Academic literature on the topic 'Text game'

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Journal articles on the topic "Text game"

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Mendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.

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We propose to regard video game as text, but not by literally understanding it as a verbal expression, and instead recognizing that many assumptions of literary theory are relevant to its analysis. This option seems to put us in sync with the narratologists, who exalt games as new manifestations of narrative, but cling to a conception of text as world that values illusionist effects. Instead, we are interested in experiences that, against this perspective, recognize the possibility of regarding game as a text that is a game - an incomplete object that is to be updated by the reader in a self-reflective relationship with the signs that compose it, a central notion to theories such as Iser’s and Dewey’s. Then, instead of focusing on strategies of immersion on large virtual worlds, we favor small independent casual games (such as Small Worlds, Grey, The Beggar, and Dys4ia) analyzing how, in these, take place experiences that allow us to re-examine the aesthetic potential of the medium.
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Ethier, S. N., and Jiyeon Lee. "Parrondo Games with Two-Dimensional Spatial Dependence." Fluctuation and Noise Letters 16, no. 01 (February 2017): 1750005. http://dx.doi.org/10.1142/s0219477517500055.

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Parrondo games with one-dimensional (1D) spatial dependence were introduced by Toral and extended to the two-dimensional (2D) setting by Mihailović and Rajković. [Formula: see text] players are arranged in an [Formula: see text] array. There are three games, the fair, spatially independent game [Formula: see text], the spatially dependent game [Formula: see text], and game [Formula: see text], which is a random mixture or non-random pattern of games [Formula: see text] and [Formula: see text]. Of interest is [Formula: see text] (or [Formula: see text]), the mean profit per turn at equilibrium to the set of [Formula: see text] players playing game [Formula: see text] (or game [Formula: see text]). Game [Formula: see text] is fair, so if [Formula: see text] and [Formula: see text], then we say the Parrondo effect is present. We obtain a strong law of large numbers (SLLN) and a central limit theorem (CLT) for the sequence of profits of the set of [Formula: see text] players playing game [Formula: see text] (or game [Formula: see text]). The mean and variance parameters are computable for small arrays and can be simulated otherwise. The SLLN justifies the use of simulation to estimate the mean. The CLT permits evaluation of the standard error of a simulated estimate. We investigate the presence of the Parrondo effect for both small arrays and large ones. One of the findings of Mihailović and Rajković was that “capital evolution depends to a large degree on the lattice size.” We provide evidence that this conclusion is partly incorrect. A paradoxical feature of the 2D game [Formula: see text] that does not appear in the 1D setting is that, for fixed [Formula: see text] and [Formula: see text], the mean function [Formula: see text] is not necessarily a monotone function of its parameters.
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Sandomirskaia, Marina. "Repeated Bidding Games with Incomplete Information and Bounded Values: On the Exponential Speed of Convergence." International Game Theory Review 19, no. 01 (March 2017): 1650017. http://dx.doi.org/10.1142/s0219198916500171.

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We consider the repeated zero-sum bidding game with incomplete information on one side with non-normalized total payoff. De Meyer and Marino [(2005) Continuous versus discrete market game, Cowles Foundation Discussion Paper 1535] and Domansky and Kreps [(2005) Repeated games with asymmetric information and random price fluctuations at finance markets, Proc. Appl. Ind. Math. 12(4), 950–952 (in Russian)] investigated a game [Formula: see text] modeling multistage bidding with asymmetrically informed agents and proved that for this game [Formula: see text] converges to a finite limit [Formula: see text], i.e., the error term is [Formula: see text]. In this paper, we show that for this example [Formula: see text] converges to the limit exponentially fast. For this purpose we apply the optimal strategy [Formula: see text] of insider in the infinite-stage game obtained by Domansky [(2007) Repeated games with asymmetric information and random price fluctuations at finance markets, Int. J. Game Theor. 36(2), 241–257] to the [Formula: see text]-stage game and deduce that it is [Formula: see text]-optimal with [Formula: see text] exponentially small.
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LI, MIN, YONG-SHENG ZHANG, and GUANG-CAN GUO. "QUANTUM PARRONDO'S GAMES CONSTRUCTED BY QUANTUM RANDOM WALKS." Fluctuation and Noise Letters 12, no. 04 (December 2013): 1350024. http://dx.doi.org/10.1142/s0219477513500247.

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We construct a Parrondo's game using discrete-time quantum walks (DTQWs). Two losing games are represented by two different coin operators. By mixing the two coin operators UA(αA, βA, γA) and UB(αB, βB, γB), we may win the game. Here, we mix the two games in position instead of time. With a number of selections of the parameters, we can win the game with sequences ABB, ABBB, etc. If we set βA = 45°, γA = 0, αB = 0, βB = 88°, we find game 1 with [Formula: see text], [Formula: see text] will win and get the most profit. If we set αA = 0, βA = 45°, αB = 0, βB = 88° and game 2 with [Formula: see text], [Formula: see text] will win most. Game 1 is equivalent to game 2 with changes in sequences and steps. But at large enough steps, the game will lose at last. Parrondo's paradox does not exist in classical situation with our model.
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Wajid, Abdul, Nasir Kamal, Muhammad Sharjeel, Raaez Muhammad Sheikh, Huzaifah Bin Wasim, Muhammad Hashir Ali, Wajahat Hussain, Syed Taha Ali, and Latif Anjum. "A First Look at Private Communications in Video Games using Visual Features." Proceedings on Privacy Enhancing Technologies 2021, no. 3 (April 27, 2021): 433–52. http://dx.doi.org/10.2478/popets-2021-0055.

