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1

Nopiyanto, Yahya Eko, and Dimyati Dimyati. "Karakteristik psikologis atlet Sea Games Indonesia ditinjau dari jenis cabang olahraga dan jenis kelamin." Jurnal Keolahragaan 6, no. 1 (April 13, 2018): 69–76. http://dx.doi.org/10.21831/jk.v6i1.15010.

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Penelitian ini bertujuan untuk mengungkapkan: (1) karakteristik psikologis atlet SEA Games Indonesia ditinjau dari cabang olahraga individu, (2) ditinjau dari cabang olahraga tim, (3) perbedaan karakteristik psikologis atlet SEA Games Indonesia ditinjau dari cabang olahraga individu berdasarkan jenis kelamin, dan (4) olahraga tim berdasarkan jenis kelamin. Pendekatan penelitian ini adalah ex-post facto. Penelitian ini merupakan penelitian populasi. Semua subjek dalam populasi diikutsertakan dalam penelitian dengan jumlah 273 atlet. Pengumpulan data menggunakan kuesioner The Psychological Skills Inventory for Sports. Teknik analisis data menggunakan independent sample t-test. Hasil penelitian ini menunjukkan bahwa: (1) karakteristik psikologis atlet SEA Games Indonesia ditinjau dari cabang olahraga individu dalam kategori tinggi (2) ditinjau dari cabang olahraga tim dalam kategori tinggi (3) tidak ada perbedaan yang signifikan karakteristik psikologis atlet SEA Games Indonesia ditinjau dari cabang olahraga individu berdasarkan jenis kelamin dengan nilai sig. = 0,092 > 0,05; dan (4) ada perbedaan yang signifikan karakteristik psikologis atlet SEA Games Indonesia ditinjau dari cabang olahraga tim berdasarkan jenis kelamin dengan nilai nilai sig. = 0,000 < 0,05. The psychological characteristics of Indonesian Sea Games athletes in terms of sports and sex AbstractThis research was aimed to investigate : (1) the psychological characteristics of Indonesian SEA Games athletes in terms of individual sports, (2) in terms of team sports, (3) the psychological characteristic differences of Indonesian SEA Games athletes in terms of individual sports based on sex, and (4) the psychological characteristic differences of Indonesian SEA Games athletes in terms of team sports based on sex. This research employed the quantitative approach using the survey method with a restrospective causal-comparative design. This research was population research. All subjects in the population were included in this research with a total of 273 athletes. The data were collected using the Psychological Skills Inventory for Sports questionnaire and analyzed using the independent sample t test at. The research findings revealed that: (1) the psychological characteristics of Indonesian SEA Games athletes in terms of individual sports were in a high category, (2) the psychological characteristics of Indonesian SEA Games athletes in terms of team sports are in high category, (3) there were no significant differences in the psychological characteristics of Indonesian SEA Games athletes in terms of individual sports based on sex sig. values = 0.092 > 0.05, and (4) there were significant differences in the psychological characteristics of Indonesian SEA Games athletes in terms of team sports based on sex with sig. values = 0.000 < 0.05.
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Riefky, Muhammad, and Wara Pramesti. "Sentiment Analysis of Southeast Asian Games (SEA Games) in Philippines 2019 Based on Opinion of Internet User of Social Media Twitter with K-Nearest Neighbor and Support Vector Machine." Jurnal Matematika, Statistika dan Komputasi 17, no. 1 (August 24, 2020): 26–41. http://dx.doi.org/10.20956/jmsk.v17i1.9947.

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Sports events are an activity that is in great demand, especially the people of Southeast Asia. One of the most prestigious sporting events in the Southeast Asian region is the Southeast Asian Games (SEA Games). SEA Games is one of the sporting events held in the Southeast Asia region and is only held every two years involving eleven member countries of the Association of South East Asian Nations (ASEAN). The most SEA Games issues occurred on Twitter with 20,600 tweets. This is because the 2019 SEA Games event in the Philippines experienced many irregularities, one of which is the Rizal Memorium stadium, which has not been renovated until now. The purpose of this study is to obtain and compare the results of the accuracy of the classification of Twitter users' sentiments towards the 2019 SEA Games in the Philippines using k-nearest neighbor and support vector machine. The data used in this study comes from data from Twitter social media users who often use the hashtag "SEA Games 2019" which has been done with text preprocessing of 2697 tweets with data partitions of 60% for training data and 40% for testing data. The conclusion that can be drawn from this research is that the best accuracy results in the k-nearest neighbor and support vector machine classification are the support vector machine classification with a polynomial kernel of 92.96% so that the predictions of the Support Vector Machine classification tend to be negative.
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Wu, Zhiwei, and Zhuojia Chen. "Localizing Chinese games for Southeast Asian markets." Journal of Internationalization and Localization 7, no. 1-2 (December 31, 2020): 49–68. http://dx.doi.org/10.1075/jial.20003.wu.

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Abstract This article explores how Chinese games are localized for Southeast Asia (SEA) markets. Based on the synthesized insights from practitioners and gamers, we identify gaps between localization in theory and in practice. The post-gold model is popular with Chinese game companies that usually do not consider localizing a game until it has attained domestic success. They tend to opt for full localization rather than “deep localization” (Bernal-Merino 2011) because adapting visuals and game mechanics is considered “icing on the cake”. Additionally, in our data, gamers seem to prefer foreignization over domestication, while practitioners combine both strategies to create a defamiliarizing gaming experience. Finally, the language diversity in SEA and the lingua franca status of English call for a nuanced understanding of locale. Hence, we suggest to differentiate three types of locales (presumed, practiced, and preferred) as a possible analytical framework to further theorize game localization from multiple perspectives of stakeholders.
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侯, 建峰. "The Design and Implementation of Body-Building Games Based on Motion Recognition." Software Engineering and Applications 09, no. 06 (2020): 487–96. http://dx.doi.org/10.12677/sea.2020.96056.

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5

Choi, Se-Hee, and Seung Pil Lee. "The Types of Sports Participation and Employer Branding: In the Context of Corporate Sponsors of SEA Games." Journal of Sport and Leisure Studies 69 (August 31, 2017): 117–28. http://dx.doi.org/10.51979/kssls.2017.08.69.117.

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6

Leng, Ho Keat, and Weisheng Chiu. "The 27th SEA Games Myanmar 2013: a Facebook perspective." Sport in Society 22, no. 3 (September 22, 2018): 449–61. http://dx.doi.org/10.1080/17430437.2018.1490270.

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7

Lisowski, Józef. "Dynamic Games Methods in Synthesis of Safe Ship Control Algorithms." Journal of Advanced Transportation 2018 (October 1, 2018): 1–8. http://dx.doi.org/10.1155/2018/7586496.

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The paper presents application of dynamic games methods, multistage positional and multistep matrix games, to automate the process control of moving objects, on the example of safe control of own ship in collision situations when passing many ships encountered. Taking into consideration two types of ships cooperation, for each of the two types of games, positional and matrix, four control algorithms for determining a safe ship trajectory supporting the navigator’s maneuvering decision in a collision situation are presented. The considerations are illustrated by examples of computer simulation in Matlab/Simulink software of safe trajectories of a ship in a real situation at sea. Taking into account the smallest final deviation game trajectory from the reference trajectory of movement, in good visibility at sea, the best is trajectory for cooperative matrix game, but in restricted visibility at sea, the best is trajectory for cooperative positional game.
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Mulvin, Lynda, and Steven E. Sidebotham. "Roman Game Boards from Abu Sha’ar (Red Sea Coast, Egypt)." Antiquity 78, no. 301 (September 2004): 602–17. http://dx.doi.org/10.1017/s0003598x00113250.

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The discovery of twenty game boards – including some in a dedicated den or gaming room – in the late Roman fort at Abu Sha’ar, on the Red Sea coast of Egypt, conjures up images of daily life at a well established, but remote Roman military station. Here, during the long hot days and cool nights, soldiers no doubt played board games and gambled incessantly. This paper describes the boards, the likely games played on them and the areas of the fort where they were played.
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Creak, Simon. "Eternal friends and erstwhile enemies: The regional sporting community of the Southeast Asian Games." TRaNS: Trans -Regional and -National Studies of Southeast Asia 5, no. 1 (January 2017): 147–72. http://dx.doi.org/10.1017/trn.2016.29.

