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1

Pfister, Eugen, and Felix Zimmermann. "“No One is Ever Ready for Something Like This.” – On the Dialectic of the Holocaust in First-Person Shooters as Exemplified by Wolfenstein: The New Order." International Public History 4, no. 1 (2021): 35–46. http://dx.doi.org/10.1515/iph-2021-2020.

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Abstract For almost three decades, the depiction of the Holocaust was considered taboo in digital games. While World War II became a popular historicizing setting for digital games, the crimes of the Nazi regime and the Holocaust in particular remained conspicuously absent. In this article we show that discussions about the fundamental suitability of specific media or media forms for dealing responsibly with the memory of the Nazi regime’s crimes have already taken place several times and that similar arguments can now be applied to the digital game. With this in mind, we pursue the question o
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Krishnaswami, Ravi. "Playing Songwriter." Journal of Sound and Music in Games 1, no. 2 (2020): 68–83. http://dx.doi.org/10.1525/jsmg.2020.1.2.68.

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Video game developers go to great lengths to build worlds that are detailed, immersive, and believable. In addition to non-diegetic score to support the player's journey, in-world music is sometimes created for the radios, performance spaces, and streets that the player will encounter. This essay attempts to explore the collaborative decision-making process that shaped songs for two recent games, Dishonored 2 and Wolfenstein: The New Order. As the lead composer on both projects, I provide a firsthand account of how the songs were conceived, how they were deployed within and beyond the game, an
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Backe, Hans-Joachim. "A Redneck Head on a Nazi Body. Subversive Ludo-Narrative Strategies in Wolfenstein II: The New Colossus." Arts 7, no. 4 (2018): 76. http://dx.doi.org/10.3390/arts7040076.

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This article argues that Wolfenstein: The New Colossus, a AAA First-Person Shooter, is not only politically themed, but presents in itself a critical engagement with the politics of its genre and its player base. Developed at the height of #Gamergate, the game is interpreted as a response to reactionary discourses about gender and ability in both mainstream games and the hardcore gamer community. The New Colossus replaces affirmation of masculine empowerment with intersectional ambiguities, foregrounding discourses of feminism and disability. To provoke its players without completely alienatin
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Heede, Pieter Van den. ""Press Escape to Skip Concentration Camp"? Player Reflections on Engagement with the Holocaust through Digital Gaming." History & Memory 35, no. 1 (2023): 108–40. http://dx.doi.org/10.2979/ham.2023.a885270.

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Abstract: Digital entertainment games about World War II have long omitted references to the Holocaust. This article presents a focus group study on how players discuss their experiences of playing two games that do offer a representation of the Holocaust, Wolfenstein: The New Order and Call of Duty: WWII . It explores questions of digital memory by examining how players reflect on these games as historical representations and, in particular, how they reflect on engaging with the Holocaust through gameplay. To analyze players' reactions to engaging with sensitive and contentious pasts through
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Zahoransky, Valeria, Julian Gutierrez, Paul Harrenstein, and Michael Wooldridge. "Partial Order Games." Games 13, no. 1 (2021): 2. http://dx.doi.org/10.3390/g13010002.

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We introduce a non-cooperative game model in which players’ decision nodes are partially ordered by a dependence relation, which directly captures informational dependencies in the game. In saying that a decision node v is dependent on decision nodes v1,…,vk, we mean that the information available to a strategy making a choice at v is precisely the choices that were made at v1,…,vk. Although partial order games are no more expressive than extensive form games of imperfect information (we show that any partial order game can be reduced to a strategically equivalent extensive form game of imperf
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Moring, Frederick. "New tactics expected in order 636-restructuring game." Natural Gas 9, no. 1 (2008): 17–18. http://dx.doi.org/10.1002/gas.3410090107.

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HASUIKE, TSUTOM, TOSHIHIKO HATTORI, TOSHIO HAYASHI, and SEIICHI WAKAIZUMI. "CP ASYMMETRIES IN NONLEPTONIC DECAY OF NEUTRAL B MESONS FOR THREE AND FOUR GENERATIONS." Modern Physics Letters A 04, no. 25 (1989): 2465–71. http://dx.doi.org/10.1142/s0217732389002756.