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Abstract Internet privacy is threatened by expanding use of automated mass surveillance and censorship techniques. In this paper, we investigate the feasibility of using video games and virtual environments to evade automated detection, namely by manipulating elements in the game environment to compose and share text with other users. This technique exploits the fact that text spotting in the wild is a challenging problem in computer vision. To test our hypothesis, we compile a novel dataset of text generated in popular video games and analyze it using state-of-the-art text spotting tools. Detection rates are negligible in most cases. Retraining these classifiers specifically for game environments leads to dramatic improvements in some cases (ranging from 6% to 65% in most instances) but overall effectiveness is limited: the costs and benefits of retraining vary significantly for different games, this strategy does not generalize, and, interestingly, users can still evade detection using novel configurations and arbitrary-shaped text. Communicating in this way yields very low bitrates (0.3-1.1 bits/s) which is suited for very short messages, and applications such as microblogging and bootstrapping off-game communications (dialing). This technique does not require technical sophistication and runs easily on existing games infrastructure without modification. We also discuss potential strategies to address efficiency, bandwidth, and security constraints of video game environments. To the best of our knowledge, this is the first such exploration of video games and virtual environments from a computer vision perspective.
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Branavan, S. R. K., D. Silver, and R. Barzilay. "Learning to Win by Reading Manuals in a Monte-Carlo Framework." Journal of Artificial Intelligence Research 43 (April 30, 2012): 661–704. http://dx.doi.org/10.1613/jair.3484.

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Domain knowledge is crucial for effective performance in autonomous control systems. Typically, human effort is required to encode this knowledge into a control algorithm. In this paper, we present an approach to language grounding which automatically interprets text in the context of a complex control application, such as a game, and uses domain knowledge extracted from the text to improve control performance. Both text analysis and control strategies are learned jointly using only a feedback signal inherent to the application. To effectively leverage textual information, our method automatically extracts the text segment most relevant to the current game state, and labels it with a task-centric predicate structure. This labeled text is then used to bias an action selection policy for the game, guiding it towards promising regions of the action space. We encode our model for text analysis and game playing in a multi-layer neural network, representing linguistic decisions via latent variables in the hidden layers, and game action quality via the output layer. Operating within the Monte-Carlo Search framework, we estimate model parameters using feedback from simulated games. We apply our approach to the complex strategy game Civilization II using the official game manual as the text guide. Our results show that a linguistically-informed game-playing agent significantly outperforms its language-unaware counterpart, yielding a 34% absolute improvement and winning over 65% of games when playing against the built-in AI of Civilization.
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Booth, Paul. "Board, game, and media." Convergence: The International Journal of Research into New Media Technologies 22, no. 6 (July 8, 2016): 647–60. http://dx.doi.org/10.1177/1354856514561828.

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Interactive media board games reflect a changing media culture. Converging media text and technology with game play mechanics and rules, these board games exist as a hybrid form of game and media. In this article, I examine interactive paratextual board games – games based on media products that utilize other forms of media to produce random or immersive experiences. While previous discussions of media franchising investigates game paratexts through industrial and economic shifts, I explicate aesthetic, ludic, and textual concerns of cult franchises through an analysis of three interactive board games, namely, Isaac Asimov’s Robot VCR Mystery Game, the Star Trek: The Next Generation Interactive VCR Board Game, and the Indiana Jones DVD Adventure Game. Ultimately, I argue that these interactive paratextual board games manifest, reflect, and augment early convergence culture characteristics, revealing that interactive board games exemplify contemporary new media characteristics.
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Sari, Nofrika, and Hayatin Nufus. "The Effect of Using Cooking Academy Game towards Students’ Writing Ability." Al-Ta lim Journal 23, no. 3 (November 25, 2016): 191–200. http://dx.doi.org/10.15548/jt.v23i3.234.

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This study is an experimental research that discussed the impact of the use of cooking academy game in teaching writing on the students’ ability in writing procedure text at class VII Junior Secondary School I Pangkalan Baru Lima Puluh Kota. This study was aimed to determine the effects of the use of cooking academy game towards the student's ability in writing procedure text. In this study, the population is the students of class VII, while sample are two classes: one class for the experimental class and another class for control. Samples were drawn randomly. Data were collected by giving pre-test and post-test on the sample. Data were, then, analyzed applying t-test formula. The results showed that students who were taught to write text using the procedure of cooking academy game has the ability to write higher than students who are not taught by using games cooking academy.
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Ovanes, Petrosian. "Looking Forward Approach in Cooperative Differential Games." International Game Theory Review 18, no. 02 (June 2016): 1640007. http://dx.doi.org/10.1142/s0219198916400077.