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AbstractA paradox lies at the heart of the biennial Southeast Asian (SEA) Games. On the one hand, the region's premier sporting event has consistently celebrated themes of regional friendship and cooperation; on the other, the SEA Games are synonymous with controversy and poor sportsmanship, especially over the strategic selection of sports by host nations. Yet the Games go on – every second year – just as they have done since 1959. In introducing sport to existing debates on regional community in Southeast Asia, this article seeks to understand the key features of the sporting community of the Southeast Asian Games, particularly the emergence and development of the institutions and norms that help this event to thrive in the face of national self-interest. Through this analysis, the article argues for a distinctive approach to regional community in Southeast Asia, based not on notions of unity but principles of reciprocity and exchange.
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Nopiyanto, Yahya Eko, and Alimuddin Alimuddin. "ARE THERE DIFFERENCE THE PSYCHOLOGICAL CHARACTERISTICS OF INDONESIAN SEA GAMES ATHLETES IN TERMS OF TEAM SPORTS BASED ON SEX?" Sporta Saintika 5, no. 1 (April 3, 2020): 72. http://dx.doi.org/10.24036/sporta.v5i1.126.

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The objective of this study is to investigate differences the psychological characteristic of Indonesian SEA Games athletes in terms of team sports based on sex. This research employed the quantitative approach using the survey method with a restrospective causal-comparative design. This research was population research. All subjects in the population were included in this research with a total of 83 athletes while 43 male athletes and 40 female athletes were from team sports. The data were collected using the Psychological Skills Inventory for Sports (PSIS) questionnaire and analyzed using the independent sample t test at the significance level of 0.05. The research findings revealed that there were significant differences in the psychological characteristics of Indonesian SEA Games athletes in terms of team sports based on sex with the mean score of male athletes = 150.1395 and female atheles = 139.3500 and sig. values = 0.000 < 0.05. There were significant differences in the psychological characteristics of Indonesian SEA Games athletes in terms of team sports based on sex.
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Creak, Simon. "National Restoration, Regional Prestige: The Southeast Asian Games in Myanmar, 2013." Journal of Asian Studies 73, no. 4 (November 2014): 853–77. http://dx.doi.org/10.1017/s0021911814001624.

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“Myanmar is telling Asia ‘we are coming back!’ This is the time. Watch out! We are coming back. After the SEA Games, we will host ASEAN [Association of Southeast Asian Nations]. Big things are happening in our country.” “Kyaw,” an amiable rig coordinator in his early thirties, was relaxing on the ground drinking beer with his wife, passing the time prior to Myanmar's opening men's football match of the 2013 Southeast Asian or SEA Games. Fifteen days later—after a glorious opening ceremony, a slew of gold medals, and a celebratory closing ceremony—his assessment seemed prescient. The government newspaper,The New Light of Myanmar, boasted: “With the honor of hosting the Games that returned to the country after a 44-year long wait, Myanmar successfully hosted the biggest regional sporting event.” Thailand'sNationconcurred: “The country failed to overhaul Thailand as overall winners, but its symbolic triumph as host was far more important.” “Myanmar has basked in its host status and a rare moment in the international limelight after years in isolation under military rule,” declared Agence France-Presse in a widely syndicated article. “Some local and international observers thought Myanmar could not host the SEA Games. They were wrong,” boasted triumphant presidential spokesman U Ye Htut.
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Seto, Tri Handoko. "TEKNOLOGI MODIFIKASI CUACA UNTUK MENGURANGI CURAH HUJAN PADA SEA GAMES 2011 DI PALEMBANG." Jurnal Sains & Teknologi Modifikasi Cuaca 13, no. 2 (December 15, 2012): 39. http://dx.doi.org/10.29122/jstmc.v13i2.2570.

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Buluamang, Yohanes Museng Ola. "Positioning Partai Demokrat dalam Pemberitaan Surat Kabar." Jurnal Penelitian Pers dan Komunikasi Pembangunan 20, no. 2 (October 3, 2016): 109–19. http://dx.doi.org/10.46426/jp2kp.v20i2.48.

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Media coverage about the involvement of M. Nazaruddin in the bribery case of SEA Games athlete development leads to low credibility of the Democratic Party. Through publications in mass media, the Democratic Party showed political positioning to minimize the formation of a negative image. This study aims to determine the difference of illustration and newspaper accounts about the positioning of the Democratic Party in an attempt to address the involvement of M. Nazaruddin cases related to bribery athlete development SEA Games. The research method that used is quantitative, with media content analysis approach. Data were analyzed using chi-square distribution and the frequency of the five indicators of positioning and twenty categories of research. Through the chi square calculation results, it was found that the significance of differences in positioning indicators and positioning categories of significant and insignificant. Keywords: positioning democrat party, newspapers coverage, media content analysis ABSTRAK Pemberitaan seputar keterlibatan M. Nazaruddin dalam kasus suap pembangunan wisma atlet SEA Games menyebabkan rendahnya kredibilitas Partai Demokrat. Melalui publikasi di media massa, Partai Demokrat menunjukkan positioning politik untuk meminimalisir terbentuknya citra yang negatif. Penelitian ini bertujuan untuk mengetahui penggambaran dan perbedaan pemberitaan surat kabar tentang positioning partai Demokrat dalam upaya menyikapi keterlibatan M. Nazaruddin terkait kasus suap pembangunan wisma atlet SEA Games. Metode penelitian yang digunakan adalah kuantitatif, dengan pendekatan analisis isi media. Teknik analisis data menggunakan distribusi frekuensi dan chi square terhadap lima indikator positioning dan 20 kategori positioning. Hasil penelitian menunjukkan bahwa terdapat perbedaan frekuensi pemberitaan tentang positioning partai Demokrat antara Harian Kompas, Media Indonesia, dan Jurnal Nasional. Melalui hasil perhitungan chi square, ditemukan bahwa signifikansi perbedaan indikator positioning dan kategori positioning signifikan dan tidak signifikan. Kata Kunci: positioning partai demokrat, pemberitaan surat kabar, analisis isi media
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Nopiyanto, Yahya Eko, Dimyati Dimyati, and Fadli Dongoran. "KARAKTERISTIK PSIKOLOGIS ATLET SEA GAMES INDONESIA DITINJAU DARI CABANG OLAHRAGA TIM." Sporta Saintika 4, no. 2 (October 8, 2019): 27. http://dx.doi.org/10.24036/sporta.v4i2.109.

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This research was aimed to investigate the psychological characteristics of Indonesian SEA Games Athletes in term of team sports. The psychological characteristics consists of motivation, self-confidence, anxiety control, mental preparation, team emphasis, and concentration. This research employed the quantitative approach using survey method with a restrospective causal-comparative design also called ex post facto. The subjects of this research were selected by means of purposive sampling technique. Subjects consisted of 83 athletes from team sports. The data were collected using Psychological Skills Inventory for Sports (PSIS) questionnaire. Those data were then analyzed using SPSS 23. the psychological characteristics consisting of aspects of motivation in the very high category with mean values (35.46), confidence in the high category with mean values (26.51), anxiety control in the high category with mean values (24.18), mental preparation in the high category with mean values (21.32), the team emphasis in the high category with mean values (15.17), and concentration in the moderate category with mean values (22.30). it can be concluded that the psychological characteristics of Indonesian SEA Games Athletes in term of team sports in the high category.
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Rone, Vincent. "History and Reception in the Music of The Legend of Zelda Peritexts." Journal of Sound and Music in Games 1, no. 2 (2020): 44–67. http://dx.doi.org/10.1525/jsmg.2020.1.2.44.

