Academic literature on the topic 'Vs. (Game)'

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Journal articles on the topic "Vs. (Game)"

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Rebrii, Oleksandr, and Olha Pieshkova. "Language games vs. the game of translation." SHS Web of Conferences 105 (2021): 03004. http://dx.doi.org/10.1051/shsconf/202110503004.

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The article focuses on experimental researching the strategies, methods and means of reproducing nominative language game in popular scientific discourse. We proceed from the understanding of language games by Ludwig Wittgenstein and Johan Huizinga according to which its varieties include both acts of nomination and translation. The research is based on the neological quasi-terms whose main function is not to give names to objects but to induce expressive coloring (terminological connotation) in the context. With the help of algorithmic modeling, we formulated potential strategies for ascribin
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YAMASHITA, Hiroshi. "Denou-sen game Toyoshima vs YSS." Journal of Japan Society for Fuzzy Theory and Intelligent Informatics 26, no. 5 (2014): 187–91. http://dx.doi.org/10.3156/jsoft.26.5_187.

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Oechssler, Jörg. "The city vs. firm subsidy game." Regional Science and Urban Economics 24, no. 3 (1994): 391–407. http://dx.doi.org/10.1016/0166-0462(93)02043-3.

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Royce, Robert G. "The denying game - politics vs economics." British Journal of Healthcare Management 5, no. 6 (1999): 223–27. http://dx.doi.org/10.12968/bjhc.1999.5.6.19416.

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Hellyer, Paul. "The blame game - individuals vs organisations." British Dental Journal 233, no. 9 (2022): 779. http://dx.doi.org/10.1038/s41415-022-5212-8.

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Hossan, D. "THE GAME: PREDATORY JOURNAL VS. SCOPUS." Universe International Journal of Interdisciplinary Research 1, no. 12 (2021): 79–98. https://doi.org/10.5281/zenodo.4896313.

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The aim of this study is to identify the features of fraudulent journals. Fraudulent journals wasted valuable manuscripts when scholars and authors publish their works in this kind of journal. Fraud journals publish the articles without reviewing the process with a high rate of fee. Purposive sampling technique and document analysis method have been used to conduct this research. One Scopus indexed journal has been selected for reviewing their articles and investigating the publication process.  Based on the discussion of this study, the researcher found some characteristics of predatory/
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Bogdanov, Artem V. "The Game of Politics vs. the Political Game: Posing a Problem (Part 1)." Izvestia of Saratov University. New Series. Series: Sociology. Politology 20, no. 3 (2020): 362–65. http://dx.doi.org/10.18500/1818-9601-2020-20-3-362-365.

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Bogdanov, Artem V. "The Game of Politics vs. the Political Game: Posing a Problem (Part 2)." Izvestia of Saratov University. New Series. Series: Sociology. Politology 20, no. 4 (2020): 470–73. http://dx.doi.org/10.18500/1818-9601-2020-20-4-470-473.

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The article analyzes the specifics of the use of game forms in social and political space, as well as in the formation of political culture of Russian youth. The paper identifies and considers in detail the main problem points associated with the use of game technologies for constructing the political culture of young people. The author reveals the key features of the resource potential of gaming technologies and highlights the criteria for evaluating the effectiveness of gaming activities. The author puts forward a new task to study the specifics of social, cultural, and political space and t
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Aarseth, Espen. "Doors and Perception: Fiction vs. Simulation in Games." Jouer, no. 9 (August 10, 2011): 35–44. http://dx.doi.org/10.7202/1005528ar.

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In this paper, the author outlines a theory of the relationship of fictional, virtual and real elements in games. Not much critical attention has been paid to the concept of fiction when applied to games and game worlds, despite many books, articles and papers using the term, often in the title. Here, it is argued that game worlds and their objects are ontologically different from fictional worlds; they are empirically upheld by the game engine, rather than by our mind stimulated by verbal information. Game phenomena such as labyrinths, moreover, are evidence that games contain elements that a
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Yudi, Alex Aldha, Suci Nanda Sari, Ikhwanul Arifan, et al. "How can Small Sided Game training methods (3 vs 3 and 6 vs 6) and VO2max affect basic soccer skills?" Retos 52 (January 15, 2024): 550–57. http://dx.doi.org/10.47197/retos.v52.102427.