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New approach to the definition of solution in cooperative differential games is considered. The approach is based on artificially truncated information about the game. It assumed that at each time, instant players have information about the structure of the game (payoff functions, motion equations) only for the next fixed time interval. Based on this information they make the decision. Looking Forward Approach is applied to the cases when the players are not sure about the dynamics of the game on the whole time interval [Formula: see text] and orient themselves on the game dynamics defined on the smaller time interval [Formula: see text] ([Formula: see text]), on which they surely know that the game dynamics is not changing.
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Fan, Angela, Jack Urbanek, Pratik Ringshia, Emily Dinan, Emma Qian, Siddharth Karamcheti, Shrimai Prabhumoye, et al. "Generating Interactive Worlds with Text." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 02 (April 3, 2020): 1693–700. http://dx.doi.org/10.1609/aaai.v34i02.5532.

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Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements. In this work, we investigate a machine learning approach for world creation using content from the multi-player text adventure game environment LIGHT (Urbanek et al. 2019). We introduce neural network based models to compositionally arrange locations, characters, and objects into a coherent whole. In addition to creating worlds based on existing elements, our models can generate new game content. Humans can also leverage our models to interactively aid in worldbuilding. We show that the game environments created with our approach are cohesive, diverse, and preferred by human evaluators compared to other machine learning based world construction algorithms.
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Dissertations / Theses on the topic "Text game"

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Jacobi, Gabriel. "Interacting with Words: Development of a text-based game on language." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24015.

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This paper describes the development process of an Interactive Fiction game focused on the theme oflanguage. The paper includes a brief description of the history of the genre and its definitions, a discussionabout its multiple variations and attributes, and an overview of some examples that handled similar subjects.Then it considers some of the unique properties of the written language and examines language as both ashared and subjective relationship with reality . This is followed by a description of tools and methodsadopted in the design process and how the development went — from initial research to the final concept.The results is then described, followed by the user test results and a critical evaluation. At the end, someconcluding remarks are included together with possible future developments.
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Mukherjee, Souvik. "The zone of "becoming" : game, text and technicity in videogame narratives." Thesis, Nottingham Trent University, 2008. http://irep.ntu.ac.uk/id/eprint/152/.

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Videogames have emerged as arguably the most prominent form of entertainment in recent years. Their versatility has made them key contributory factors in social, literary, cultural and philosophical discourse; however, critics also tend to see videogames as posing a threat to established cultural parameters. This thesis argues that videogames are firmly grounded in older media and they are important for the development of the notions of textuality, technicity and identity that literary and cultural theories have been debating in recent years. As its point of departure, the thesis takes the contested role of videogames as storytelling media. Challenging the opposition between games and narratives that is posited in earlier research, the framework of the Derridean concept of supplementarity has been adopted to illustrate how the ludic and the narrative inform each other's core, and yet retain their media-specific identities. It is also vital to consider how the technicity and narrative of games inform their perception as texts. Videogames provide a direct illustration of this but they develop on similar principles in earlier media instead of doing something entirely 'new'. The multitelic structure of videogames tends to be looked upon as symptomatic of novelty; in reality, however, they illustrate more clearly the inherent nature of telos in all narrative media. Videogames point out how narrative endings exist as the actualisation of possible events and identities. These events exist in a zone of potentialities. Between the perception of an occurrence in the game and the player's response to it, there exists an 'affective' interval, where a number of potential events coexist: from among these, one event is actualised. The player's identity, both in-game and in interaction with the game, also evolves accordingly. Seen as an ongoing process, this corresponds well to the Deleuzoguattarian idea of 'becoming'. The space of possibility in which game instances exist is, therefore, a 'zone of becoming'. The intense involvement that players experience is seen as resulting from the continual shifting of identities arising out of the actualisation of possible events. This engagement is not a fixed relationship between the player and the game: instead, it is a 'becoming'. The framework of 'becoming' is vital to the understanding of videogames as narrative media. 'Becoming', however, has already been applied by Deleuze and Guattari to characterise older narrative media such as novels and cinema. Videogames, therefore, not only show that games can be read and books played, but more importantly they also highlight the fact that this has always been the case.
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Nordlander, Emil. "The different emotional effects of voice and text communication in a game environment." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17225.

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Communication is a large part of multiplayer games, however sometimes communication may lead to misunderstandings or undesired effects which results in hostile behaviors. Toxicity is a huge problem in the video game culture, but by knowing the different emotional effects that voice and text communication causes on a human in a game environment, might be a step towards preventing toxicity from happening.
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McGarry, Theresa, and A. Blumenstock. "Vocabulary Concept Card Game: Reviewing Vocabulary With Applied Concepts." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/6150.

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Book Summary: This revised volume brings together the best of the past with suggestions for the future and proves that teachers' imaginations continue to produce an interesting and varied range of ways to learn English within the broad guidelines of communicative language learning. New Ways in Teaching Adults, Revised provides classroom teachers with a range of activities for all stages of the learning process. The many activities included encourage discovery learning, provide practice, and extend students' learning beyond the classroom. Also, various activities allow students to work in pairs, small groups, individually, and with the entire class.
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Joar, Hedvall, and Claesson Charlie. "Character description by the use of level design and game mechanics : A study on how to convey a character based narrative within a game." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-260644.