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We investigate the effects of CP violation in nonleptonic decays of neutral B mesons (Bd, Bs) in the Kobayashi-Maskawa model through the quark exchange diagram in terms of the Wolfenstein matrix. In our calculation, we use the new data of mixing parameter xd= 0.70±0.13 which is derived from ARGUS and CLEO measurements and the new data on the branching ratio for Bd meson. We obtain the results that CP violating asymmetries for Bd→D+D−, π+π− and K+K− reach about 50% and the number of [Formula: see text] quark pairs needed to detect the asymmetry is O(106~107) at 3σ level, and the asymmetries for
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Li, Ying, Peiluan Li, Changjin Xu, and Yuke Xie. "Exploring Dynamics and Hopf Bifurcation of a Fractional-Order Bertrand Duopoly Game Model Incorporating Both Nonidentical Time Delays." Fractal and Fractional 7, no. 5 (2023): 352. http://dx.doi.org/10.3390/fractalfract7050352.

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In order to maximize benefits, oligopolistic competition often occurs in contemporary society. Establishing the mathematical models to reveal the law of market competition has become a vital topic. In the current study, on the basis of the earlier publications, we propose a new fractional-order Bertrand duopoly game model incorporating both nonidentical time delays. The dynamics involving existence and uniqueness, non-negativeness, and boundedness of solution to the considered fractional-order Bertrand duopoly game model are systematacially analyzed via the Banach fixed point theorem, mathemat
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Gintere, Ieva. "TOWARDS A NEW DIGITAL GAME OF CONTEMPORARY AESTHETICS." SOCIETY. TECHNOLOGY. SOLUTIONS. Proceedings of the International Scientific Conference 1 (April 17, 2019): 18. http://dx.doi.org/10.35363/via.sts.2019.14.

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INTRODUCTION
 This paper partly envisages the research results of the European Regional Development Fund (ERDF) project (see Acknowledgements). The task is to create an innovative digital game in the cross-cutting genres of art game and educational game. The game presents the specific aspects of digital art games and their historical background. Work on the new game will be carried out in a collaboration of the researcher, Dr.art. Ieva Gintere (Vidzeme University of Applied Sciences, Latvia) and the game artist, Mag.art. Kristaps Biters (Latvia). The game is being created in the framework
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Bennis, Lamyae, and Said Amali. "From Learning Game to Adaptive Ubiquitous Game Based Learning." International Journal of Emerging Technologies in Learning (iJET) 14, no. 16 (2019): 55. http://dx.doi.org/10.3991/ijet.v14i16.10701.

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Mobile Learning (also known as m-learning) and game based learning (GBL) are two important elements in Technology-Enhanced Learning. By using mobile technology and benefiting from their features we can provide a pervasive learning without being restricted by time and space (Learning anywhere and anytime). GBL over the last decade has played an important role in increasing the motivation of the learner player through the integration of gamification into the learner’s learning process. The combination of the two elements gave birth to a new concept of educational system called Ubiquitous Learnin
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Conway, Steven, and Andrea Andiloro. "MAGA (metamodernism as game aesthetic)." European Journal of American Culture 43, no. 2 (2024): 141–53. http://dx.doi.org/10.1386/ejac_00117_1.

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This article considers Trump’s presidency as metamodern, embodying contradictions within the established order and resonating with contemporary cultural trends. Oscillating between modernism and postmodernism, metamodernism is defined by coexistence of seemingly contrasting affective states and dispositions: enthusiasm and irony, hope and melancholy, attachment and alienation, generating a multifaceted subjecthood. Trump’s nostalgic slogan ‘Make America Great Again’ (MAGA) emphasizes this vacillation, a new inflection of an old phrase, received as both facetious and sincere, promising return t
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Sudirman, Dodick Zulaimi. "Cloud Gaming Masa Depan Industri Game." Jurnal ULTIMATICS 5, no. 2 (2013): 67–70. http://dx.doi.org/10.31937/ti.v5i2.324.