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This article argues that the music of opening peritexts within two The Legend of Zelda games reflects their reception history and continuity within the series mythology. On the one hand, “The Legendary Hero” peritext of The Wind Waker mirrors the game's reception history as one of departure from a Zelda tradition established by Ocarina of Time, which caused controversy initially yet gained acceptance in the long term. The audiovisual components of “The Legendary Hero” all position gamers to consider the events of Ocarina of Time as old, submerged under the Great Sea. Textual references to “legend” and “myth,” visual cues of antique art and runes, and musical cues harkening to medieval, Renaissance, and Baroque tropes within Western music—all these serve to depart from Zelda tropes. On the other hand, the title-screen peritext of Twilight Princess restores the legacy of Ocarina of Time. Reception of the former always includes its nostalgic, intimately connected relationship to the latter. Consequently, Twilight Princess garnered immediate praise but became problematic in the long term. The audiovisual components of the title-screen peritext position gamers to reestablish continuity with Zelda tropes. Visual and musical cues reach across several previous games and as far back as the original The Legend of Zelda game, all of which orient players back to traditions from which the franchise had departed for years. Thus the music of the peritext enables players to engage in Zelda's potential for self-reference more apparently than its adoption of Western-music tropes, as in Wind Waker. The peritexts of Wind Waker and Twilight Princess complement each other and allow us to understand more critically the reception and historiography of each game, how the music can reveal a deeper understanding of narrative themes characteristic of each game, and their placement within the Zelda mythology.
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Pikas, Bohdan, and Anastasia Pikas. "Global Trade, Admiralty Law And Zero Sum Games." Journal of Business Case Studies (JBCS) 5, no. 3 (June 24, 2011): 45. http://dx.doi.org/10.19030/jbcs.v5i3.4707.

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A shipment of heavy sand from Australia was contaminated by sea water during a hurricane. Upon examination of the ships hold hatches, it was determined by the consignee that the hold hatches were in poor repair and faulty. Immediate compensation for the insurance deductible and shipping expense was demanded of the ships owners. Claiming an act of God under Admiralty Law, the ships owner refused payment. Upon consultation with maritime attorneys, the consignee decided to apply a provision of maritime law and arrest the ship to force payment.
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Andreev, V. I., O. I. Sluchak, M. I. Andryushchenko, and V. Ya Maer. "Positive Impact of Exergaming on Recovery from Stress and Metabolic Equivalent of Tasks for Athletes and Gamers (on the Example of Outdoor Mobile Games)." Ukraïnsʹkij žurnal medicini, bìologìï ta sportu 6, no. 4 (September 20, 2021): 208–16. http://dx.doi.org/10.26693/jmbs06.04.208.

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The research focuses on exergaming as an instrument of physical traning for stress tolerance. The purpose of the study is to determine the positive effect of exergaming on two criteria: 1) on stress resistance based on root mean square of successive differences (speed of recovery after physical stress); 2) to combat obesity on the basis of metabolic equivalent of task. The main difference between simple gamer and professional sportsman reaction to the exergaming was developed. For example, exergaming is one of the best types of unloading workout for sportsman and one of the best motivator for more intence workout for simple exergamer. The main categories of exergames classification were reviewed in economic and scientific context of the exergame industry. Main exergaming types include: home, medical, dance and bike exergaming, connect emulation of the sport, role-playing game with gamercize-control and outdoor mobile games. Materials and methods. Nineteen competitions of dance exergaming (World Pump Festival and Just Dance) and eSports League discipline of bike exergaming (Zwift) have been identified in aspects of cybersports. This article is confirmed in 2 experimental researches about: 1) metabolic equivalent of task in main exergaming types and outdoor mobile games in particular; 2) speed of recovery after physical stress. Study of metabolic equivalent of task for the exterior mobile games is based on Ukraine Niantic games community survey (190 members). Results and discussion. Average playing experience for the Niantic games (Ingress, Pokémon Go and Harry Potter: Wizards Unite) community was 4 years (59% ≤5 years and 41% >5 years). The distance travelled during this time was about 7429 kilometers (32% passed more than 10,000 km). Metabolic equivalent of task and body heat balance was modelled on the basis of the survey data and metabolic WHO constants and body heat constants of ANSI standart. Exterior games take 5.65 kkal to 1 kg per 1 day, home fitness exergaming (Power Pad, Let's Yoga, Personal Trainer: Walking) takes 7.14 kkal to 1 kg per 1 day, dance exergames take 7.14-10 kkal to 1 kg per 1 day. In the body heat equivalent, this is 4.1 times more than at rest for home-fitness videogames, 5.75 times more than at rest for dance exergaming and 1.84-2.59 times more than at rest for exterior mobile exergames. Conclusion. Based on the indicators of root mean square of successive differences with the help of Energy Health free platform, the first stage of the research on the influence of outdoor exergames on the formation of stress tolerance was held. Root mean square of successive differences monitoring was carried out for 20 participants (10 Black Sea State University volleyball team members and 10 Niantic game community members). An increase in root mean square of successive differences was recorded for 80% of gamers and 60% of athletes. Moreover, the novelty factor acted precisely in athletes, which indicates long-term effectiveness of outdoor mobile games as an instrument of physical traning for stress tolerance
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Shcherbina, Yuri Georgievich. "COLLEMBALLS OF ECOSYSTEMS DOMINATED BY SAMSHIT KOLKHIDA IN THE SOCHINSKY BLACK SEA ZONE." Chronos: natural and technical sciences 6, no. 1(34) (March 3, 2021): 4–7. http://dx.doi.org/10.52013/2712-9691-34-1-1.

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According to the qualitative and quantitative assessment of springtails communities since 2007, the dynamics of the state of the Colchis boxwood ecosystems in the Sochi Black Sea region has been estimated. The conclusion about the dynamics of degradation of forest communities, unique for the coast, after the Olympic Games-2014 is substantiated.
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Mohamad Saleh, Mohamad Saifudin, and Muhammad Syahir Zamri. "Analisis Pelaporan Atlet Wanita Islam Semasa Sukan Sea 2015 dan 2017 dalam Utusan Online dan Berita Harian Online." Jurnal Pengajian Media Malaysia 21, no. 1 (May 31, 2019): 49–60. http://dx.doi.org/10.22452/jpmm.vol21no1.4.

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The involvement of female Muslim in the sports arena is not new in Malaysia. In the national sports history, there are several big names such as Farah Ann Abdullah, Nur Dhabitah Sabri and others who are female Muslim athletes that have contributed medals and honour the country’s name in international sports. Despite reporting on their success, female Muslim athletes are also not excluded from controversial reporting by the media, particularly with regard to their attire or lifestyle. Taking into account on the lack of previous studies exploring the reporting of female Muslim athletes’ in the local newspaper, this study was conducted by studying the types of frames, sources and pictures used by Utusan Online and Berita Harian Onlineon their reporting of female Muslim athletes during the SEA Games 2015 and 2017. Results from content analysis on 83 reporting on female Muslim athletes during the SEA Games showed that both newspapers tend to use conflict frames in their reporting.
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Hicyilmaz, Yahya. "Investigation of game perceptions of elementary school students through the pictures they draw in the context of social powers." Cypriot Journal of Educational Sciences 15, no. 2 (April 30, 2020): 369–85. http://dx.doi.org/10.18844/cjes.v15i2.4807.

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This study aims to investigate the perception of games in students who study in the elementary school period through the pictures they draw in the context of social powers. In this study, the phenomenology design, one of the qualitative research designs, was used. The study group of the research consisted of a total of 1,818 students, who studied in 23 elementary schools in the Marmara, Black Sea, Central Anatolia and Eastern Anatolia regions. Within this scope, after providing the students with the required materials, the question, ‘What do you think about when you hear “games”?’, was asked and they were asked to draw a picture with the theme, games. The data obtained in this framework were analysed through content analysis. According to the obtained findings, it is suggested that the playgrounds enjoyed by the children should be regulated to develop their social skills. Keywords: Elementary school, students, children’s drawings, social power, game, perception.
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Lestari, Dian, and Sulis Triyono. "FEMINIST DISCOURSE ANALYSIS ON KOMPAS.COM NEWS: ATLET SENAM SEA GAMES DIPULANGKAN KARENA TAK PERAWAN." Widyaparwa 48, no. 2 (December 24, 2020): 219–29. http://dx.doi.org/10.26499/wdprw.v48i2.455.