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This study is an investigation of the possibilities to create levels that convey a character and its personal narrative with the use of three level design methods. The used methods are: the use of smaller objects and details to convey information, using the player's personal references and memories and having a clear goal for the player. The results are gathered though qualitative interviews with the participant in the study and examining how participants interpret the narrative in game levels that were designed by using these three level design methods. This study uses the game Project Rewind as test bed, which was partially developed for this thesis purpose. The test result have shown that players took more notice of clusters of smaller visual objects, and memorized interactive objects much better than the stationary objects. They also used their own personal and cultural references, memories and stereotypes when analysing the objects in the levels to create an image of the character presented to them. Based on the results that we received from the interviews we found that having a clear demographic is important when designing a narrative level that needs be easy to understand. This is because of each player's own personal references, certain things can be perceived differently based on the player's references. The test results also show that the three level design methods mentioned can to a certain degree be used to convey a narrative when used to design a level.
Denna studie är en utredning av möjligheterna att skapa spelnivåer som förmedlar en karaktär och dess personliga berättelse med användning av tre level design metoder. De använda metoderna är: användning av mindre objekt och detaljer, användning av spelarens personliga referenser och minnen samt att ha ett tydligt mål för spelaren. Resultaten samlas in genom kvalitativa intervjuer med deltagarna i studien och analysera hur deltagarna tolkar berättelsen i spelets nivåer som var designade med hjälp av dessa tre level design metoder. Denna studie använder spelet Project Rewind för testerna, detta spel var delvis utvecklat för denna studiens ändamål. Test resultaten visar att spelaren tog upp mer information genom kluster av mindre visuella föremål, och memorerade interaktiva objekt mycket bättre än de stillastående objekten. De använde också sina egna personliga och kulturella referenser, minnen och stereotyper när de analyserade objekten i nivåerna för att skapa en bild av karaktären presenteras för dem. Baserat på de resultat som vi fått från undersökningen fann vi att det är viktigt att ha ett tydligt demografiskt mål, vilket är viktigt när man utformar en berättelse i en spel nivå som ska vara lätt att förstå. Detta är på grund av varje spelare har sina egna personliga referenser, vissa saker kan uppfattas på olika sätt beroende på vad för referenser man har. Test resultaten visar också att de tre level design metoderna som nämndes tidigare kan till en viss grad bli använda för att förmedla ett narrativ när man använder dem för att designa en nivå.
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Romero, Margaurete. "Comparing Game Simulation to Concept Models for Student-Centered Learning in Biology." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6577.

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Science education research continues to demonstrate improved learning with active-learning techniques compared to lectures. However, the question of which active-learning methods are the most effective for learning complex scientific principles in various context still remains. Models are commonly used in activities that allow students to simplify complex systems and understand how components interact. I investigated the outcomes for student learning and engagement of two model-based activities - concept models and game simulations. The activities were conducted in an introductory biology course in sixteen discussion sections. Eight sections were assigned to the concept model activity and eight to the simulation activity. To assess engagement, students filled out a Likert-scale questionnaire on enjoyment and usefulness of activity (concept model: 130 students for food web activity and 131 for carbon cycle activity; game simulation: 131 students for food web activity and 126 game simulation students during the carbon cycle activity). To assess student learning, 152 students completed pre-post homework assignment based on conservation and transformation of matter. Over 80% of students enjoyed both the concept-mapping and simulation activities. Students reported that the hands-on nature of the concept activity was helpful for understanding the connections in food webs. For the homework assessment, all students significantly increased in their scores from pre to post on the MC (paired t-test, meanpre = 4.86±1.6; meanpost = 5.23±1.6;p<.05) and TF assessments (paired t-test; meanpre = 2.06±1.0 meanpost = 2.32± 1.0; p<0.05). For the TF assessments, we observed the trend that students in the simulation group showed a greater improvement in their scores than students in the concept-mapping group (t-test; meanΔconcept = 0.11±1.4; meanΔsimulation =0 .43±1.0 p=.059). There was no difference between student improvement for the two groups on the MC assessment ( t-test meanΔconcept = 0.27±2.1; meanΔsimulation = 0.51±1.8 p=.474). Students’ responses to short answer questions showed those students’ ideas about the concept of matter conservation varied from naive to scientific. For example, students failed to conserve matter during nutrient cycling. More scientific responses demonstrated principled reasoning such as references to conservation of matter. The students within the two activities did not demonstrate large differences between their text responses for the short answer. Overall, students in both activity type demonstrated learning gains, though there was no significant difference between the activity types.
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Janssen, Michael. "Balansering av ett rundbaserat strategispelsystem : En reflekterande text rörande arbetet att skapa ett verktyg för balansering av precautionstridsystemet i spelet Dreamlords – The Reawakening." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1114.

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Följandet arbete är en reflekterande text som handlar om hur jag skapade ett verktyg för att balansera det rundbaserade precautionstridsystemet av spelet Dreamlords – The Reawakening.

I början förklaras mitt syfte och mål med arbetet som följs av en frågeställning kopplat till det. Jag kommer även att beskriva olika teorier som jag tittade närmare på angående spelbalansering. För att inleda läsaren till spelet Dreamlords ska jag även förklara den generella spelprincipen av hela spelet. Därefter tar jag upp min arbetsprocess som handlar om hur jag strukturerade upp mitt arbete. I denna text ska jag även förklara hur precautionstridsystemet fungerar med alla matematiska beräkningar för att sedan beskriva mitt verk som praktiskt resultat av arbetet. I slutet av rapporten inleder jag med en diskussion där mitt arbete sammanfattas och problem behandlas som uppstått vid arbetets gång. Texten beskriver i sin helhet hur man kan gå tillväga för att balansera ett spelsystem såsom Dreamlords precautionstridsystem. Som resultat av mitt arbete kan betraktas mitt balanseringsverktyg och denna reflekterande text som förhoppningsvis kommer att inspirera läsaren och flera andra personer som är intresserad av att balansera dataspel.

