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1

Lei, He, Si-xuan Zhou, Yin-xiang Wang, et al. "Coordinated Development Based Grid-Source-load Collaborative Planning Method of Uncertainty and Multi-agent Game." E3S Web of Conferences 233 (2021): 01115. http://dx.doi.org/10.1051/e3sconf/202123301115.

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When planning the power grid, it is necessary to obtain the optimal decision scheme according to the market behavior of different stakeholders. In this paper, the virtual game player "nature" is introduced to realize the deep integration of game theory and robust optimization, and a source network load collaborative planning method considering uncertainty and multi-agent game is proposed. Firstly, the planning decision-making models of different stakeholders of DG investment operators, power grid investment operators and power users are constructed respectively; then, the static game behavior
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Darmawan, Bangkit, and Ratna Permata Sari. "THE POWER RELATION IN ONLINE GAME DOTA 2." Book Chapters of The 1st Jakarta International Conference on Social Sciences and Humanities (JICoSSH) 1 (January 25, 2019): 20–32. http://dx.doi.org/10.33822/jicossh.v1i1.3.

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The number of online gaming enthusiasts nowadays makes the emergence of competition between each game online, one of which is an online game DotA 2. DotA 2 game that requires strategy and teamwork to achieve victory makes it interesting to study, especially in the online game DotA 2 also has a point barometer of ability or player’s skill, namely, MMR (Matchmaking Ratio). In this study, researchers used ethnographic methods to virtualized data collection by observation participation.
 The results of this study are the communication process is happening in the virtual community online game
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Anggraeni Ramadhani, Albert Wijaya Kusuma, and Rommel Utungga Pasopati. "OASIS’ Virtuality and Its Diversifications in Ready Player One Movie." Proceeding of International Seminar Enrichment of Career by Knowledge of Language and Literature 12, no. 1 (2025): 95–109. https://doi.org/10.25139/eckll.v12i1.9607.

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This article explains the correlations of OASIS, its virtuality, and its impact of it in Ready Player One movie. The film tells about a virtual world in which any user must use a virtual instrument named OASIS to enter it. The OASIS provides such world for people to create and do anything, including such resistance to the prolonging power. Through qualitative method and explorative approach, the analysis includes OASIS in the film portrays the integration of virtuality into everyday life, its impact on identity, social interaction, and the blurring of the boundaries between reality and digital
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Yu, Yangyang. "The Role Model Power of Otome Games for Modern Women." Communications in Humanities Research 5, no. 1 (2023): 360–66. http://dx.doi.org/10.54254/2753-7064/5/20230306.

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With the improvement of women's social status, the female market in the game market has been continuously developed, which makes the otome game culture gradually become popular. Because there is relatively little academic guidance for games in this category, otome's game has received polarizing reviews. It does help to establish the growing status of female group and show their growth, but also reflects some inadequacy of stereotypes in the portrayal of heroines. To improve this situation, the study found that even though the players put themselves subjectively in the heroine's perspective to
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Faria, Pedro, Tiago Soares, Zita Vale, and Hugo Morais. "Distributed generation and demand response dispatch for a virtual power player energy and reserve provision." Renewable Energy 66 (June 2014): 686–95. http://dx.doi.org/10.1016/j.renene.2014.01.019.

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Kristiyono, Jokhanan, and Hernani Sirikit. "MENELISIK SIASAT CERITA DIGITAL REALITY PADA FILM READY PLAYER ONE?" Bricolage : Jurnal Magister Ilmu Komunikasi 5, no. 02 (2019): 159. http://dx.doi.org/10.30813/bricolage.v5i02.1885.

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<p>ABSTRACT</p><p>This study aims to find out how factual and digital reality are depicted in film.Castells’ theory on new media is taken for the base theory, subjectivity-identity and power and knowledge by Foucault. Narrative analysis by Lacey is applied to seek answer for the research problem. The advancement of Communication Technology has enabled human beings to have freedom in imagination and make it real. Digital technology and virtual realm are enriched with emerging faked realities and identities. Film, becomes a platform for practising this kind of freedom, making f
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Nayak, Mohit Raj, and J. B. Simha. "Experiment of Fuzzy Logic on Game System." International Journal for Research in Applied Science and Engineering Technology 11, no. 10 (2023): 1837–45. http://dx.doi.org/10.22214/ijraset.2023.56329.