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Study purpose. Mastering the fundamentals of soccer is essential for skill development. Therefore, employing effective training techniques becomes crucial to enhance these fundamental soccer skills. This study aims to discern: (1) Variations in the impact of the 3 vs. 3 small-sided game method compared to the 6 vs. 6 small-sided game method on fundamental soccer skills; (2) Disparities in the impact of high and low VO2max levels on fundamental soccer skills; and (3) The repercussions of the interaction between the 3 vs. 3 small-sided game method and the 6 vs. 6 small-sided game method in conju
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Dissertations / Theses on the topic "Vs. (Game)"

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Larsson, Andreas, and Jonas Ekblad. "Physical vs Digital Tabletop Games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20793.

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This paper shows the difference in User Experience between Physical and Digital tabletop games. The goal of the project is to get an understanding of how and why playing tabletop games differentiates depending on the platform. Seven tabletop games have been chosen from different genres with an official digital adaptation. We’ve measured four key factors, Usability, Aesthetics, Social Connectivity and Engagement. The key factors have been used to gather User Experience metrics that were used to compare the digital and physical versions of the tabletop games. The result from this thesis is that
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Andrade, Ivan Artur Miranda de. "Teatro vs. game: o drama gamificado." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/27/27156/tde-28012014-152029/.

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Com base na investigação prática \"INCUBADORA\", que ocorreu concomitantemente ao estudo teórico, esta dissertação tem o objetivo de confrontar teatro com games, usando como referência o jogo de simulação The Sims. O foco do experimento foi estudar a apropriação dos mecanismos de jogabilidade na dramaturgia, na encenação e na atuação. Esse procedimento se deu por meio de um software especialmente desenvolvido, que permitiu aos espectadores - usando seus próprios aparelhos celulares - interagir com o jogo cênico, o que foi denominado interfaceamento da cena. Esta proposta teve por objetivo pert
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Nilsson, Jacob, and Boimy Phan. "Spelbranschens designprocesser : Teori vs verklighet." Thesis, Högskolan Väst, Avd för medier och design, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-8217.

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The game industry is a fast growing market. What have been seen recently are a high turnovers and a rapid increase of both game companies and their employees. The game market is developing and the game companies are trying to keep up with the market. Both when it comes to the development of games and also to reach new levels in the design process. The design process is unique and the game companies have different ways to develop their products. The methods are different depending on the game company but the basic foundation is to use support in the development process of the product. The quest
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Johnson, Mary Frances. "Experimental analysis of negative vs. positive rules in the "Good Behavior Game"." Virtual Press, 1987. http://liblink.bsu.edu/uhtbin/catkey/546124.

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The Good Behavior Game (Barrish, Saunders, & Wolf, 1969) has been demonstrated to be an effective group-oriented contingency technique to decrease disruptive classroom behaviors. Typically, competing groups of students play a game by following negatively worded rules to attain specified consequences. The present study investigated the effects of rules stated in positive terms in the Good Behavior Game format to increase appropriate classroom behaviors. A class of third grade students was divided into three teams to play the game. The flip of a coin determined daily conditions and the effects o
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Hedström, Joakim. "Sekvensbryt vs narrativ : En obefogad konflikt?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16954.

