campillo, José Afonso, and Hugo Sarmento. Effects of small-sided games vs. running-based high intensity interval training repeated-sprint ability in soccer players: A meta-analytical comparison. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2020. http://dx.doi.org/10.37766/inplasy2020.8.0129.

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Arumugam, Udayansankar, Mimoun Elboujdaini, Ming Gao, and Ramiro Vanoye. PR-328-133702-R02 F-S Fatigue Testing of Crack-in-Dent with Framework for Life Prediction. Pipeline Research Council International, Inc. (PRCI), 2019. http://dx.doi.org/10.55274/r0011628.

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ASME B31.8 states that "Dents that contain stress corrosion cracking or other cracks are injurious to the pipeline" and therefore, requires immediate attention by the Operators. Dent containing crack fields (colonies) are often observed in liquid pipelines. The recently completed PRCI research project MD-1N "Study of the Mechanism for Cracking in Dents in a Crude Oil Pipeline" showed evidence of a mechanism for fatigue cracking. The crack growth rate as a function of stress intensity factor was estimated using the measured spacings of fatigue striations from fracture surfaces based on the assu
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Dettling, Mark, Diana Humple, Michael Mahoney, Mark Dettling, Diana Humple, and Michael Mahoney. Riparian landbird monitoring in Golden Gate National Recreation Area and Point Reyes National Seashore: Progress report for 2021?2023. National Park Service, 2024. http://dx.doi.org/10.36967/2305750.

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Point Blue Conservation Science (hereafter Point Blue) conducted landbird monitoring from 16 August 2021 through 15 August 2023 in predominantly riparian habitat found in Point Reyes National Seashore and Golden Gate National Recreation Area. This monitoring was on behalf of the National Park Service?s (NPS) Inventory and Monitoring (I&amp;M) Program. Progress reports, like this one, are intended to document the survey efforts and to provide a basic summary of the data collected. This progress report deviates slightly from the structure of previous progress reports by summarizing two years of
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Musa, Padde, Zita Ekeocha, Stephen Robert Byrn, and Kari L. Clase. Knowledge Sharing in Organisations: Finding a Best-fit Model for a Regulatory Authority in East Africa. Purdue University, 2021. http://dx.doi.org/10.5703/1288284317432.

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Knowledge is an essential organisational asset that contributes to organisational effectiveness when carefully managed. Knowledge sharing (KS) is a vital component of knowledge management that allows individuals to engage in new knowledge creation. Until it’s shared, knowledge is considered useless since it resides within the human brain. Public organisations specifically, are more involved in providing and developing knowledge and hence can be classified as knowledge-intensive organisations. Scholarly research conducted on KS has proposed a number of models to help understand the KS process b
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Arora, Sanjana, and Olena Koval. Norway Country Report. University of Stavanger, 2022. http://dx.doi.org/10.31265/usps.232.

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This report is part of a larger cross-country comparative project and constitutes an account and analysis of the measures comprising the Norwegian national response to the COVID-19 pandemic during the year of 2020. This time period is interesting in that mitigation efforts were predominantly of a non-medical nature. Mass vaccinations were in Norway conducted in early 2021. With one of the lowest mortality rates in Europe and relatively lower economic repercussions compared to its Nordic neighbours, the Norwegian case stands unique (OECD, 2021: Eurostat 2021; Statista, 2022). This report presen
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EDUCATIONAL AND METHODICAL MANUAL "DEVELOPMENT OF MOTOR ACTIVITY IN CHILDREN 2-3 YEARS OLD IN THE ROUTE GAME "TOURIST PATH". SIB-Expertise, 2023. http://dx.doi.org/10.12731/er0748.04122023.

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The manual is addressed to teachers of preschool education, specialists, physical education instructors of preschool and additional education institutions. It is relevant for students of the training direction 44.03.02 "Psychological and pedagogical education", 44.03.05 "Pedagogical education" of full-time and part-time education during the study of the disciplines "Theory and technology of physical education and development of children of early and preschool age", "Physical culture of children in the aspect of continuing education", "Workshop on gaming technologies", "Workshop on the educatio
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FEASIBILITY STUDY ON AN OPTICAL STRAIN GAGE BASED ON FLUORESCENCE RESPONSE OF GRAPHENE QUANTUM DOTS. The Hong Kong Institute of Steel Construction, 2024. http://dx.doi.org/10.18057/ijasc.2024.20.2.5.

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In this study, based on the excellent fluorescence properties of graphene quantum dots (GQDs) and their good response to mechanical effects, the GQDs were mixed with epoxy resin to make a coating sensor. Taking this as the research object, the film was coated on the Q235 tensile steel sample, which can dynamically monitor the stress and strain of the steel sample. By investigating the effects of the concentration of the GQDs solution, the synchronization of the film and the steel component, and the residual stress of the epoxy resin, the mechanism of the visual fluorescence signal was analyzed
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