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Törnvall, Holm Charlotta. ""Det är lättare att vara någon på nätet än att vara någon på riktigt” : Gymnasieelevers medieerfarenheter i mötet med svenskämnet." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-21590.

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I denna studie undersöker jag hur svenskämnet på gymnasiet lever upp till syftet som säger att eleverna i undervisningen ska få läsa andra texter än enbart skönlitterära och vars innehåll ska sättas i relation till elevernas egna intressen och erfarenheter. Texterna ska också vara en källa till självinsikt, utmana eleverna till nya tankesätt och öppna upp för nya perspektiv. Det blev därför intressant att undersöka om/hur texter av olika slag påverkar unga människors identitetsbyggande inom svenskämnet. Samtidigt visar tidigare forskning att skolan är dålig på att ta tillvara elevers medieerfarenheter i klassrummet. Syftet med studien är således att i intervjuer med nio elever undersöka hur elevernas medieerfarenheter ser ut och hur de vill att skolan ska tillvara på dessa: Hur använder eleverna medier för att uttrycka och utforska sin identitet? Hur ser eleverna på hur skolan tar tillvara deras medieerfarenheter i svenskundervisningen? Resultatet av undersökningen visar att svenskämnet i stort sett inte använder sig av texter hämtade från olika slags medieplattformar i undervisningen. De intervjuade eleverna däremot har stor kunskap om och erfarenhet från andra texter än de skönlitterära, bland annat on-linespel, bloggtexter och andra sociala medier, som de inhämtar på fritiden. I dessa forum utforskar de sin identitet. Resultatet visar att skolan sällan låter eleverna använda egna intressen i skoluppgifter.
This essay review the ways Swedish in upper secondary school carry out the tasks in the curriculum. The students ought to read other texts than fictional and the content are to be in relation to the students own interests and experiences. The texts should be a source of self-perception and challenge the students to think in new ways. That is why it became important to investigate if/how different texts affect young peoples searching for themselves within Swedish. At the same time research show that school is not taking care of the students prior encounters with media. The aim with this review is to examine nine students encounters with media and the ways they want the school to recognize these: In what ways do youth use media to express and explore their identity? What is the students opinion about the interest the Swedish take in their experiences in media? The issue of the survey shows that Swedish unfrequently use texts from different platforms of media. The students in the survey however have great knowledge about and experience from other texts than fictional - on-line games, blogs and other social media – acquired in their leisure time. In these rooms they explore their identity. The issue shows that school unfrequently let the students use their interests in instructions.
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Diaz, Leanna Marie. "Usage of Emotes and Emoticons in a Massively Multiplayer Online Role-Playing Game." University of Toledo / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1533228651012048.

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Dahl, Karipidis Tim Oscar. ""Cibo" - A serious game raising awareness for the effect that different food has on the environment." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20094.

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Climate change might be our time's defining issue and our way of producing and consuming food is a large contributor of global climate change. This thesis investigate the possibility of using serious gaming with the intent of raising awareness for the difference in emissions of distinct food types. With the development of a serious game, this paper aims to raise awareness for these issues among university students. The game was evaluated with nine university students and the results suggests that the use of serious gaming with the intent of raising awareness for the difference in emissions of distinct food types show potential, however it was unclear whether or not the students gained a wider understanding of the issue or only acquired some factual knowledge.
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Books on the topic "Text game"

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Text game. Edinburgh: Barrington Stoke, 2012.

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Text game. Edinburgh: Stoke Books, 2013.

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Fun and games: A text on game theory. Lexington, Mass: D.C. Heath, 1992.

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Heap, Shaun Hargreaves. Game theory: A critical text. 2nd ed. New York: Routledge, 2004.

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Seymour, Gerald. Harry's game. London: HarperCollins, 1993.

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Seymour, Gerald. Harry's game. London: Nelson, 1992.

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Playing for real: A text on game theory. New York: Oxford University Press, 2005.

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Binmore, K. G. Playing for real: A text on game theory. New York: Oxford University Press, 2012.

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Michael, McIntosh, ed. The wildfowl art of David Maass ; text by Michael McIntosh. Houston, TX: Gulf Publishing Company, 1990.

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Take me out to the ball game: A pop-up book. New York, N.Y: Little Simon, 2005.

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Book chapters on the topic "Text game"

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Sutherland, Bruce. "Text Adventure." In C++ Game Development Primer, 69–74. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4842-0814-4_6.

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Snow, Kevin. "Uncanny Text." In Procedural Storytelling in Game Design, 103–11. Second edition. | Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429488337-11.

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Blackman, Sue. "Message Text." In Beginning 3D Game Development with Unity, 453–504. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3423-4_10.

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Blackman, Sue. "Message Text." In Beginning 3D Game Development with Unity 4:, 451–81. Berkeley, CA: Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-4900-9_12.

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Stemkoski, Lee. "Text and User Interfaces." In Java Game Development with LibGDX, 99–142. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3324-5_5.