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Denna rapport utforskar forskningsfrågan hur uppfattar erfarna spelare det avsiktliga utövandet av sekvensbryt i relation till deras upplevande av ett spels narrativ? då granskning av tidigare forskning kring ämnet sekvensbryt väckt frågor kring spelares åsikter om ämnet och huruvida utövandet av sekvensbryt är motsatt viljan att uppleva spelnarrativ. En studie utformades med ändamålet att samla spelares åsikter kring sekvensbryt. För att åstadkomma detta skapades ett textspel kallat Sequerience som gav spelare möjligheten att utöva sekvensbryt och detta användes i kombination med en enkät där
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Stauffer, Griffin K. "Design-build vs design-bid-build a procurement method selection framework." Thesis, (8 MB), 2006. http://handle.dtic.mil/100.2/ADA471905.

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Thesis (M.S. in Civil Engineering)--Purdue University, 2006.<br>"August 2006." Description based on title screen as viewed on June 9, 2010. DTIC Descriptor(s): Decision Making, Construction, Game Theory, Procurement, Models, Facilities, Standards, Selection. DTIC Identifier(s): Construction Projects, Utility Theory, Thresholds, Frameworks, Procurement Criteria, Project Delivery, Procurement Methods, DB (Design-Build), DBB (Design-Bid-Build) Includes bibliographical references (leaves 31-32). Also available in print.
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Ståhl, Fanny, and Hanna Holmgren. "Animated vs. Static graphics in a video game : How does animated and static graphics affect the user experience in a game?" Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132313.

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Animation in video game graphics is in some cases a necessity for the game’s mechanics to beproperly communicated to the player. In other cases, it is purely an addition to the game’s expression.In the cases where gameplay is not dependant on animation, how exactly does the animationaffect the gameplay experience? This study examines whether or not there are differencesin user experience when static and animated graphic are compared to one another. To do this,30 test participants played two versions of the same game - one with almost exclusively staticgraphic, and one including more animated g
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Salvo, Sebastian. "Modelleringsmetoder för hardsurface assets i spel : Subdivision vs. boolean modellering." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80718.

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This thesis compares two modeling methods, subdivision and booleans, which are used for the creation of hard surface assets in the gaming industry. The parameters that are assessed are the time taken to create the models with the respective method and the quality of the models. Quality refers to the presence of shading artifacts. In order to compare the methods, models of varying complexity have been created, the time of creation has been measured and experts in 3D modeling have assessed the quality. The results show that the boolean method is better suited for complex models, while both metho
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Carrillo, Kimberly Ann. "Let's play ... in-group vs. out-group game playing and ostracism in an immersive environment /." To access this resource online via ProQuest Dissertations and Theses @ UTEP, 2007. http://0-proquest.umi.com.lib.utep.edu/login?COPT=REJTPTU0YmImSU5UPTAmVkVSPTI=&clientId=2515.

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Zhou, Ting. "THE EFFECTS OF FULLY VS. PARTIALLY GUIDED LEARNING ON DECLARATIVE AND PROCEDURAL KNOWLEDGE WITH A DISASTER PREPAREDNESS SERIOUS GAME." OpenSIUC, 2019. https://opensiuc.lib.siu.edu/dissertations/1659.

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The purpose of this study was to explore the variables that might affect the learning outcomes of a serious game for disaster preparedness. Literature review in the field has revealed a number of variables that might have effects on the learning outcome with serious games, including: prior knowledge, in game guidance, gaming frequency, and playing skills. However, there has been no study on the relationships and effects between the types of knowledge (i.e., declarative, or procedural) used in serious games and the intended learning outcomes. Using disaster preparedness as a learning context, t
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Books on the topic "Vs. (Game)"

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Anthony, James. Vs.: Official game secrets. Prima Pub., 1997.

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Lawson, Dominic. End game: Kasparov vs. Short. Harmony Books, 1994.

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Somdal, Kirk. WCW vs the World: Official secrets & solutions. Prima Pub., 1997.

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Cassady, David. WWE Smackdown vs. Raw 2006. BradyGAMES Pub., 2005.

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Jovanović, Miroslav N. Location of production: Local vs. global game. Nova Science Publishers, Inc., 2005.

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Morgan, Michael. Cat-Boy vs the fatal game glitch. Xlibris Corporation, 2010.