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Abstract: Applications of fuzzy logic in game creation have proven useful, especially when it comes to modelling the behavior of non-player characters (NPCs) in video games. NPC behavior in video games has historically been governed by strict rule-based systems or scripted sequences, which frequently led to restricted and predictable interactions. On the other hand, fuzzy logic adds a degree of flexibility and ambiguity to the decision-making processes of NPCs. By improving the naturalness, adaptability, and emotional resonance of NPC behavior, fuzzy logic may greatly enhance player experience
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PETERSON, Douglas K., and YuanYuan XING. "The Structural Creation of Virtual Power in a Large Network." Journal of Management Research 13, no. 1 (2020): 1. http://dx.doi.org/10.5296/jmr.v13i1.17348.

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Our conventional wisdom indicates that because of their spread-out nature, performance networks for large projects are bound to experience perfect power diffusion where no one player is likely to gain hegemony over others. We might be wrong about that. It is possible that oligarchic network positioning and influence may emerge (Ansell, Bicher, Zhou, 2016) as political considerations and dominate the more traditional bureaucratic ones. These are applicable for decisions that involve an allocation of resources, adoption of technology, design of control systems, and methods of project appraisal (
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Shantanu, Barai* Deo Sudhanwa Sunil Sumit Ranjan Kumar Dr. S.R PandianShantanu Barai* Deo Sudhanwa Sunil Sumit Ranjan Kumar Dr. S.R Pandian. "VIRTUAL REALITY-BASED HUMAN ENERGY HARVESTING." INTERNATIONAL JOURNAL OF ENGINEERING SCIENCES & RESEARCH TECHNOLOGY 5, no. 5 (2016): 547–57. https://doi.org/10.5281/zenodo.51539.

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Many schools in rural India hardly have power line installed, hence demand for electricity in those schools can be partly fulfilled by human energy harvesting. Children are abundant sources of energy and part of energy they spend on gaming can be used to generate electricity. This paper describes building of an interactive gaming system with racing video game where player’s virtual character in the game will accelerate, decelerate and turn depending on the physical pedaling and handle movements respectively. In doing so, this electromechanical system will not only provide electricity but
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Gui, Jinsong, Lihuan Hui, and Naixue Xiong. "Enhancing Cellular Coverage Quality by Virtual Access Point and Wireless Power Transfer." Wireless Communications and Mobile Computing 2018 (2018): 1–19. http://dx.doi.org/10.1155/2018/9218239.

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The ultradensification deploying for cellular networks is a direct and effective method for the improvement of network capacity. However, the benefit is achieved at the cost of network infrastructure investment and operating overheads, especially when there is big gap between peak-hour Internet traffic and average one. Therefore, we put forward the concept of virtual cellular coverage area, where wireless terminals with high-end configuration are motivated to enhance cellular coverage quality by both providing RF energy compensation and rewarding free traffic access to Internet. This problem i
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Petcharaks, Nit, Keerati Chayakulkeeree, Supattana Nirukkanaporn, and Patch Nantivatana. "Energy Storage System Owner as a New Player in an Electricity Structure." Journal of Current Science and Technology 13, no. 3 (2023): 657–71. http://dx.doi.org/10.59796/jcst.v13n3.2023.1143.

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Daily load demand causes different marginal cost at each hour due to different operation generation units. During peak load period, expensive generation units are determined to be turned on to provide sufficient electricity supply and sufficient spinning reserve. During light load period, generation units could not be unloaded due to their minimum up/down time, startup time and startup cost, causing uneconomic operation of the generating capacities. This excess capacity during light load period can be stored in the energy storage system (ESS) and the power can be released to supply the peak lo
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Faria, Pedro, João Spínola, and Zita Vale. "Methods for Aggregation and Remuneration of Distributed Energy Resources." Applied Sciences 8, no. 8 (2018): 1283. http://dx.doi.org/10.3390/app8081283.

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Distributed energy resource integration in power systems has advantages and challenges in both the economic and the technical operation of the system. An aggregator, as in the case of a Virtual Power Player, is essential in order to support the operation of these small size resources. Innovative approaches capable of supporting the decisions made in terms of resource scheduling, aggregation and remuneration are needed. The present paper addresses a methodology capable of managing resources through the activities of an aggregator, providing different choices of aggregation and remuneration stra
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Faria, Pedro, João Spínola, and Zita Vale. "Distributed Energy Resources Scheduling and Aggregation in the Context of Demand Response Programs." Energies 11, no. 8 (2018): 1987. http://dx.doi.org/10.3390/en11081987.