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This study aims to describe the representation in the case of a woman in the discourse of SEA GAMES gymnastics athlete who was sent back home because of a virginity issue that was published by Kompas.com on the 29th of November, 2019. The discourse is a hot topic because it raises the pros and cons. Besides social context, this study also describes the structure of the text consisting of macrostructure, superstructure, and microstructure. The research approach uses critical discourse analysis by Van Dijk. The results of this study indicate that the news text has a main topic, namely the violation againts feminist values. The superstructure of the news text consists of an introduction, main text, and concluding part. Kompas.com through the micro structure chooses to use various diction in delivering news. In addition to diverse diction, the text is also built with cohesion and coherence to unify the meaning of discourse. The social context built by Kompas.com in this discourse, especially in representing womanis the persecution of women (gender bias) and professional violations of a person.Tujuan penelitian ini adalah untuk memaparkan representasi perempuan dalam wacana atlet senam SEA GAMES dipulangkan karena tidak perawan yangdiberitakan pada Kompas.com pada 29 November 2019. Wacana tersebut merupakan wacana yang sedang hangat diperbincangkan karena menimbulkan pro dan kontra di kalangan masyarakat. Selain konteks sosial, penelitian ini juga mendeskripsikan struktur teks berita yang terdiri atas struktur makro, superstruktur, dan struktur mikro. Penelitian ini merupakan penelitian deskriptif kualitatif dengan pendekatan analisis wacana kritis model Van Dijk. Hasil penelitian ini menunjukkan bahwa teks berita mempunyai topik utama, yakni pelanggaran nilai-nilai feminisme. Selanjutnya, superstruktur teks berita terdiri atas pendahuluan, inti teks, dan penutupan berita. Kompas.com melalui struktur mikro memilih untuk menggunakan berbagai macam diksi dalam menyampaikan berita. Selain diksi yang beragam, teks dibangun dengan piranti kohesi dan koherensi untuk menyatukan makna wacana. Konteks sosial yang dibangun Kompas.comterutama dalam merepresentasikan perempuan pada wacana tersebut adalah adanya penindasan terhadap perempuan (bias gender) serta pelanggaran profesionalitas suatu oknum.
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Brosnan, J. T., and J. Deputy. "Preliminary Observations on the Traffic Tolerance of Four Seashore Paspalum Cultivars Compared to Hybrid Bermudagrass." HortTechnology 19, no. 2 (January 2009): 423–26. http://dx.doi.org/10.21273/hortsci.19.2.423.

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Seashore paspalum (Paspalum vaginatum) is a prostrate, perennial turfgrass used on golf courses and athletic fields in warm-season climates. Research data on the traffic tolerance of seashore paspalum compared with hybrid bermudagrass (Cyndon dactylon × Cynodon transvaalensis) is minimal. A study was conducted in 2008 to evaluate the traffic tolerance of ‘Sea Isle 2000’, ‘Salam’, ‘Sea Dwarf’, and ‘Sea Isle 1’ seashore paspalum relative to ‘Tifway’ hybrid bermudagrass. Traffic was applied with a Cady Traffic Simulator (CTS) and traffic tolerance was assessed visually through measurements of percentage of turfgrass cover after 36, 54, 72, and 90 passes were applied with the CTS. After 90 passes (45 simulated professional football games) with the CTS, ‘Salam’, ‘Sea Dwarf’, and ‘Sea Isle 1’ seashore paspalum exhibited greater traffic tolerance than ‘Tifway’ hybrid bermudagrass; ‘Sea Isle 2000’ seashore paspalum exhibited the least amount of traffic tolerance in this study. These data suggest that some seashore paspalum cultivars may be a suitable alternative to hybrid bermudagrass on athletic fields in warm-season climates.
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Pritchard, Simon John. "PRACTICAL JOKES: DON DELILLO´S RATNER´S STAR AND LITERARY GAMES." ODISEA. Revista de estudios ingleses, no. 19 (September 30, 2019): 109. http://dx.doi.org/10.25115/odisea.v0i19.2119.

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Los “juegos literarios” son estrategias de escritura empleadas por los escritores para dirigir la atención hacia las convenciones de la producción literaria y de su lectura, alterándolas e incluso desmantelándolas por completo. Don DeLillo emplea estas estrategias en la que probablemente sea su novela más extraña, Ratner´s Star, dondeademás de proporcionar diversión al lector, tienen el efecto práctico de guiarle hacia modos alternativos (y desafiantes) de abordar un texto literario. Este artículo explora los juegos literarios utilizados por DeLillo en su novela Ratner´s Star y estudia algunas implicaciones prácticas que estos juegos, fruto de una revolución transcendental en la teoría lingüística y filosófica, tienen en el concepto mismo de lector.
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Lisowski, Józef. "Optimization-Supported Decision-Making in the Marine Game Environment." Solid State Phenomena 210 (October 2013): 215–22. http://dx.doi.org/10.4028/www.scientific.net/ssp.210.215.

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This paper analyses optimization methods and game theory to support decision making by a navigator when controlling a vessel in various real navigational situations at sea. We have demonstrated the structure of a computer system for supporting manoeuvring decisions by a navigator. Navigational situations of an optimal and game ship control have been classified. We have also described game algorithms for supporting decision-making in a form of non-cooperative and cooperative positional and matrix games, respectively. The considerations have been illustrated with a computer simulation, using the Matlab/Simulink software, of algorithms for determining safe trajectories of a vessel in a real navigational situation at sea.
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Moulthrop, Stuart, and Justin Schumaker. "Along the Folds: Sea and Spar and Portals Between." CounterText 2, no. 2 (August 2016): 130–39. http://dx.doi.org/10.3366/count.2016.0049.

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This article employs the concept of the fold, in part as developed by Deleuze out of Leibniz, as an approach to its own attempt at folding together the discourses of literature and game study. On the game side we consider Portal 2 (2011), and from the literary area, the generative mega-poem ‘Sea and Spar Between’ (2010). Though formally disparate, both texts employ a unit operation of folding, applying to virtual space in the game and to verbal space in the systemic poem. We inquire into how the structure of implication in both cases leads to an irruption of the technological sublime, an encounter with spaces and magnitudes that escape both human and computational reckoning. Drawing on Myers's concept of ‘anti-ness’ as a feature of play, we conclude that further discussion of games and literature, the main concern of cybertextual studies, requires more complex structure than symmetry or zero-sum relations.
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Salim, Ahmad Munawwar Helmi, Mohamad Shariff A. Hamid, Kamarul Hashimy Hussein, and Arshad Puji. "Patterns of Injuries and Illness Among Malaysian Contingents During the Kuala Lumpur South East Asia (KL SEA) Games 2017." International Journal of Human and Health Sciences (IJHHS) 5, no. 3 (February 6, 2021): 347. http://dx.doi.org/10.31344/ijhhs.v5i3.286.

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Introduction: Malaysia has participated in many international multi-sport events, but there is limited data on the injury and illness prevalence of the Malaysian contingent.Objective: The purpose of this study was to investigate the pattern of injuries and illnesses among the athletes and officials in the Malaysian contingent during the KL SEA Games 2017.Materials and methods: The medical records of the Malaysian contingent who received medical attention from the Malaysian medical team contingent during the centralised camp and the Games, were retrieved. The Malaysian medical team used a standardised injury and illness reporting form to record clinical and socio-demographic information of the athletes and officials in the Malaysian contingent.Results and Discussion: The total number of medical consultations received were 509 and 85.4% were with athletes. Two-hundred two injuries and 238 illnesses were diagnosed among the athletes. The most common injury among the athletes was muscle tears and strains, followed by ligamentous injuries, tendon injuries, bruises, and contusions. Majority of the injuries were mild and occurred during training. Recurrent injuries and increase in athlete’s age were significant predictors of injury severity. Comparable to earlier reports, the most common illness among athletes, was the respiratory system, followed by gastroenterology and dermatology. A total of 11 injuries and 58 illnesses were reported among the Malaysian contingent officials. Compared to athletes, the injury rate among the officials was much lower. The illness rate among the officials was half of the athletes’ illness rate, even though there was a higher prevalence of underlying chronic diseases among the officials.Conclusion: The rate of injuries and illness among Malaysian athletes in the KL Sea Games 2017 was comparable to previous reports. However, the rate of injuries and illness of the officials in the Malaysian contingent was lower compared to athletes.International Journal of Human and Health Sciences Vol. 05 No. 03 July’21 Page: 347-354
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Sujarwo, Sujarwo, and Arif Purnomo. "Kontribusi Recive Servis, Dig, Cover dan Toss Pemain Libero dalam Pertandingan Final SEA GAMES 2019." Media Ilmu Keolahragaan Indonesia 10, no. 1 (July 4, 2020): 1–5. http://dx.doi.org/10.15294/miki.v10i1.23945.