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Slomp, Gabriella. The impossibility of rational choice: Hobbes vs game theory. University of Leicester, Department of Economics, 1993.

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Hotta, Yumi. Hikaru no Go, Vol. 22: China vs. Japan. VIZ Media, 2011.

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Browning, Al. Third Saturday in October: Tennessee vs. Alabama : the game-by-game story of the South's most intense football rivalry. 2nd ed. Cumberland House, 2001.

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Boyle, Brian. WCW vs. nWo World Tour: The Official Strategy Guide. Prima Games, 1997.

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Book chapters on the topic "Vs. (Game)"

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Husemann, Jan. "6.2 Real vs. ludisch-virtuell." In Game Studies. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839463901-012.

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Epstein, Alex, and Marko Deška. "Linear vs. Dynamic Narrative." In Crafty Game Writing. CRC Press, 2025. https://doi.org/10.1201/9781003589068-5.

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Cruz Yoris, Andrés. "Game 4: Plants vs. Zombies." In Flame Game Development. Apress, 2023. http://dx.doi.org/10.1007/979-8-8688-0063-4_11.

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Jackson, Shareef. "Laundromat vs. Pizza Place." In Game Devs and Others. A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/b22458-7.

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Husemann, Jan. "3.3 Sachverhalt vs. Problemmuster - Das Kokonmodell sozialer Probleme." In Game Studies. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839463901-005.

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Robinson, Ciarán. "Game Audio vs Film Sound." In Game Audio with FMOD and Unity. Routledge, 2019. http://dx.doi.org/10.4324/9780429455971-3.

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Robinson, Ciarán. "2D vs 3D Sound." In Game Audio with FMOD and Unity. Routledge, 2019. http://dx.doi.org/10.4324/9780429455971-6.

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Vossen, Emma. "Young Scholars, and Old Debates." In Historiographies of Game Studies. punctum books, 2025. https://doi.org/10.53288/0441.1.04.

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Vossen outlines her experiences in the game studies community from 2012 to 2022 focusing on the ludology vs narratology debate's impact on herself and other game scholars. She argues that these “debates” alienated many scholars looking to become part of the field by outlining a “right” and “wrong” way to study games. Vossen discusses how essays like “Genre Trouble” and the larger ludology vs narratology debate made her feel unwelcome as someone with a PhD in English examining issues of culture and gender in games. In the tradition of historiography, Vossen examines how the histories of the deb
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deWinter, Jennifer, and Gillian Smith. "Why Are You Being an Ass on the Internet?" In Historiographies of Game Studies. punctum books, 2025. https://doi.org/10.53288/0441.1.05.

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Vossen outlines her experiences in the game studies community from 2012 to 2022 focusing on the ludology vs narratology debate's impact on herself and other game scholars. She argues that these “debates” alienated many scholars looking to become part of the field by outlining a “right” and “wrong” way to study games. Vossen discusses how essays like “Genre Trouble” and the larger ludology vs narratology debate made her feel unwelcome as someone with a PhD in English examining issues of culture and gender in games. In the tradition of historiography, Vossen examines how the histories of the deb
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Nadav, Uri, and Georgios Piliouras. "No Regret Learning in Oligopolies: Cournot vs. Bertrand." In Algorithmic Game Theory. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16170-4_26.

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Conference papers on the topic "Vs. (Game)"

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Coccoli, Mauro, and Gabriella Patanè. "AI vs. AI: The Detection Game." In 2024 IEEE 8th Forum on Research and Technologies for Society and Industry Innovation (RTSI). IEEE, 2024. http://dx.doi.org/10.1109/rtsi61910.2024.10761124.

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Mader, Stephanie, Guillaume Levieux, and Stephane Natkin. "A Game Design Method for Therapeutic Games." In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). IEEE, 2016. http://dx.doi.org/10.1109/vs-games.2016.7590333.