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Sutherland, Bruce. "Using the STL in Text Adventure." In Learn C++ for Game Development, 185–98. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6458-3_19.

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Rudchenko, Dmitry, Tim Paek, and Eric Badger. "Text Text Revolution: A Game That Improves Text Entry on Mobile Touchscreen Keyboards." In Lecture Notes in Computer Science, 206–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21726-5_13.

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Nevěřilová, Zuzana. "Annotation Game for Textual Entailment Evaluation." In Computational Linguistics and Intelligent Text Processing, 340–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54906-9_28.

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Packham, Sean, and Hussein Suleman. "Crowdsourcing a Text Corpus is not a Game." In Digital Libraries: Providing Quality Information, 225–34. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27974-9_23.

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Xu, Chong-wei. "OO Programming Principle: A Game In-Text GuessInt." In Learning Java with Games, 39–58. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-72886-5_3.

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Conference papers on the topic "Text game"

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Yin, Xusen, and Jonathan May. "Comprehensible Context-driven Text Game Playing." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8847954.

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Sarinho, Victor, Gabriel Azevedo, and Filipe Boaventura. "Providing an IM Cross-Platform Game Engine for Text-Messaging Games." In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2018. http://dx.doi.org/10.1109/sbgames.2018.00033.

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Madge, Christopher, Richard Bartle, Jon Chamberlain, Udo Kruschwitz, and Massimo Poesio. "Incremental Game Mechanics Applied to Text Annotation." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3311350.3347184.

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Madotto, Andrea, Mahdi Namazifar, Joost Huizinga, Piero Molino, Adrien Ecoffet, Huaixiu Zheng, Alexandros Papangelis, Dian Yu, Chandra Khatri, and Gokhan Tur. "Exploration Based Language Learning for Text-Based Games." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/207.

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This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. These games are of interest as they can be seen as a testbed for language understanding, problem-solving, and language generation by artificial agents. Moreover, they provide a learning setting in which these skills can be acquired through interactions with an environment rather than using fixed corpora. One aspect that makes these games particularly challenging for learning agents is the combinatorially large action space. Existing methods for solving text-based games are limited to games that are either very simple or have an action space restricted to a predetermined set of admissible actions. In this work, we propose to use the exploration approach of Go-Explore for solving text-based games. More specifically, in an initial exploration phase, we first extract trajectories with high rewards, after which we train a policy to solve the game by imitating these trajectories. Our experiments show that this approach outperforms existing solutions in solving text-based games, and it is more sample efficient in terms of the number of interactions with the environment. Moreover, we show that the learned policy can generalize better than existing solutions to unseen games without using any restriction on the action space.
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Yang, Hsin-Chang, Cathy S. Lin, Zi-Rui Huang, and Tsung-Hsing Tsai. "Text Mining on Player Personality for Game Recommendation." In the 4th Multidisciplinary International Social Networks Conference. New York, New York, USA: ACM Press, 2017. http://dx.doi.org/10.1145/3092090.3092132.

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Wilson, Andrew D., and Maneesh Agrawala. "Text entry using a dual joystick game controller." In the SIGCHI conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1124772.1124844.

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Borgholt, Lasse, Peter Simonsen, and Dirk Hovy. "The Rating Game: Sentiment Rating Reproducibility from Text." In Proceedings of the 2015 Conference on Empirical Methods in Natural Language Processing. Stroudsburg, PA, USA: Association for Computational Linguistics, 2015. http://dx.doi.org/10.18653/v1/d15-1301.

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Madge, Chris, Richard Bartle, Jon Chamberlain, Udo Kruschwitz, and Massimo Poesio. "Making text annotation fun with a clicker game." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3341869.

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Xi, Yadong, Xiaoxi Mao, Le Li, Lei Lin, Yanjiang Chen, Shuhan Yang, Xuhan Chen, et al. "KuiLeiXi: a Chinese Open-Ended Text Adventure Game." In Proceedings of the 59th Annual Meeting of the Association for Computational Linguistics and the 11th International Joint Conference on Natural Language Processing: System Demonstrations. Stroudsburg, PA, USA: Association for Computational Linguistics, 2021. http://dx.doi.org/10.18653/v1/2021.acl-demo.21.

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Feng, Xiaohan, and Makoto Murakami. "The Combination of Narrative News and VR Games: Comparison of Various Forms of News Games." In 3rd International Conference on Machine Learning & Applications (CMLA 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111516.

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The information explosion makes it easier to ignore information that requires social attention, and news games can make that information stand out. There is also considerable research that shows that people are more likely to remember narrative content. Virtual environments can also increase the amount of information a person can recall. If these elements are blended together, it may help people remember important information. This research aims to provide directional results for researchers interested in combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot prompts in news games. It also provides hints for the use of virtual environments as learning platforms in news games. The research method is to first derive a theoretical derivation, then create a sample of news games, and then compare the experimental data of the sample to prove the theory. The research compares the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the experiment. The results of the experiment show that among the four groups, the means that can make subjects remember the most information is a VR news game with a storyline. And there is a positive correlation between subjects' experience and confidence in recognizing memories, and empathy is positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and "presenting a story from text or video" on the percentage of correct answers differed depending on the type of question.
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Reports on the topic "Text game"

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Бережна, Маргарита Василівна. Translator’s Gender in the Target Text. Publishing House “Baltija Publishing”, 2020. http://dx.doi.org/10.31812/123456789/4140.