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With a high rate of internet penetration, many developer kept trying to innovate using Internet as the backbone. One innovation that is under a microscope of every technology observer is Cloud Gaming. In order to play a new game, player need to check their computer specification before even try to install the game. loud Gaming can solve that solution by using internet connection. Unfortunately Indonesia does not have a supporting infratructure in order to fully support Cloud Gaming.
 Index Terms—cloud gaming, video game, server architectire, software development, game industry
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Lentzke, Kerstin von, Friedel Peldschus, and Reinhard Seeling. "BUSINESS GAME BAUMARKT ‐ EXPERIENCES WITH A NEW EDUCATIONAL METHOD." Technological and Economic Development of Economy 12, no. 3 (2006): 204–14. http://dx.doi.org/10.3846/13928619.2006.9637743.

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The business game BAUMARKT, which is based on many years of experience in management education, has been applied successfully in the teaching of civil engineering and civil engineering management for several years. The participants acquire projects, calculate with market orientation and develop strategies as a team in order to reach the defined goals. In the course of the game decisions have to be made, that are related to capital lockup, employees policy, the closing of insurance contracts and the profit use, while the consequences for the business have to be observed. The business game suppo
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M., Dehghani, Montazeri Z., Malik O.P., Al-Haddad Kamal, M. Guerrero Josep, and Dhiman G. "A NEW METHODOLOGY CALLED DICE GAME OPTIMIZER FOR CAPACITOR PLACEMENT IN DISTRIBUTION SYSTEMS." Electrical engineering & electromechanics, no. 1 (February 19, 2020): 61–64. https://doi.org/10.20998/2074-272X.2020.1.10.

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<strong><em>Purpose. Shunt capacitors are installed in power system for compensating reactive power. Therefore, feeder capacity releases, voltage profile improves and power loss reduces. However, determination optimal location and size of capacitors in distribution systems is a complex optimization problem. In order to determine the optimum size and location of the capacitor, an objective function which is generally defined based on capacitor installation costs and power losses should be minimized According to operational limitations.</em></strong>&nbsp;<strong><em>This paper offers a newly de
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Lai, Cai Xian, Norshahila Ibrahim, Noor Hidayah Azmi, Erni Marlina Saari, and Fadhlina Mohd Razali. "The Development of an Augmented Reality Game KANJI Write for Beginners." Journal of ICT in Education 8, no. 2 (2021): 79–92. http://dx.doi.org/10.37134/jictie.vol8.2.8.2021.

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Learning how to write in Japanese is now a new trend in Malaysia, but Kanji is hard for non-native Japanese speakers to understand and memorize if not taught from young. Beginners who learn Kanji Japanese language faced difficulties in memorizing the kanji characters with correct stroke order. Thus, KANJI Write, an educational Augmented Reality (AR) adventure game was designed and developed to overcome the problem. The main purpose of the game is to help players memorizing the correct stroke order of Kanji characters through playing the game. Players will play as Nana, an Asian girl who has st
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Wei, Junjie, and Dun Han. "Hidden order behind the cooperation." Europhysics Letters 136, no. 6 (2021): 68001. http://dx.doi.org/10.1209/0295-5075/ac369d.

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Abstract Cooperation is ubiquitous in human as well as animals societies, however, the study of the driving forces behind cooperation is still an open question. Thus, exploring the hidden order related to cooperation has become a hot issue recently. Fortunately, evolutionary game theory and network science provide some new research perspectives for the cooperative behavior. In this letter, we focus on the present study of cooperation mechanism, and further put forward some feasible research prospects from the perspective of evolutionary game by arranging and researching the thread of history.
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Su, Xin, Yufeng Hu, and Haolong Liu. "The Complexity of Investment Spillover from New-Type Agricultural Business Entities to Small-Scale Farmers." International Journal of Bifurcation and Chaos 31, no. 10 (2021): 2150155. http://dx.doi.org/10.1142/s0218127421501558.