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Perez-Colado, Ivan J., Dan Cristian Rotaru, Manuel Freire-Moran, Ivan Martinez-Ortiz, and Baltasar Fernandez-Manjon. "Multi-Level Game Learning Analytics for Serious Games." In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2018. http://dx.doi.org/10.1109/vs-games.2018.8493435.

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Jang, YeiBeech, and SeoungHo Ryu. "Exploring Game Leadership and Online Game Community." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.29.

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Vayanou, Maria, and Yannis Ioannidis. "Storytelling games with art collections: Generic game-play design and preliminary evaluation through game testing sessions." In 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2017. http://dx.doi.org/10.1109/vs-games.2017.8056612.

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Wilkinson, Phillip. "Affective educational games: Utilizing emotions in game-based learning." In 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2013. http://dx.doi.org/10.1109/vs-games.2013.6624219.

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Spyridonis, Fotios, Damon Daylamani-Zad, and Margarita P. O'Brien. "Efficient In-Game Communication in Collaborative Online Multiplayer Games." In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2018. http://dx.doi.org/10.1109/vs-games.2018.8493420.

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Hoffmann, Greta, Raphael Martin, and Christof Weinhardt. "Perfectionism in Games - Analyzing Playing Behaviors in an Educational Game." In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2019. http://dx.doi.org/10.1109/vs-games.2019.8864542.

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Peacocke, Margaree, Robert J. Teather, and Jacques Carette. "Diagetic vs. non-diagetic game displays." In 2014 IEEE Games, Media, Entertainment (GEM) Conference. IEEE, 2014. http://dx.doi.org/10.1109/gem.2014.7048111.

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Lu, Chien, Jaakko Peltonen, and Timo Nummenmaa. "Game postmortems vs. developer Reddit AMAs." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. ACM, 2019. http://dx.doi.org/10.1145/3337722.3337727.

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Reports on the topic "Vs. (Game)"

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Beal, Scott A. Instructor-Facilitated vs. Stand-Alone Tactical Game Training. Defense Technical Information Center, 2009. http://dx.doi.org/10.21236/ada494812.

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Soundararajan, Sathveeka Kasthurisamy, Ibrahim Almufarrij, Reza Hoseinabadi, and Kevin J. Munro. GAZE EVOKED TINNITUS (GET) POST SURGICAL EXCISION OF VESTIBULAR SCHWANNOMA: A SCOPING REVIEW PROTOCOL. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2023. http://dx.doi.org/10.37766/inplasy2023.4.0024.

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Review question / Objective: The aim of this scoping review is to collate and catalogue what has been published on the symptom of Gaze-Evoked Tinnitus (GET) after surgery for removal of a Vestibular Schwannoma (VS). Eligibility criteria: The inclusion and exclusion criteria for studies are reported in accordance with Participant, Intervention, Comparator and Outcome (PICO) elements. Participant or Population: Adults with GET after surgical removal of VS. Intervention: The Intervention of interest will be surgical removal of the VS. Comparator: There will be no comparator. Outcomes: All outcome
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Kupferschmid, Andrea Doris. Entwicklung des Verbisses im Kanton Freiburg: Auswertungen des IFF und LFI. Swiss Federal Institute for Forest, Snow and Landscape Research, WSL, 2024. http://dx.doi.org/10.55419/wsl:37623.

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Die Daten des «Inventaire forestier Fribourg», kurz IFF, von 2003 bis 2022/2023 wurden ausgewertet. Es wurden verschiedene logistische Regressionsmodelle gerechnet unter Einbezug von verschiedenen Datensätzen (ganze Periode vs. aktueller Zeitraum, alle Probeflächen vs. nur solche die über alle Jahre aufgenomen wurden), räumlichen Einheiten und Ko-Variablen. Im Mittelland wurden klar die 40 bis 70 cm grossen Bäumchen bevorzugt verbissen. In den Voralpen hingegen verteilte sich der Verbiss viel mehr auf die Höhenklassen. Dies lässt vermuten, dass im Mittelland vorwiegend Rehe den Verbiss verursa
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van der Mensbrugghe, Dominique. The Standard GTAP Model in GAMS, Version 7.1. GTAP Working Paper, 2023. http://dx.doi.org/10.21642/gtap.wp92.