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Distributed energy resources can contribute to an improved operation of power systems, improving economic and technical efficiency. However, aggregation of resources is needed to make these resources profitable. The present paper proposes a methodology for distributed resources management by a Virtual Power Player (VPP), addressing the resources scheduling, aggregation and remuneration based on the aggregation made. The aggregation is made using K-means algorithm. The innovative aspect motivating the present paper relies on the remuneration definition considering multiple scenarios of operatio
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GomezRomero-Borquez, Jesus, J. Alberto Del Puerto-Flores, and Carolina Del-Valle-Soto. "Mapping EEG Alpha Activity: Assessing Concentration Levels during Player Experience in Virtual Reality Video Games." Future Internet 15, no. 8 (2023): 264. http://dx.doi.org/10.3390/fi15080264.

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This work presents a study in which the cognitive concentration levels of participants were evaluated using electroencephalogram (EEG) measures while they were playing three different categories of virtual reality (VR) video games: Challenging Puzzlers, Casual Games, and Exergames. Thirty-one voluntary participants between the ages of 17 and 35 were recruited. EEG data were processed to analyze the brain’s electrical activity in the alpha band. The values of power spectral density (PSD) and individual alpha frequency (IAF) of each participant were compared to detect changes that could indicate
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Rante, Hestiasari, Zacky Maulana Achmad, Norhaida Mohd Suaib, et al. "Preliminary Development of Vircadia Virtual Reality Platform for Monitoring Water Quality Powered by Solar Panels." JOIV : International Journal on Informatics Visualization 8, no. 3-2 (2024): 1728. https://doi.org/10.62527/joiv.8.3-2.3188.

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Climate change is a global issue that significantly challenges water resources, especially in regions with limited public awareness about water conservation. It manifests through rising global temperatures, shifting weather patterns, more frequent and intense natural disasters, and instability in water availability. These problems are worsened by low public awareness and the reliance on steam power plants for water pumps. Addressing these challenges requires educational media that raises awareness about the causes and impacts of climate change. This study introduces the early development of a
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McCready, Samuel. "Playing the Past and Alternative Futures: Counterfactual History in Fallout 4." Loading 12, no. 20 (2019): 15–34. http://dx.doi.org/10.7202/1065895ar.

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This article explores representations of history and history for the present in Fallout 4 to illuminate how the gameworld makes clever use of common historical tropes and aesthetics, as well as the genre of the counterfactual in its presentation of a compelling and interactive narrative. Set in the post-apocalyptic landscape of Massachusetts, Fallout 4 employs various sites of historical Massachusetts (Concord, Lexington, Boston) in order to draw the user into the story of the ‘lone survivor,’ the avatar that he or she takes control of. This analysis is interested in the ways that Fallout 4 em
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SANKAR, KUMAR S., J. JENITHA, I. NARMADHA, and A. SUGANYA. "An Embedded Module as "VIRTUAL TONGUE" for Voiceless." International Journal of Information Sciences and Techniques (IJIST) 4, no. 3 (2014): 155–63. https://doi.org/10.5281/zenodo.7127452.

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There are several human disabilities in nature of which speech impaired people find difficulty in communicating with others, which is very important to convey their messages without speech. In this paper, to make them self reliable and independent, with the advent of embedded systems technology an embedded handheld icon based assistive device as “Virtual Tongue” for Voiceless, which speaks for severely speech disordered people by simply pressing icons appropriately to fulfill their needs, is proposed. This proposed module comprises a microcontroller based player to play voice messa
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Woszczyk, Wieslaw, Aybar Aydin, and Ying-Ying Zhang. "Virtual Acoustics, better than the real thing? Considering the creative side." Journal of the Acoustical Society of America 152, no. 4 (2022): A181. http://dx.doi.org/10.1121/10.0015962.

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Once room acoustical reflections data are extracted from a physical space or a model, and are encapsulated in a 3D impulse response, they can be used to render immersive sound fields in real time. A range of possibilities then opens for creative use of acoustics in music. A skilled virtual acoustics designer-engineer may rebalance digital signals representing the room response to situate player and listener on the stage or at the back of the auditorium, may modify and arrange temporal segments to re-imagine the aural dimensions of the space, and apply gain and directional placement to shape th
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Solberg, Ragnhild. "(Always) Playing the Camera: Cyborg Vision and Embodied Surveillance in Digital Games." Surveillance & Society 20, no. 2 (2022): 142–56. http://dx.doi.org/10.24908/ss.v20i2.14517.