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For the last three decades, the issue of translator’s gender and its representation in the target text has been actively researched in translation studies. Over the period there appeared numerous, sometimes contradicting views on markers of feminine / masculine / other types of speech, on whether the translator’s gender is revealed in the target text, and on the quality of translation depending on the translator’s gender. The present paper focuses on the translator’s gender markers in the target text. Taking into account the results of other linguists and my own observations, I consider the researched units being either definite or ambiguous markers of the translator’s gender. I want to bring to light gender differences in two Ukrainian translations (female translation by Natalia Tysovska and male translation by Viacheslav Brodovyi) of George R.R. Martin’s A Game of Thrones. The semantic, pragmatic and stylistic shifts in the target text conditioned by the translator’s gender and gender stereotypes blur the sense of the source text. Thus, such shifts should be regarded as unwanted changes and better be avoided.
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Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

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The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. The most popular platform for mass information and social interaction is, first of all, network journalism, which is characterized by mobility and unlimited time and space. Authors have complete freedom to express their views in direct language, including their own word formation. Phonetic, lexical, phraseological and stylistic means of speech create expression of the text. A figurative word, a good aphorism or proverb, a paraphrased expression, etc. enhance the effectiveness of a multimedia text. This is especially important for headlines that simultaneously inform and influence the views of millions of readers. Given the wide range of issues raised by the Internet as a medium, research in this area is interdisciplinary. The science of information, combining language and social communication, is at the forefront of global interactions. The Internet is an effective source of knowledge and a forum for free thought. Nonlinear texts (hypertexts) – «branching texts or texts that perform actions on request», multimedia texts change the principles of information collection, storage and dissemination, involving billions of readers in the discussion of global issues. Mastering the word is not an easy task if the author of the publication is not well-read, is not deep in the topic, does not know the psychology of the audience for which he writes. Therefore, the study of media broadcasting is an important component of the professional training of future journalists. The functions of the language of the media require the authors to make the right statements and convincing arguments in the text. Journalism education is not only knowledge of imperative and dispositive norms, but also apodictic ones. In practice, this means that there are rules in media creativity that are based on logical necessity. Apodicticity is the first sign of impressive language on the platform of print or electronic media. Social expression is a combination of creative abilities and linguistic competencies that a journalist realizes in his activity. Creative self-expression is realized in a set of many important factors in the media: the choice of topic, convincing arguments, logical presentation of ideas and deep philological education. Linguistic art, in contrast to painting, music, sculpture, accumulates all visual, auditory, tactile and empathic sensations in a universal sign – the word. The choice of the word for the reproduction of sensory and semantic meanings, its competent use in the appropriate context distinguishes the journalist-intellectual from other participants in forums, round tables, analytical or entertainment programs. Expressive speech in the media is a product of the intellect (ability to think) of all those who write on socio-political or economic topics. In the same plane with him – intelligence (awareness, prudence), the first sign of which (according to Ivan Ogienko) is a good knowledge of the language. Intellectual language is an important means of organizing a journalistic text. It, on the one hand, logically conveys the author’s thoughts, and on the other – encourages the reader to reflect and comprehend what is read. The richness of language is accumulated through continuous self-education and interesting communication. Studies of social expression as an important factor influencing the formation of public consciousness should open up new facets of rational and emotional media broadcasting; to trace physical and psychological reactions to communicative mimicry in the media. Speech mimicry as one of the methods of disguise is increasingly becoming a dangerous factor in manipulating the media. Mimicry is an unprincipled adaptation to the surrounding social conditions; one of the most famous examples of an animal characterized by mimicry (change of protective color and shape) is a chameleon. In a figurative sense, chameleons are called adaptive journalists. Observations show that mimicry in politics is to some extent a kind of game that, like every game, is always conditional and artificial.
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Roschelle, Jeremy, Britte Haugan Cheng, Nicola Hodkowski, Julie Neisler, and Lina Haldar. Evaluation of an Online Tutoring Program in Elementary Mathematics. Digital Promise, April 2020. http://dx.doi.org/10.51388/20.500.12265/94.