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Tujuan penelitian ini adalah untuk mengetahui seberapa besar kontribusi recive servis, dig, cover dan toss pemain libero dalam pertandingan bola voli. Metode penelitian menggunakan penelitian deskriptif kuantitatif dengan teknik observasi dan match analisis pada pertandingan final bola voli putra indoor SEA GAMES 2019. Instrumen dalam penelitian ini adalah lembar observasi yang dinilai oleh dua orang ahli, yaitu ahli bola voli dan ahli tes dan pengukuran. Subjek dalam penelitian ini adalah dua orang libero tim nasional bola voli indoor Indonesia. Hasil penelitian menunjukkan bahwa pada set pertama libero 1 berkontribusi dalam recive servis, dig, cover dan toss sebesar: 38.6%. Set kedua libero 1 berkontribusi: 26.2%. Pada set kedua libero 2 berkontribusi sebesar: 16.3%. Pada set ketiga libero 2 berkontribusi sebesar: 52.1%. Kesimpulan dalam penelitian ini bahwa kontribusi kemampuan libero sangat menentukan dalam keberhasilan tim dalam melakukan serangan maupun bertahan, baik kemampuan recive servis, dig, cover dan toss. Rekomendasi peneliti hendaknya pelatih melatih libero dengan kondisi sedekat mungkin dengan kondisi sebenarnya di lapangan. Kesalahan yang dilakukan libero di lapangan hendaknya diulang-ulang dibenahi dan diberikan solusi atau pembetulan baik konsep maupun teknikPurposed of this study was to determine the contribution of recive servis, dig and toss libero players in volleyball matches. The research method was used quantitative descriptive research with observation and match analysis techniques in the SEA GAMES 2019 indoor men's volleyball final match. The study’s instrument was the observation sheet assessed by two experts, namely, volleyball expert, test and measurement expert. Subjects in this study were two Indonesian national volleyball national team libero. Results showed that in the first set libero number 1 contributed to the recive service, dig and toss by: 38.6%. The second set of libero number 1 provided: 26.2%. In the second set of libero number 2 participated: 16.3%. In third set, libero number 2 contributed: 52.1%. The conclusion in this study is that the contribution of Libero's ability was crucial to the success of the team in attack and defense, both the ability to recive service, dig, cover and toss. Common researchers' recommendation should be that the trainer train libero with conditions as close as possible to the field’s actual requirements. A libero made mistakes in the area should be repeated addressed and given a solution or correction of both concepts and techniques.
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Zagorianakos, Efthymis. "Athens 2004 Olympic Games' Transportation Plan: a missed opportunity for Strategic Environmental Assessment (SEA) integration?" Journal of Transport Geography 12, no. 2 (June 2004): 115–25. http://dx.doi.org/10.1016/j.jtrangeo.2003.12.001.

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Riskiyanto, Resza, Arnis Rochma Harani, and Andina Cahya Pertiwi. "Kajian Sirkulasi Vertikal dan Horizontal bagi Atlet Pengguna Wheelchair di Gedung Olahraga Manahan, Surakarta." Arsir 2, no. 1 (November 22, 2018): 28. http://dx.doi.org/10.32502/arsir.v2i1.1236.

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Indonesia memperoleh 191 medali pada Sea Games 2017 dan mendapat predikat juara umum Asean Para Games 2017 yang diselenggarakan di Malaysia. Hal ini membuat pemerintah di berbagai daerah semakin berbenah dalam memberikan fasilitas yang layak bagi pelatihan atlet-atletnya. Pada tahun 2018, Kota Surakarta menjadi tempat dimana atlet-atlet Asian Para Games 2018 menjalankan pemusatan latihan nasional (pelatnas). Hal tersebut melatarbelakangi pemerintah Kota Surakarta dalam merencanakan pembangunan area fasilitas olahraga yang layak dan memenuhi standar, salah satunya Gedung Olahraga Manahan yang sering menjadi tempat diselenggarakannya kompetisi olahraga hingga tingkat internasional. Tahun ini GOR Manahan menjadi salah satu tempat pelatihan atlet Asian Para Games 2018 untuk olahraga bulutangkis dengan kata lain adalah wheelchair badminton. Gedung Olahraga Manahan memiliki akses sirkulasi pendukung untuk atlet pengguna wheelchair, namun belum sesuai dengan standar yang dikeluarkan oleh Permen PUPR RI Nomor 14/PRT/M/2017, International Standard Facilities BWF Statutes, FIBA Guide to Basketball Facilities dan FIVB Official Volleyball Rules 2017-2020. Sehingga dibutuhkan kajian mengenai sirkulasi vertikal dan horizontal bagi atlet pengguna wheelchair di Gedung Olahraga Manahan. Penelitian ini dilakukan dengan pendekatan studi kasus pada objek-objek sirkulasi di Gedung Olahraga Manahan. Data diperoleh melalui survei literatur dan survei lapangan, kemudian dianalisis dalam bentuk narasi. Hasil penelitian ini diharapkan dapat menghasilkan rekomendasi desain sirkulasi yang sesuai standar bagi atlet pengguna wheelchair
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Lisowski, Józef. "Multi-Criteria Optimisation of Multi-Stage Positional Game of Vessels." Polish Maritime Research 27, no. 1 (March 1, 2020): 46–52. http://dx.doi.org/10.2478/pomr-2020-0005.

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AbstractThe paper presents a mathematical model of a positional game of the safe control of a vessel in collision situations at sea, containing a description of control, state variables and state constraints as well as sets of acceptable ship strategies, as a multi-criteria optimisation task. The three possible tasks of multi-criteria optimisation were formulated in the form of non-cooperative and cooperative multi-stage positional games as well as optimal non-game controls. The multi-criteria control algorithms corresponding to these tasks were subjected to computer simulation in Matlab/Simulink software based on the example of the real navigational situation of the passing of one’s own vessel with eighteen objects encountered in the North Sea.
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CHUNG, Pak Kwong. "Effect of Training at Altitude." Asian Journal of Physical Education & Recreation 3, no. 2 (December 1, 1997): 27–29. http://dx.doi.org/10.24112/ajper.31192.

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LANGUAGE NOTE | Document text in Chinese; abstract in English only.In 1968, when the Summer Olympic Games were scheduled to be held in Mexico City, at an altitude of 2,300 meters above sea level, considerable attention was directed at the questions of how altitude would affect exercise performance. During the preparation for the Mexico City Olympics, many concerns existed about the possible beneficial effects of the lower pressure and air resistance at the altitude for events involving speed and power; and the possible detrimental effects of the reduced oxygen at the altitude for the endurance events. What are the acute physiologic responses to altitude? Can altitude training improve endurance performance at sea level? All such questions would be explored in this article.
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Iskandar, Iskandar, Stephani Yane, and Utami Dewi. "PEMANDUAN BAKAT CABANG OLAHRAGA ANGKAT BESI DI SEKOLAH DASAR (USIA 10-12 TAHUN)." GERVASI: Jurnal Pengabdian kepada Masyarakat 2, no. 2 (December 31, 2018): 145. http://dx.doi.org/10.31571/gervasi.v2i2.972.