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Aiming to clarify the leading roles of new-type agricultural business entities (abbreviated as NABEs) to small-scale farmers, integrated game models between NABEs and small-scale farmers are designed to verify the impact of scale economy and investment spillover on the equilibrium points of the game system. The influence of the investment spillover rate and the decision-making adjustment speed on the stability of the system are emphatically discussed. Numerical simulation shows that, with the increase of small-scale farmers’ decision-making adjustment speed, the system would successively show
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18

Lomas, James Derek, Mihovil Karac, and Mathieu Gielen. "Design Space Cards." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–21. http://dx.doi.org/10.1145/3474654.

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The potential space of game designs is astronomically large. This paper shows how game design theories can be translated into a simple, tangible card deck that can assist in the exploration of new game designs within a broader "design space." By translating elements of game design theory into a physical card deck, we enable users to randomly sample a design space in order to synthesize new game design variations for a new play platform ("Lumies"). In a series of iterative design and testing rounds with various user groups, the deck has been optimized to merge relevant game theory elements into
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Lee, Woo-Hyun, and Won-Hyung Lee. "Game Selection Method for Game-Based History Learning." Journal of Contemporary Educational Research 5, no. 10 (2021): 67–81. http://dx.doi.org/10.26689/jcer.v5i10.2404.

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Games that are used in research on game-based learning and serious games that are used for education are usually exclusive, making it difficult for teachers to attempt new methods in education. According to the data published in 2009 by the European Schoolnet (EUN), a network of European Ministries of Education, most of the problems that teachers face when using games in class are related to game selection. Based on the aforementioned data, this study presents a set of criteria for selecting games in order to solve the inconvenience experienced by teachers. The games, which are used as teachin
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Al-khedhairi, Abdulrahman. "Dynamical Study of Competition Cournot-like Duopoly Games Incorporating Fractional Order Derivatives and Seasonal Influences." International Journal of Nonlinear Sciences and Numerical Simulation 21, no. 3-4 (2020): 339–59. http://dx.doi.org/10.1515/ijnsns-2019-0090.

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AbstractCournot’s game is one of the most distinguished and influential economic models. However, the classical integer order derivatives utilized in Cournot’s game lack the efficiency to simulate the significant memory characteristics observed in many economic systems. This work aims at introducing a dynamical study of a more realistic proposed competition Cournot-like duopoly game having fractional order derivatives. Sufficient conditions for existence and uniqueness of the new model’s solution are obtained. The existence and local stability analysis of Nash equilibrium points along with oth
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Müller, Martin. "Partial order bounding: A new approach to evaluation in game tree search." Artificial Intelligence 129, no. 1-2 (2001): 279–311. http://dx.doi.org/10.1016/s0004-3702(01)00085-6.

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Osborn, Joseph C., Adam Summerville, Nathan Dailey, and Soksamnang Lim. "MappyLand: Fast, Accurate Mapping for Console Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 17, no. 1 (2021): 66–73. http://dx.doi.org/10.1609/aiide.v17i1.18892.

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We present MappyLand, a rewrite and enhancement of the earlier Mappy automatic game mapping system, which leverages instrumentation of a game console emulator to produce, from a sequence of game inputs, accurate annotations for action/adventure games including object detection and tracking, in-game camera movement, grid-based tile maps, and links between identified disparate spaces. The overhead of generating these annotations is on the order of one millisecond per observed frame. We also show a higher latency (but still online) algorithm for merging together previous observations of distinct
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Fazakas, Gergely. "Lessons drawn from a stock market game." Economy & finance 11, no. 2 (2024): 187–99. http://dx.doi.org/10.33908/ef.2024.2.4.

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A new approach in educational science promotes student involvement to replace frontal lectures. The objective is to create a cooperative environment in class applying the new educational techniques. Gamification is one effective solution to the problem. I used the stock market game described here to introduce my students to the world of trading systems and the basic rules of financial behaviour in a playful but challenging environment. After the introduction and a description of the literature used, this paper describes how the game is played. I have been playing the game in the same order for
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Guo, Wei, and Pingyu Jiang. "Manufacturing service order allocation in the context of social manufacturing based on Stackelberg game." Proceedings of the Institution of Mechanical Engineers, Part B: Journal of Engineering Manufacture 233, no. 8 (2018): 1890–901. http://dx.doi.org/10.1177/0954405418808190.