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The purpose of this document is to describe a version of the Global Trade Analysis Project (GTAP) computable general equilibrium (CGE) model implemented in the General Algebraic Modeling System (GAMS) that is a literal implementation of the standard General Economic Modeling Package (GEMPACK) version. It updates and supersedes the model description provided in van der Mensbrugghe (2018), which remains the main reference. The key revision of the new version is that the model is calibrated to initially normalized variables, similar to Rutherford’s GTAPinGams model (Lanz and Rutherford (2016)). O
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Madsen, Jens, Nikhil Kuppa, and Lucas Parra. The Brain, Body, and Behaviour Dataset - Neural Engineering Lab, CCNY. Fcp-indi, 2025. https://doi.org/10.15387/fcp_indi.retro.bbbd.

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When humans engage with video, their brain and body interact in response to sensory input. To investigate these interactions, we recorded and are releasing a dataset from N=178 participants across five experiments featuring short online educational videos. This dataset comprises approximately 110 hours of multimodal data including electrocardiogram (ECG), heart rate, respiration, breathing rate, pupil size, electrooculogram (EOG), gaze position, saccades, blinks, fixations, head movement, and electroencephalogram (EEG). Participants viewed 3-6 videos (mean total duration: 28±5 min) to test att
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Clemente, Filipe Manuel, Rodrigo Ramirez-Campillo, José Afonso, and Hugo Sarmento. Effects of small-sided games vs. running-based high intensity interval training repeated-sprint ability in soccer players: A meta-analytical comparison. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2020. http://dx.doi.org/10.37766/inplasy2020.8.0129.

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Turner, Nigel E., Nicolas Trajtenberg, Steve Cook, Olga Sanchez de Ribera, Jing Shi, and Henrietta Bowden-Jones. A health inequality examination of problem gambling, substance abuse, mental health, and poverty in the United Kingdom; A secondary analysis and stakeholder interviews. Greo Evidence Insights, 2023. https://doi.org/10.33684/2024.003.

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Purpose: This project is focused on the social determinants of health associated with problem gambling and examined gambling-related disparities and the determinants of negative health outcomes. Social determinants include social class education, ethnic group, age, and sex (Elton-Marshall, et al., 2017). The main aims of the study were as follows: Aim 1: In this study, we used the large data set to determine subpopulations who are experiencing social inequity (e.g., youth, older adults, women, Black people and other minority ethnic groups, and people with low income; see Elton-Marshall, et al.
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Afonso, José, Rodrigo Ramirez Campillo, Ricardo Lima, et al. Unilateral versus bilateral landing after spike jumps in male and female volleyball: A systematic review of official matches, simulated 6 vs. 6 games and laboratory or analytical conditions. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2021. http://dx.doi.org/10.37766/inplasy2021.4.0104.

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Thomashow, Linda, Leonid Chernin, Ilan Chet, David M. Weller, and Dmitri Mavrodi. Genetically Engineered Microbial Agents for Biocontrol of Plant Fungal Diseases. United States Department of Agriculture, 2005. http://dx.doi.org/10.32747/2005.7696521.bard.

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Abstract:
The objectives of the project were: a) to construct the site-specific integrative expression cassettes carrying: (i) the chiA gene for a 58-kDa endochitinase, (ii) the pyrrolnitrin biosynthesis operon, and (iii) the acdS gene encoding ACC deaminase; b) to employ these constructs to engineer stable recombinant strains with an expanded repertoire of beneficial activities; c) to evaluate the rhizosphere competence and antifungal activity of the WT and modified strains against pathogenic fungi under laboratory and greenhouse conditions; and d) to monitor the persistence and impact of the introduce
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