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<p>Tujuan umum kegiatan pengabdian kepada masyarakat adalah untuk mengetahui potensi keberbakatan cabang olahraga angkat besi pada siswa Sekolah Dasar usia 10-12 tahun di Pontianak. Tujuan khusus untuk megetahui: (1) Cara menemukan <em>lifter </em>yang dapat mewakili Indonesia pada<em> event</em> remaja (dibawah 16 tahun); Kejuaraan Asia/Dunia Angkat Besi Remaja dan <em>Junior, Asian Youth Games, Youth Olympic Games</em> di masa yang akan dating; dan (2) Peningkatan prestasi di tingkat remaja pada level <em>junior</em> dan dapat menjadi pengganti yang berkualitas pada ajang <em>multi event</em>: <em>Sea Games, Asian Games</em><em>,</em> <em>Olimpiade</em><em>,</em> dan pada kejuaraan internasional lainnya. Metode yang dipakai dalam pencapaian tujuan pengabdian kepada masyarakat adalah penyelenggaraan <em>inservice</em><em> </em>berupa tes dan pengukuran metode pengenalan bakat (<em>Talent Identification</em>). Berdasarkan pelaksanaan kegiatan pengabdian pada masyarakat hasil yang didapat setelah melalui seleksi melalui data data parameter tes dan pengukuran antopometri, siswa yang lolos berikut guru penjas disekolah, akan diberi materi pelatihan selama 12 –16 minggu yang akan diawasi oleh guru penjasnya”</p><p> </p><strong>Kata kunci</strong>: pemanduan bakat , <em>lifter, Talent Identification</em>
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Mulyania, Jajang Dede, Boyke Mulyana, and Herman Subarjah. "WATER POLO GAME: A COMPARATIVE STUDY OF MEN'S NATIONAL TEAM BETWEEN INDONESIA AND SINGAPORE IN THE 28TH SEA GAMES 2015." Edusentris 4, no. 1 (May 21, 2019): 13. http://dx.doi.org/10.17509/edusentris.v4i1.366.

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Penelitian ini bertujuan untuk mengetahui statistik pertandingan dan aktivitas para pemain dari tim nasional polo air Indonesia dibandingkan terhadap tim nasional polo air Singapura pada Sea Games ke-28 tahun 2015. Data penelitian dikumpulkan dengan menggunakan instrumen yang diadopsi dari studi Escalante dan Platanou yang meneliti mengenai statistik pertandingan dan aktivitas gerak pemain polo air. Hasil penelitian menunjukkan bahwa tim nasional polo air Singapura memiliki jumlah gol lebih banyak dan memiliki jumlah aspek pelanggaran yang lebih rendah dibandingkan dengan tim Indonesia. Selain itu, timnas Indonesia lebih banyak bertahan dan tidak melakukan penyerangan ketika bertemu lawan. Sebaliknya, pada tim Singapura tim pertahanan tidak banyak melakukan kontak fisik ketika bertemu dengan lawan.
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Ougolnitsky and Usov. "Spatially Distributed Differential Game Theoretic Model of Fisheries." Mathematics 7, no. 8 (August 11, 2019): 732. http://dx.doi.org/10.3390/math7080732.

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We consider a differential game of fisheries in a fan-like control structure of the type “supervisor—several agents”. The dynamics of the controlled system is described by a non-linear differential equation model which is identified on the Azov Sea data. An averaging by two spatial coordinates is conducted. Different information structures of the game are generated by the control methods of compulsion (supervisor restricts the feasible strategies of agents) and impulsion (she exerts an impact to their payoff functionals). Both Stackerlberg and inverse Stackelberg games are considered. For the numerical investigation we use a discretization of the initial model and the method of qualitatively representative scenarios in simulation modeling.
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Nguyen Thi My, Linh, Thinh Do Trong, and Phuong Le Quy. "Research on Nutritional Interventions to Recuperation for the Elite Swimmer in the Period Preparation for Competition of 29th SEA Games at Malaysia in 2017." European Journal of Medical and Health Sciences 3, no. 3 (May 4, 2021): 6–9. http://dx.doi.org/10.24018/ejmed.2021.3.3.813.

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The purpose of the study was efficiency the interventions nutritional to recovery and the requirements related to the use of food and food ingredients for health stability, promotion efficiency of the competition exercises of swimmer by through the indicators reflect about recovery: Hematocrits, Hemoglobin, Testosterone, Creatinine, Rest lactic acid, Maximal Lactic Acid, Creatinine, Blood Pressure, Weight. The results of the study show that, after 6 weeks of the experimental, the swimmer's health is well maintained, swimmer's fitness strength and ability to adapt to the physical training and the swimmer have won 8 gold medals at the competition at the SEA Games 2017 in Malaysia.
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Mandryk, Regan Lee, and Max Valentin Birk. "The Potential of Game-Based Digital Biomarkers for Modeling Mental Health." JMIR Mental Health 6, no. 4 (April 23, 2019): e13485. http://dx.doi.org/10.2196/13485.

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BackgroundAssessment for mental health is performed by experts using interview techniques, questionnaires, and test batteries and following standardized manuals; however, there would be myriad benefits if behavioral correlates could predict mental health and be used for population screening or prevalence estimations. A variety of digital sources of data (eg, online search data and social media posts) have been previously proposed as candidates for digital biomarkers in the context of mental health. Playing games on computers, gaming consoles, or mobile devices (ie, digital gaming) has become a leading leisure activity of choice and yields rich data from a variety of sources.ObjectiveIn this paper, we argue that game-based data from commercial off-the-shelf games have the potential to be used as a digital biomarker to assess and model mental health and health decline. Although there is great potential in games developed specifically for mental health assessment (eg, Sea Hero Quest), we focus on data gathered “in-the-wild” from playing commercial off-the-shelf games designed primarily for entertainment.MethodsWe argue that the activity traces left behind by natural interactions with digital games can be modeled using computational approaches for big data. To support our argument, we present an investigation of existing data sources, a categorization of observable traits from game data, and examples of potentially useful game-based digital biomarkers derived from activity traces.ResultsOur investigation reveals different types of data that are generated from play and the sources from which these data can be accessed. Based on these insights, we describe five categories of digital biomarkers that can be derived from game-based data, including behavior, cognitive performance, motor performance, social behavior, and affect. For each type of biomarker, we describe the data type, the game-based sources from which it can be derived, its importance for mental health modeling, and any existing statistical associations with mental health that have been demonstrated in prior work. We end with a discussion on the limitations and potential of data from commercial off-the-shelf games for use as a digital biomarker of mental health.ConclusionsWhen people play commercial digital games, they produce significant volumes of high-resolution data that are not only related to play frequency, but also include performance data reflecting low-level cognitive and motor processing; text-based data that are indicative of the affective state; social data that reveal networks of relationships; content choice data that imply preferred genres; and contextual data that divulge where, when, and with whom the players are playing. These data provide a source for digital biomarkers that may indicate mental health. Produced by engaged human behavior, game data have the potential to be leveraged for population screening or prevalence estimations, leading to at-scale, nonintrusive assessment of mental health.
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Pawista, J. An, and Mohamad Nizam Mohamed Saphie. "Activity profile between winners and losers among female exponents in international silat olahraga competition." Revista de Artes Marciales Asiáticas 14, no. 2s (November 18, 2019): 25. http://dx.doi.org/10.18002/rama.v14i2s.5944.

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<div><p><em>Aim: </em>The purpose of this study was to determine the details of activity that occurred during the match time between winners and losers among female exponents on Southeast Asian (SEA) Games 2017 silat olahraga competition. <em>Methodology:</em> Twenty female exponents from ten matches (<em>n</em> = 10) of silat olahraga on SEA Games 2017 were selected in this study. The notational analysis focused on fourteen different types of motion categories in silat olahraga: kick, punch, sweep, topple, block, catch, evade/dodge, block and kick, block and punch, block and sweep, fake kick, fake punch, self-release and others. The motion categories were divided into three outcomes, which were Hit Target (HT), Hit Elsewhere (HE) and Missing Opponent (MO). Matched paired <em>t</em>-tests were used to compare differences between winners and losers. <em>Results: </em>There were no significant differences in the activity profiles between winners and losers except for evade/dodge (<em>p</em> = 0.03), but there were significant differences in action outcomes in HT (<em>p</em> = 0.000) and MO (<em>p</em> = 0.025). This study showed that during the match the 51% of the actions were kicks, punches and sweeps. The results also showed that female exponents frequently used lower limbs to attack the opponents. <em>Conclusion: </em>The losers performed less HT actions and higher MO actions compared to the winners. The winners performed more successful actions than the losers during silat matches.</p></div>
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Sansone, David. "Virgil, Aeneid 5.835–6." Classical Quarterly 46, no. 2 (December 1996): 429–33. http://dx.doi.org/10.1093/cq/46.2.429.