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Many students struggle with mathematics in late elementary school, particularly on the topic of fractions. In a best evidence syntheses of research on increasing achievement in elementary school mathematics, Pelligrini et al. (2018) highlighted tutoring as a way to help students. Online tutoring is attractive because costs may be lower and logistics easier than with face-to-face tutoring. Cignition developed an approach that combines online 1:1 tutoring with a fractions game, called FogStone Isle. The game provides students with additional learning opportunities and provides tutors with information that they can use to plan tutoring sessions. A randomized controlled trial investigated the research question: Do students who participate in online tutoring and a related mathematical game learn more about fractions than students who only have access to the game? Participants were 144 students from four schools, all serving low-income students with low prior mathematics achievement. In the Treatment condition, students received 20-25 minute tutoring sessions twice per week for an average of 18 sessions and also played the FogStone Isle game. In the Control condition, students had access to the game, but did not play it often. Control students did not receive tutoring. Students were randomly assigned to condition after being matched on pre-test scores. The same diagnostic assessment was used as a pre-test and as a post-test. The planned analysis looked for differences in gain scores ( post-test minus pre-test scores) between conditions. We conducted a t-test on the aggregate gain scores, comparing conditions; the results were statistically significant (t = 4.0545, df = 132.66, p-value < .001). To determine an effect size, we treated each site as a study in a meta-analysis. Using gain scores, the effect size was g=+.66. A more sophisticated treatment of the pooled standard deviation resulted in a corrected effect size of g=.46 with a 95% confidence interval of [+.23,+.70]. Students who received online tutoring and played the related Fog Stone Isle game learned more; our research found the approach to be efficacious. The Pelligrini et al. (2018) meta-analysis of elementary math tutoring programs found g = .26 and was based largely on face-to-face tutoring studies. Thus, this study compares favorably to prior research on face-to-face mathematics tutoring with elementary students. Limitations are discussed; in particular, this is an initial study of an intervention under development. Effects could increase or decrease as development continues and the program scales. Although this study was planned long before the current pandemic, results are particularly timely now that many students are at home under shelter-in-place orders due to COVID-19. The approach taken here is feasible for students at home, with tutors supporting them from a distance. It is also feasible in many other situations where equity could be addressed directly by supporting students via online tutors.
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Paller, M. H., and J. A. Bowers. Environmental assessment of par pond sluice gate test. Revision 0. Office of Scientific and Technical Information (OSTI), December 1996. http://dx.doi.org/10.2172/150925.

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Aruguete, Natalia, Ernesto Calvo, Carlos Scartascini, and Tiago Ventura. Trustful Voters, Trustworthy Politicians: A Survey Experiment on the Influence of Social Media in Politics. Inter-American Development Bank, July 2021. http://dx.doi.org/10.18235/0003389.

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Recent increases in political polarization in social media raise questions about the relationship between negative online messages and the decline in political trust around the world. To evaluate this claim causally, we implement a variant of the well-known trust game in a survey experiment with 4,800 respondents in Brazil and Mexico. Our design allows to test the effect of social media on trust and trustworthiness. Survey respondents alternate as agents (politicians) and principals (voters). Players can cast votes, trust others with their votes, and cast entrusted votes. The players rewards are contingent on their preferred “candidate” winning the election. We measure the extent to which voters place their trust in others and are themselves trustworthy, that is, willing to honor requests that may not benefit them. Treated respondents are exposed to messages from in-group or out-group politicians, and with positive or negative tone. Results provide robust support for a negative effect of uncivil partisan discourse on trust behavior and null results on trustworthiness. The negative effect on trust is considerably greater among randomly treated respondents who engage with social media messages. These results show that engaging with messages on social media can have a deleterious effect on trust, even when those messages are not relevant to the task at hand or not representative of the actions of the individuals involved in the game.
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Ray, Jason, and Clayton Thurmer. 2020 guided wave inspection of California Department of Water Resources tainter gate post-tensioned trunnion anchor rods : Oroville Dam. Engineer Research and Development Center (U.S.), March 2022. http://dx.doi.org/10.21079/11681/43762.

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The Engineering and Test Branch within the Division of Operations and Maintenance of the California Department of Water Resources (DWR) and U.S. Army Corps of Engineers (USACE), Sacramento District, tasked the Sensor Integration Branch (SIB) at the Engineer Research and Develop-ment Center (ERDC) to perform non-destructive testing (NDT) on the trunnion anchor rods at Oroville Dam through the use of ultrasonic guided waves. This is the third year of this NDT. The results of the testing are presented along with qualitative analysis in determining whether a rod is in-tact or compromised. Analysis is based upon the expected results from other rods at the site, knowledge of rod response at other sites, data gathered from the trunnion rod research test bed at the ERDC, and comparison to the previous year’s effort.
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DeWall, K., and R. Steel. BWR reactor water cleanup system flexible wedge gate isolation valve qualification and high energy flow interruption test. Office of Scientific and Technical Information (OSTI), October 1989. http://dx.doi.org/10.2172/5387214.

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DeWall, K., and R. Steele. BWR reactor water cleanup system flexible wedge gate isolation valve qualification and high energy flow interruption test. Office of Scientific and Technical Information (OSTI), October 1989. http://dx.doi.org/10.2172/5387192.

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Parker, Danny S., and John R. Sherwin. Evaluation of the NightCool Nocturnal Radiation Cooling Concept: Annual Performance Assessment in Scale Test Buildings Stage Gate 1B. Office of Scientific and Technical Information (OSTI), March 2008. http://dx.doi.org/10.2172/1219078.

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DeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), February 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.

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Global and national education agendas are concerned with improving quality and equality of learning outcomes. This paper provides an analysis of the case of Vietnam, which is regarded as having high learning outcomes and less inequality in learning. But national data and international test outcomes may mask the hidden inequalities that exist between minoritized groups and majority (Kinh) students. Drawing on data from qualitative videos and interviews of secondary teachers across 10 provinces, we examine the role of teachers’ beliefs, curricular design and actions in the classroom (Gale et al., 2017). We show that teachers hold different beliefs and engage in curricular design – or the use of hegemonic curriculum and instructional practices that produce different learning outcomes for minoritized students compared to Kinh students. It suggests that policies need to focus on the social-cultural aspects of teaching in addition to the material and technical aspects.
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