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As the increasingly ubiquitous field of surveillance has transformed how we interact with each other and the world around us, surveillance interactions with virtual others in virtual worlds have gone largely unnoticed. This article examines representations of digital games’ diegetic surveillance cameras and their relation to the player character and player. Building on a dataset of forty-one titles and in-depth analyses of two 2020 digital games that present embodied surveillance camera perspectives, Final Fantasy VII Remake (Square Enix 2020) and Watch Dogs: Legion (Ubisoft Toronto 2020), I d
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Vijaya, V. Krishna, Puvvala Harsha, Sricharan Murukutla, Kurra Eswar, and Nannapaneni Sravan Kuma. "Hand Gesture Controlling System." International Journal for Research in Applied Science and Engineering Technology 11, no. 1 (2023): 669–74. http://dx.doi.org/10.22214/ijraset.2023.48653.

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bstract: As a result of the industrial 4.0 revolution, hand gestures are becoming more and more significant in the disciplines of robotics and IoT. Hand gestures are often used in the IoT field in applications for smart homes, wearable technology, vehicles, virtual reality, and other things. Let's try to infuse this work with some of our own originality. Combining Python and Arduino for Laptop/Computer Gesture Control. We'll utilise two Ultrasonic sensors to determine where our hand is with relation to a media player (VLC) and control it. We'll mount two ultrasonic sensors on top of the monito
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Faria, Pedro, and Zita Vale. "A Demand Response Approach to Scheduling Constrained Load Shifting." Energies 12, no. 9 (2019): 1752. http://dx.doi.org/10.3390/en12091752.

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Demand response (DR) and its advantages are nowadays unquestionable due to the success of several recent implementations of DR programs. Improved methodologies and approaches are needed for the adequate consumers’ schedule in DR events, taking the consumers’ behaviour and preferences into account. In this paper, a virtual power player manages DR programs, minimizing operation costs, respecting the consumption shifting constraints. The impact of the consumption shifting in the target periods is taken into consideration. The advantages of the DR use in comparison with distributed generation (DG)
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Rasendriya, Athiyya Apsarini, Ishak Ramli, Drajatno Widi Utomo, Yosua Reydo Respati, and Wegig Murwonugroho. "DAYA TARIK VISUAL BAND VIRTUAL GORILLAZ: MEMBANGUN IDENTITAS DAN FANTASI." ANDHARUPA 10, no. 02 (2024): 272–85. http://dx.doi.org/10.33633/andharupa.v10i02.4933.

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Abstrak Gorillaz adalah band virtual yang dibentuk musisi Damon Albarn dan seniman Jamie Hewlett (1998). Band ini mencampurkan genre musik seperti rock, hip-hop, dub, reggae, electronic, dan pop. Gorillaz terdiri dari empat anggota virtual yaitu Stuart Pot sebagai vokalis dan pemain keyboard, Murdoc Niccals sebagai pemain bass dengan gaya kontroversial, Noodle sebagai gitaris digambarkan sebagai gadis Jepang muda yang kini telah dewasa, dan Russel Hobbs sebagai drummer yang memiliki latar belakang cerita dirasuki oleh roh teman-temannya yang telah meninggal. Anggota band direpresentasikan seba
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Li, Mei, Zhenming Sun, Zhan Jiang, Zheng Tan, and Jinchuan Chen. "A Virtual Reality Platform for Safety Training in Coal Mines with AI and Cloud Computing." Discrete Dynamics in Nature and Society 2020 (October 16, 2020): 1–7. http://dx.doi.org/10.1155/2020/6243085.

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Coal mining, regarded as a high-risk industry, has a strong demand for virtual reality (VR) to fulfill safety and emergency rescue training. In the past ten years, VR technology has significantly improved miner training on both the hardware and software side. However, it still has some drawbacks, such as expensive and unsuitable hardware, lack of satisfactory user experience, without direct browser access, and lack of humanized and intelligent design. To solve these problems, a cloud-based VR system is designed for the training of coal miners in this paper. The system, with browser/client arch
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Pedro, Faria, Spinola João, and Vale Zita. "Aggregation and Remuneration of Electricity Consumers and Producers for the Definition of Demand-Response Programs." IEEE TRANSACTIONS ON INDUSTRIAL INFORMATICS 12, no. 3 (2017): 952–61. https://doi.org/10.1109/TII.2016.2541542.