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This has all the appearance of being a straightforward, even conventional, transition. Indeed, the conceit of Night′s chariot is common and has a history stretching back at least as far as the beginning of the fifth century B.C. Night is elsewhere described by Virgil as umida, the epithet reflecting the traditional view that Night, like Dawn (cf. Theocr. 2.148), arises from and sinks back into the stream of Ocean. In fact, the chariot of Night had been referred to as recently as lines 721 and 738 of this book, in the latter instance with the epithet umida applied to Night. What is new and interesting in our passage is the ‘meta caeli’ round which Night′s chariot turns. The effect of this novelty is to make of Night′s vehicle a racing chariot, as it is the chariots in the Circus that must negotiate a meta. The programmatic reasons for Virgil′s having done this in Book 5 are obvious. Earlier in the book Virgil had described the games held in honour of the anniversary of Anchises′ death. The first and most elaborately portrayed event in these games had been the boat-race, which is plainly modelled on the chariot-race in Iliad 23, the first and most elaborately portrayed event in the funeral games for Patroclus. Just as Achilles had required the competing chariots to race once around a distant turning-post, so Aeneas requires the competing ships to race once around a rock out at sea, which rock is three times called a meta (5.129, 159, 171). A simile comparing the sailors and their ships to charioteers and their teams (5.144–7) makes the connection explicit.
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Romdhoni, Muhammad Fajri. "ANALISIS POLA KONFIGURASI RUANG TERBUKA KOTA DENGAN PENGGUNAAN METODA SPACE SYNTAX SEBAGAI SPATIAL LOGIC DAN SPACE USE." NALARs 17, no. 2 (June 5, 2018): 113. http://dx.doi.org/10.24853/nalars.17.2.113-128.

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ABSTRAK. Pengembangan kota Palembang terus berkembang sejak adanya kegiatan Pekan Olah Raga Nasional PON dan juga SEA Games yang dilaksanakan di kota Palembang. Saat ini Palembang terus berbenah diri dengan menyosong dilaksanakannya kegiatan olah raga Asean Games di tahun 2018 ini. Berbagai pengembangan fisik kota dari dibangunan jaringan LRT (light rapid transit), pembangunan pusat perbelanjaan dan juga hotel-hotel baru hingga peremajaan dan pembangunan ruang terbuka untuk menampung kegiatan spatial dan kegiatan baik masyarakat kota Palembang itu sendiri ataupun untuk kepentingan pariwisata kota Palembang. Perkembangan ruang kota tersebut dirasakan peneliti dikerjakan dengan terburu-buru dan tidak disertai dengan perencanaan yang matang, sehingga menghasilkan produk yang tidak maksimal. Penelitian ini bertujuan untuk meneliti konfigurasi ruang terbuka yang ada di kota Palembang, dan lokasi dari penelitian tersebut adalah ruang terbuka yang sangat terkenal di kota palembang yaitu ruang terbuka kawasan Benteng Kuto Besak. Di dalam ruang terbuka BKB tersebut terdapat beberapa elemen yang tidak sesuai dengan konfigurasi ruang terbuka yang baik, dan ditinjau dari analisis space syntax yang berguna untuk mengukur kualitas spatial, terlihat bahwa di ruang terbuka BKB tersebut tercipta beberapa ruang-ruang mati dan elemen di kawasan tersebut yang cenderung melemahkan kualitas spatial yang ada. Tujuan dari penelitian ini adalah untuk melihat ruang gerak yang wajar di ruang terbuka BKB, di dalam arsitektur hal tersebut dikenal dengan istilah spatial logic yang berguna untuk melihat arah pengembangan ruang terbuka agar dapat dimanfaatkan secara maksimal bagi space use konfigurasi ruang terbuka kota Palembang. Kata kunci: ruang terbuka, Benteng Kuto Besak, space syntax, spatial logic, space use ABSTRACT. The development of Palembang city has arisen since the National Sporting Event known as PON and also the Southeast Asian games known as SEA games thas is being held in the town. Nowadays the city has transformed itself and constantly changing for the preparation to hold another international sporting event known as Asian games in the year 2018. There are many development that is being done to the city from the building of the new infrastructure of Light Rapid Transit rails across the city and also the development of new shopping malls and even new hotels to the development of the towns open space that is a spatial spot that holds the public event and also has the particular needs to be developed to support the cities tourism. The researcher felt that development that is being done in the city is done carelessly and without careful planning and produces poor spatial products. This research purpose is to analyze the open space configuration carefully and the place that the research is being carried out is a well known open space in Palembang which is the open space of Benteng Kuto Besak, or that is well known as BKB. The elements inside BKB is not appropriate to the spatial configuration of good public space, and through the space syntax analysis to see the spatial quality we can see that there are dead spaces throughout the BKB area and the spatial elements inside the BKB are responsible for them. The purpose of this research is to understand the natural flow of space and to see the spatial logic that is intended for the BKB space. Through the spatial logic, we can also see the best space use designed for the BKB open space configuration pattern in Palembang. Keywords: open space, Benteng Kuto Besak, space syntax, spatial logic, space use
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Creak, Simon. "Sport as politics and history: the 25th SEA Games in Laos (Respond to this article at http://www.therai.org.uk/at/debate)." Anthropology Today 27, no. 1 (February 2011): 14–19. http://dx.doi.org/10.1111/j.1467-8322.2011.00783.x.

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Yu, Tao, and Bingyao Li. "Island territorial disputes and China’s ‘Shelving Disputes and Pursuing Joint Development’ policy." Island Studies Journal 15, no. 2 (2020): 37–54. http://dx.doi.org/10.24043/isj.129.

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‘Shelving Disputes and Pursuing Joint Development’ (SDPJD) has for decades been China’s premier policy for resolving territorial disputes, especially those regarding islands. SDPJD is, however, commonly understood to be tripartite policy, in which ‘shelving disputes’ and ‘pursuing joint development’ are made conditional upon the principle of ‘sovereignty belongs to China’. Although SDPJD aims to peacefully settle China’s island territorial disputes in the East China Sea (Diaoyu Islands) and the South China Sea (Spratly Islands), the policy has not been particularly successful in practice. This is in part because, whereas ‘shelving disputes’ and ‘pursuing joint development’ are cooperative in nature, ‘sovereignty belongs to China’ is inherently confrontational. The prominence granted to ‘sovereignty belongs to China’ is linked to outmoded understanding of the concept of sovereignty and the tendency for Chinese scholars and officials to regard island territorial disputes as the zero-sum games. This paper argues that SDPJD’s success is dependent upon separating ‘sovereignty belongs to China’ from ‘shelving disputes’ and ‘pursuing joint development’ and perhaps abandoning the former principle entirely. China should pursue non-confrontation resolution to island territorial pursuits, especially in the contexts of efforts to develop a peaceful and cooperative 21st-Century Maritime Silk Road.
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Lisowski, Józef. "Game Control Methods Comparison when Avoiding Collisions with Multiple Objects Using Radar Remote Sensing." Remote Sensing 12, no. 10 (May 15, 2020): 1573. http://dx.doi.org/10.3390/rs12101573.