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The use of distributed generation and demand-response (DR) programs is needed for improving business models, namely concerning the remuneration of these resources in the context of smart grids. In this paper, a methodology is proposed in which a virtual power player aggregates several small-sized resources, including consumers participating in DR programs. The global operation costs resulting from the resource scheduling are minimized. After scheduling the resources in several operation scenarios, clustering tools are applied in order to obtain distinct resources’ groups. The remuneratio
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İnci, Mustafa, Özgür Çelik, Abderezak Lashab, Kamil Çağatay Bayındır, Juan C. Vasquez, and Josep M. Guerrero. "Power System Integration of Electric Vehicles: A Review on Impacts and Contributions to the Smart Grid." Applied Sciences 14, no. 6 (2024): 2246. http://dx.doi.org/10.3390/app14062246.

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In recent years, electric vehicles (EVs) have become increasingly popular, bringing about fundamental shifts in transportation to reduce greenhouse effects and accelerate progress toward decarbonization. The role of EVs has also experienced a paradigm shift for future energy networks as an active player in the form of vehicle-to-grid, grid-to-vehicle, and vehicle-to-vehicle technologies. EVs spend a significant part of the day parked and have a remarkable potential to contribute to energy sustainability as backup power units. In this way, EVs can be connected to the grid as stationary power un
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Ho Kim, Yong, and Gul Won Bang. "Development of e-sport platform based on virtual reality with functionality." International Journal of Engineering & Technology 7, no. 2.12 (2018): 93. http://dx.doi.org/10.14419/ijet.v7i2.12.11099.

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Background/Objectives: National health promotion through physical activities and expanding social participation as well as improvement of public welfare are emerging as important factors in meeting the needs of the times.Government policy and support measures for invigoratingphysical activities of the disabled and the aged are required in public interest. Therefore the development of e-sport machines combined with interest and its contentsis required as not only an infrastructure of physical activity which is able to be national sports as one man one sport but a new sport core technology.Metho
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Silva, Cátia, Pedro Faria, and Zita Vale. "Multi-Period Observation Clustering for Tariff Definition in a Weekly Basis Remuneration of Demand Response." Energies 12, no. 7 (2019): 1248. http://dx.doi.org/10.3390/en12071248.

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Distributed energy resources can improve the operation of power systems, improving economic and technical efficiency. Aggregation of small size resources, which exist in large number but with low individual capacity, is needed to make these resources’ use more efficient. In the present paper, a methodology for distributed resources management by an aggregator is proposed, which includes the resources scheduling, aggregation and remuneration. The aggregation, made using a k-means algorithm, is applied to different approaches concerning the definition of tariffs for the period of a week. Differe
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Cátia, Silva, Faria Pedro, and Vale Zita. "Multi-Period Observation Clustering for Tariff Definition in a Weekly Basis Remuneration of Demand Response." Energies 12, no. 7 (2019): 1248. https://doi.org/10.3390/en12071248.

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Distributed energy resources can improve the operation of power systems, improving economic and technical efficiency. Aggregation of small size resources, which exist in large number but with low individual capacity, is needed to make these resources’ use more efficient. In the present paper, a methodology for distributed resources management by an aggregator is proposed, which includes the resources scheduling, aggregation and remuneration. The aggregation, made using a k-means algorithm, is applied to different approaches concerning the definition of tariffs for the period of a week. D
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Gong, Zhiqiang, and Wenchang Duan. "Design and development of networked real-life cycling training system based on mixed reality technology." Highlights in Science, Engineering and Technology 56 (July 14, 2023): 331–37. http://dx.doi.org/10.54097/hset.v56i.10599.

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The intelligent riding platform cooperates with the PC-side riding training system to simulate the effect of outdoor riding with a certain sense of reality. With the rapid development of information technology, users have also put forward higher requirements for cycling training systems. The 3D virtual scene riding mode provided by the existing intelligent riding training system does not meet the user's preference for real riding, and the domestic riding platform cannot simulate the real road feeling, lacking realism and fun. Therefore, developing a richer and more interesting new cycling trai
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Sadiya, Samreen. "Humans Emerging beyond Universe with Metaverse, is it possible? How?" International Journal for Research in Applied Science and Engineering Technology 10, no. 1 (2022): 1479–85. http://dx.doi.org/10.22214/ijraset.2022.40044.

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Abstract: In recent years, the metaverse has attracted enormous attention from around the world with the development of related technologies. The expected metaverse should be a realistic society with more direct and physical interactions, while the concepts of race, gender, and even physical disability would be weakened, which would be highly beneficial for society. However, the development of metaverse is still in its infancy, with great potential for improvement. Regarding metaverse's huge potential, industry has already come forward with advance preparation, accompanied by feverish investme
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H. Recher, Jay, and Mark D. Griffiths. "An exploratory qualitative study of online poker professional players." Social Psychological Review 14, no. 2 (2012): 13–25. http://dx.doi.org/10.53841/bpsspr.2012.14.2.13.

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There have been a growing number of studies on various psychological aspects of online poker. Despite increasing research on various aspects of poker, there has been a relative lack of research on the professional online poker player. Given this paucity of research, the present study was designed to explore how online professional poker players think, feel, and act whilst they are on and off the virtual baize. An e-interview (with four male online professional poker players) was conducted and subsequently analysed using Thematic Analysis. The Thematic Analysis identified three superordinate th
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Duque, Miguel Rosa, and Todd Lyle Sandel. "Poker in Virtual Reality." International Journal of Creative Interfaces and Computer Graphics 13, no. 1 (2022): 1–18. http://dx.doi.org/10.4018/ijcicg.308810.

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This study examines virtual reality (VR) poker and how the platform affects poker players' experience. Players use a self-customized avatar and other features of a computer platform that differs from in-person poker. Data were collected through observations from in-game poker VR recordings and interviews with five professional poker players. Findings are analysed theoretically through proteus effects, social presence, ecological psychology, magic circle, and liminality. This demonstrates the interactive cues that poker players use when immersed in virtual reality and embodied in a digital avat
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IVANOV, V. V., T. V. TRUBNIKOVA, and A. YU CHURILOV. "LEGAL PROTECTION OF PRIVATE INTERESTS IN THE DIGITAL WORLD: POSITIVE AND/OR “SOFT” LAW?" Vestnik Tomskogo gosudarstvennogo universiteta, no. 502 (2024): 188–203. https://doi.org/10.17223/15617793/502/20.

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The work aims to study how the process of legal regulation of the digital world unfolds in time and space, how new rules of behavior are emerging; to identify the main features and patterns of this process that can be extrapolated into the future. For analysis, we chose the game world as part of the digital world based on the following considerations. The gaming industry is currently one of the most rapidly developing sectors of the economy, bringing developers billions of dollars. A number of conflict situations arise between players, players and gaming platforms. These conflict situations ar
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Witjaksono, Klarissa Jessenia, and Margawati Van Eymeren. "Pengunaan NARS Power Players Sebagai Virtual Brand Ambassadors Untuk Memengaruhi Konsumen." Jurnal Komunikatif 13, no. 1 (2024): 45–62. http://dx.doi.org/10.33508/jk.v13i1.5337.

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Virtual brand ambassadors have become a new type of brand spokesperson with the advent of Artificial Intelligence (AI). NARS Cosmetics, a pioneering cosmetics company, has introduced their own virtual brand ambassadors known as NARS Power Players. However, the existing literature has not yet answered whether the attributes of virtual entities can shape consumer response. The novelty of this research lies in its focus on NARS Cosmetics' virtual brand ambassadors, the NARS Power Players, which are a new phenomenon in the field of brand representation. While virtual brand ambassadors have emerged
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Joao, Soares, Borges Nuno, Vale Zita, and de Moura Oliveira P.B. "Enhanced Multi-Objective Energy Optimization by a Signaling Method." Energies 9, no. 10 (2016): 1–23. https://doi.org/10.3390/en9100807.

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In this paper three metaheuristics are used to solve a smart grid multi-objective energy management problem with conflictive design: how to maximize profits and minimize carbon dioxide (CO<sub>2</sub>) emissions, and the results compared. The metaheuristics implemented are: weighted particle swarm optimization (W-PSO), multi-objective particle swarm optimization (MOPSO) and non-dominated sorting genetic algorithm II (NSGA-II). The performance of these methods with the use of multi-dimensional signaling is also compared with this technique, which has previously been shown to boost metaheuristic
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Polikanova, I. S., and S. V. Leonov. "Investigation of EEG Parameters in Virtual Reality Puck Shooting Task in Hockey Players and Freestyle Wrestlers." Moscow University Psychology Bulletin 47, no. 3 (2024): 249–80. http://dx.doi.org/10.11621/lpj-24-52.

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Background. Very scarce works are devoted to the study of hockey players' brain activity, which is connected, among other things, with the large amount of motor activity in athletes and the complexity of EEG registration. Objective. The aim of the study was to investigate electroencephalographic markers (in alpha, beta, and theta EEG bands) during a puck kicking task of varying difficulty under virtual reality conditions in ice hockey players compared to freestyle wrestlers. Methods. The previously developed VR-PACE technology was used for the study, which allows practicing puck reflection ski
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Almutairi, Dr Abdulrazaq Alsuhail. "Effective Virtual Environments." International Journal of Engineering and Computer Science 10, no. 4 (2021): 25312–15. http://dx.doi.org/10.18535/ijecs/v10i4.4574.