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This article formulates the concept of games in the field of process control theory in marine sciences and reviews the literature on the possible applications of games. The possible types of game control processes for moving objects are presented. A computer-aided object safe control in the game environment, with an appropriate steering system, is described based on radar remote sensing in order to avoid collisions with many other objects that are encountered. First, the basic model of object movement in the game environment is presented as a differential game with many objects, described by appropriate game state equations, state and steering restrictions, and a quality control index in the form of an integral and final payment of the game. Next, the surrogate models of the differential game are described in detail for the development of practical computer control programs using positional and matrix game models. Particular attention, in each type of game, is paid to the aspect of cooperation or lack of cooperation between objects in making maneuvering decisions. A computer simulation illustrates these considerations with game control programs at a sea-crossing situation where multiple objects were encountered. Safe object trajectories are compared using two methods of game control using positional and matrix game models while also considering cases with cooperation or non-cooperation of objects.
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43

Jean, Steven, Laura Gilbert, Wietske Medema, Xander Keijser, Igor Mayer, Azhar Inam, and Jan Adamowski. "Serious Games as Planning Support Systems: Learning from Playing Maritime Spatial Planning Challenge 2050." Water 10, no. 12 (December 5, 2018): 1786. http://dx.doi.org/10.3390/w10121786.

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The inherent complexity of planning at sea, called maritime spatial planning (MSP), requires a planning approach where science (data and evidence) and stakeholders (their engagement and involvement) are integrated throughout the planning process. An increasing number of innovative planning support systems (PSS) in terrestrial planning incorporate scientific models and data into multi-player digital game platforms with an element of role-play. However, maritime PSS are still early in their innovation curve, and the use and usefulness of existing tools still needs to be demonstrated. Therefore, the authors investigate the serious game, MSP Challenge 2050, for its potential use as an innovative maritime PSS and present the results of three case studies on participant learning in sessions of game events held in Newfoundland, Venice, and Copenhagen. This paper focusses on the added values of MSP Challenge 2050, specifically at the individual, group, and outcome levels, through the promotion of the knowledge co-creation cycle. During the three game events, data was collected through participant surveys. Additionally, participants of the Newfoundland event were audiovisually recorded to perform an interaction analysis. Results from survey answers and the interaction analysis provide evidence that MSP Challenge 2050 succeeds at the promotion of group and individual learning by translating complex information to players and creating a forum wherein participants can share their thoughts and perspectives all the while (co-) creating new types of knowledge. Overall, MSP Challenge and serious games in general represent promising tools that can be used to facilitate the MSP process.
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López-Agulló Pérez-Caballero, Jose Manuel. "Destrucción de la función social del signo: Análisis textual de la psicosis en Funny Games (Haneke, 1997)." Miguel Hernández Communication Journal 12 (January 31, 2021): 141–57. http://dx.doi.org/10.21134/mhcj.v12i.1154.

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En el presente artículo tomaremos como objeto de análisis la película Funny Games (Michael Haneke, 1997). Más concretamente, la escena en que los protagonistas Peter y Paul explican frívolamente a la familia víctima las posibles razones por las que se dedican a cometer actos criminales. En este sentido, nos interesa particularmente la relación que los psicópatas mantienen con el lenguaje. ¿Son capaces de dar una respuesta satisfactoria a la familia asaltada interesada en descubrir por qué se dedican a cometer tales fechorías? A fin de abordar esta misteriosa cuestión haremos uso de una metodología cualitativa basada en el estudio de caso de la escena y tomaremos como marco teórico la semiótica y el psicoanálisis. La hipótesis que manejamos es que existe una forma de violencia que desafía las leyes de la razón por la falta de soporte lingüístico capaz de obturarla. Que el filme no sea capaz de sostenerse ni discursiva, ni lógicamente no hace más que acentuar el carácter insoportable de esta temida ficción. Además, veremos qué tipo de relación existe entre la formulación semiótica del sujeto elaborada por Umberto Eco y la aproximación psicoanalítica del sujeto en el caso de Slavoj Žižek.
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Menaka, G., and G. Sankar. "The language learning assessment using technology for the second language learners." International journal of linguistics, literature and culture 5, no. 4 (July 11, 2019): 1–6. http://dx.doi.org/10.21744/ijllc.v5n4.674.

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Teacher education refers to the policies and procedures designed to equip prospective teachers with knowledge, attitudes, behaviors’ and skills they require to perform their tasks effectively in the classroom, school, and wider community. The term ‘teacher training’ seems to be losing ground to ‘teacher education’. In the era of globalization, when the world is changing so fast, the teaching field is also not unaffected. The approach of second language teaching that is ELT (English language teaching) has undergone a sea change. The “drill and practice” method is now considered to be rudimentary. Now, there are electronically sophisticated machines which have entered teaching-learning setting. Machine–assisted learning or e-learning is indeed an innovation in ELT. Even students find this new way of learning a second language to be amazing. Using language games is an efficient way of learning a second language.
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OKAMOTO, Naoya. "Differences in Sports Sponsorship Activation between Japanese and Non-Japanese Companies in Emerging Countries : The Example of the SEA GAMES in 2017." Journal of Japan Society of Sports Industry 30, no. 1 (2020): 1_69–1_79. http://dx.doi.org/10.5997/sposun.30.1_69.

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47

Leng, Ho Keat, Xinran Wu, and Deping Zhong. "Effect of Brand Familiarity on Sponsor Recall." International Journal of Asian Business and Information Management 10, no. 3 (July 2019): 49–60. http://dx.doi.org/10.4018/ijabim.2019070103.

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The aim of this study was to examine the effect of brand familiarity on sponsor recall. 196 respondents in China and Singapore were exposed to video clips from the 14th FINA World Championships held in Shanghai, China in 2011, and the 28th South East Asian (SEA) Games held in Singapore in 2015. It was found that respondents were more likely to recall familiar brands. The findings provided empirical evidence that commercial organisations should first consider the level of brand familiarity in the target market before embarking on sports sponsorship. This is because sports sponsorship is more effective when the brand is familiar with the target spectators. In addition, this study suggests that it may be more effective for commercial organisations that are not established internationally to consider sponsoring events that targets spectators from regions that they are already operating in. This will allow their sponsorship to be more effective.
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Milburn, Colin, and Melissa Wills. "Citizens of the future." Science Fiction Film & Television: Volume 14, Issue 2 14, no. 2 (June 1, 2021): 115–44. http://dx.doi.org/10.3828/sfftv.2021.10.

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Over the last decade, a variety of ‘citizen science’ projects have turned to video games and other tools of gamification to enrol participants and to encourage public engagement with scientific research questions. This article examines the significance of sf in the field of citizen science, focusing on projects such as Eyewire, Be a Martian!, Sea Hero Quest, Play to Cure: Genes in Space, Forgotten Island and the ‘Project Discovery’ experiments in EVE Online. The sf stories that frame these projects often allegorise the neoliberal assumptions and immaterial labour practices of citizen science, even while seeming to hide or disguise them. At the same time, the fictional frames enable players to imagine social and technical innovations that, while not necessarily achievable in the present, nevertheless point to a future of democratic science, social progress and responsible innovation - blips of utopian thought from the zones of crowdsourced labour.
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Ong, C. Y. A., T. H. M. Koh, and L. W. Boey. "Performance analysis in the 2005 South East Asian (SEA) games, held in Manila, Philippines – a case study of the track and field competition." International Journal of Performance Analysis in Sport 6, no. 1 (June 2006): 84–97. http://dx.doi.org/10.1080/24748668.2006.11868357.

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50

Mas, Marwan. "THE OPAQUE PORTRAIT OF CORRUPTION ERADICATION." Indonesia Prime 1, no. 1 (November 30, 2016): 44–54. http://dx.doi.org/10.29209/id.v1i1.6.

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The war against corruption should not only by exposing the various cases of corruption, but the most important thing is to punish the corrupt in an extraordinary way to have a deterrent effect and not replicable by potential criminals that have been queued. Corruption is more structured and systematic, from the center to the regions. In fact, gave birth to a new generation of fat accounts with the discovery of a number of civil servants who are still young. Stop the robbery of money the state cannot just with rhetoric, let alone just a call that seemed hot chicken droppings. Blurred portrait of corruption is characterized by a large number of cases the defendant is acquitted of corruption Anticorruption Court. Similarly, many major cases involving alleged power elite and the ruling political party that is not completed, such as the Bank Century case, the case Hambalang project, as well as allegations of corruption Pensions SEA Games athletes
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