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Abstract—Since the power of technology is in a state of continuous growth, many organisations are adopting the use of a virtual environment. There is no doubt that COVID-19 has played a significant role in accelerating and spreading the adoption of such a trend in different sectors, such as education, sales, software development, and medical sectors. Although the increasing trend may be towards building virtual teams, there are still some aspects not ideally handled by virtual environments. This paper presents the challenges and barriers, where current technologies used in establishing virtual
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Morais, Hugo, Tiago M. Sousa, Gabriel Santos, Tiago Pinto, Isabel Praça, and Zita Vale. "Coalition of distributed generation units to Virtual Power Players - a game theory approach." Integrated Computer-Aided Engineering 22, no. 3 (2015): 297–309. http://dx.doi.org/10.3233/ica-150490.

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Szymczak, Pat Davis. "Russian LNG Aims High, Leveraging Big Reserves and Logistical Advantages." Journal of Petroleum Technology 73, no. 09 (2021): 22–25. http://dx.doi.org/10.2118/0921-0022-jpt.

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Russia’s market influence as an exporter of liquefied natural gas (LNG) is growing, possessing the world’s largest reserves of natural gas and the logistical options to deliver it at competitive prices to Asia and Europe along the now-navigable Northern Sea Route (NSR). The country became a player in the LNG market when it shipped its first cargo in 2009 to Japan from what was then Russia’s first offshore gas project, Sakhalin-2 in the Far East, operated by Sakhalin Energy Investment Company Ltd. and owned by Russia’s pipe-line gas monopoly Gazprom (50% plus one share), Shell (27.5% minus one
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Nugraha, Alvin Satria, Abas Setiawan, and Wijanarto Wijanarto. "Automatic Power-up Items Placement on Shooter Game using Convolutional Neural Network." Journal of Applied Intelligent System 5, no. 1 (2020): 47–56. http://dx.doi.org/10.33633/jais.v5i1.4213.

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- A shooter game is a popular game genre with various components. To make a shooter game more attractive, some power-ups items can support players to achieve their goals. Power-ups items provide more power to players, some of which include ammo, extra lives, and invulnerability. The location of power-ups items should be in a special place so that it neither too easy to find nor too difficult to find. Item placement could be done manually by a human or a technical artist. It will need a relatively long time and high cost. In this paper, we try to mimic technical artist vision when placing an it
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Zhang, Yiyi, Shengren Hou, Jiefeng Liu, Hanbo Zheng, Jiaqi Wang, and Chaohai Zhang. "Evolution of Virtual Water Transfers in China’s Provincial Grids and Its Driving Analysis." Energies 13, no. 2 (2020): 328. http://dx.doi.org/10.3390/en13020328.

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In China, electricity transmission has increased rapidly over the past decades, and a large amount of virtual water is delivered from power generation provinces to load hubs. Understanding the evolution of the virtual water network embodied in electricity transmission is vital for mitigating water scarcity. However, previous studies mainly calculated the virtual water transferred in short periods in low-spatial resolution and failed to reveal driving forces of the evolution of virtual water. To solve this problem, we investigated the historical evolution of the virtual water network and virtua
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Shobug, Md Asaduzzaman, Nafis Ahmed Chowdhury, Md Alamgir Hossain, Mohammad J. Sanjari, Junwei Lu, and Fuwen Yang. "Virtual Inertia Control for Power Electronics-Integrated Power Systems: Challenges and Prospects." Energies 17, no. 11 (2024): 2737. http://dx.doi.org/10.3390/en17112737.

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In modern power systems, conventional energy production units are being replaced by clean and environmentally friendly renewable energy resources (RESs). Integrating RESs into power systems presents numerous challenges, notably the need for enhanced grid stability and reliability. RES-dominated power systems fail to meet sufficient demand due to insufficient inertia responses. To address this issue, various virtual inertia emulation techniques are proposed to bolster power system stability amidst the increased integration of renewable energy sources into the grid. This review article explores
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REYNOLDS, Jennifer. "Gambling on Big Data: Designing Risk in Social Casino Games." European Journal of Risk Regulation 10, no. 1 (2019): 116–31. http://dx.doi.org/10.1017/err.2019.18.

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Since 2007, a surge of new gambling opportunities, often referred to as social casino gaming, has emerged on social media platforms and mobile apps. At the present time, the social casino gaming industry is unregulated and challenges our conventional understanding of gambling and risk. Currently, the minimum age requirement to create a profile on Facebook and engage in social casino games is 13 years of age. The emergence of this new gambling frontier, and its low barrier to entry, inevitably adds a new layer of risk and raises several ethical considerations for public health and risk regulati
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Kothari, Sukhesh, Chandan Parsad, Shubham Mahajan, and Laith Abualigah. "Energy optimization using virtual machine migration for power aware." Applied and Computational Engineering 17, no. 1 (2023): 169–75. http://dx.doi.org/10.54254/2755-2721/17/20230933.

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Using cloud computing, the cloud service can be delivered to the user via an internet connection. A major concept in cloud computing is virtualization, which allows for the dynamic sharing of physical resources. The deployment of virtual machines (VMs) in the cloud is a difficult problem since they are placed on top of real machines in the data center. A good VM placement policy should increase resource utilization and also provide energy optimization, as saving energy has become crucial due to the high demand for the cloud and its data centers consuming high power. In this work, an approach i
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Shafie-khah, Miadreza, Mohsen Parsa Moghaddam, and Mohamad Kazem Sheikh-El-Eslami. "Development of a virtual power market model to investigate strategic and collusive behavior of market players." Energy Policy 61 (October 2013): 717–28. http://dx.doi.org/10.1016/j.enpol.2013.06.003.

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Fu, Shiyang, Yan Tian, Jian Fang, et al. "Grid-connected virtual synchronous generator transient suppression based on proportional differential control and frequency low-pass filtering." Journal of Physics: Conference Series 2846, no. 1 (2024): 012001. http://dx.doi.org/10.1088/1742-6596/2846/1/012001.

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Abstract The virtual synchronous generator (VSG) technology has a wide range of applications in various distributed generation units. However, sudden changes in power command at grid connection can lead to severe oscillations in the output power and frequency of virtual synchronous generators. In addition, existing oscillation suppression methods are either based on complex parameter designs or change the original inertial support characteristics and power frequency drop characteristics. In this paper, a new transient suppression method is proposed, i.e., a proportional differential controller
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Wang, Sue, Jing Li, Saleem Riaz, et al. "Duplex PD inertial damping control paradigm for active power decoupling of grid-tied virtual synchronous generator." Mathematical Biosciences and Engineering 19, no. 12 (2022): 12031–57. http://dx.doi.org/10.3934/mbe.2022560.

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&lt;abstract&gt; &lt;p&gt;The growth of distributed generation significantly reduces the synchronous generators' overall rotational inertia, causing large frequency deviation and leading to an unstable grid. Adding virtual rotational inertia using virtual synchronous generators (VSG) is a promising technique to stabilize grid frequency. Due to coupled nature of frequency and active output power in a grid-tied virtual synchronous generator (GTVSG), the simultaneous design of transient response and steady state error becomes challenging. This paper presents a duplex PD inertial damping control (
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Gabbiadini, Alessandro, Silvia Mari, Chiara Volpato, and Maria Grazia Monaci. "Identification Processes in Online Groups." Journal of Media Psychology 26, no. 3 (2014): 141–52. http://dx.doi.org/10.1027/1864-1105/a000119.

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Online video games are a popular leisure activity around the world; such virtual environments enable new ways for social identity to develop. This study investigated the motives affecting social identification processes in the massive multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). In this video game, players interact with other players in a tridimensional virtual world through their avatar. A sample of 92 WoW players took part in a data collection Web survey. Building on the theory of social identity, we tested the predictive power of three identification motives: self-
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Brown, Jess. "Children in care champions want greater powers over school places." Children and Young People Now 2016, no. 17 (2016): 12–13. http://dx.doi.org/10.12968/cypn.2016.17.12.

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Schools can be reluctant to take looked-after children as new pupils during term-time due to a shortage of places or concerns about attainment targets. Virtual school heads want greater powers to ensure they get the places they need
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Deshmukh, Omkar Ramchandra. "Virtual Reality Next-gen Gaming Experience." International Journal for Research in Applied Science and Engineering Technology 10, no. 6 (2022): 3442–43. http://dx.doi.org/10.22214/ijraset.2022.44662.

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Abstract: Today world Video games became one of the most important forms of entertainment in the twentieth century. In the 21st century, the effect was greatly improved. With the advance of mobile phones and laptops, the gaming industry changed dramatically in these new market platforms. In twentieth century video games are most important form of entertainment. The mobile phone and laptop an console the gaming. Industry are increase an there new market platform are taking shapes. Virtual Reality (VR) last few Year are increase there growth rapidly increase. The famous company are like itech ar
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