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For adapting the socialization, individuation and servitization in manufacturing industry, a new manufacturing paradigm called social manufacturing has received a lot of attention. Social manufacturing can be seen as a network that enterprises with socialized resources self-organized into communities that provide personalized machining and service capabilities to customers. Since a community of social manufacturing has multiple enterprises and emphasizes on the importance of service, manufacturing service order allocation must be studied from the new perspective considering objectives on servi
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Saadatfar, Hamid, Hamid Gholampour Ahangar, and Javad Hassannataj Joloudari. "A New Dynamic Game-Based Pricing Model for Cloud Environment." Future Internet 16, no. 2 (2024): 49. http://dx.doi.org/10.3390/fi16020049.

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Resource pricing in cloud computing has become one of the main challenges for cloud providers. The challenge is determining a fair and appropriate price to satisfy users and resource providers. To establish a justifiable price, it is imperative to take into account the circumstances and requirements of both the provider and the user. This research tries to provide a pricing mechanism for cloud computing based on game theory. The suggested approach considers three aspects: the likelihood of faults, the interplay among virtual machines, and the amount of energy used, in order to determine a just
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Zhu, Yifan. "The use of artificial intelligence in games : based on the perspective of service players and ethical principles." Journal of Education, Humanities and Social Sciences 28 (April 1, 2024): 900–903. http://dx.doi.org/10.54097/xddx6025.

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With the development of the application of artificial intelligence, the development of "human-computer interaction" game has become a representative of the digital revolution in the era of intelligence. Players have divided a virtual world on the basis of the real world, so that game players can break through the limitations of the material form world in the experience. This study is based on intelligent game service players and social moral perspective to face the development of intelligent game, using the combination of qualitative analysis and quantitative analysis, from the players to part
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ASCHIERI, FEDERICO. "GAME SEMANTICS AND THE GEOMETRY OF BACKTRACKING: A NEW COMPLEXITY ANALYSIS OF INTERACTION." Journal of Symbolic Logic 82, no. 2 (2017): 672–708. http://dx.doi.org/10.1017/jsl.2016.48.

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AbstractWe present abstract complexity results about Coquand and Hyland–Ong game semantics, that will lead to new bounds on the length of first-order cut-elimination, normalization, interaction between expansion trees and any other dialogical process game semantics can model and apply to. In particular, we provide a novel method to bound the length of interactions between visible strategies and to measure precisely the tower of exponentials defining the worst-case complexity. Our study improves the old estimates on average by several exponentials.
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Yudrum, Narit. "Permutations of Candy Crush Game." Journal of Science Ladkrabang 33, no. 1 (2024): 66–78. http://dx.doi.org/10.55003/scikmitl.2024.260002.

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Candy Crush game was launched on Facebook in 2012 and it has been a famous game which is played on various mobile and web platforms. In Candy Crush game, differently colored candies are arranged in a grid. To clear a level, the player need to swap adjacent candies in order to match three or more candies of the same color. In this article, we show the permutations of the candies in Candy Crush game for students or the person who interested in combinatorics to get the new examples of applying permutations to solve something through the fun game.
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Abramsky, Samson, and Luca Reggio. "An Invitation to Game Comonads." ACM SIGLOG News 11, no. 3 (2024): 5–48. http://dx.doi.org/10.1145/3687256.3687260.

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Game comonads offer a categorical view of a number of model-comparison games central to model theory, such as pebble and Ehrenfeucht-Fraïssé games. Remarkably, the categories of coalgebras for these comon-ads capture preservation of several fragments of resource-bounded logics, such as (infinitary) first-order logic with n variables or bounded quantifier rank, and corresponding combinatorial parameters such as tree-width and tree-depth. In this way, game comonads provide a new bridge between categorical methods developed for semantics, and the combinatorial and algorithmic methods of resource-
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Shima, T., and O. M. Golan. "End-game guidance laws for dual-control missiles." Proceedings of the Institution of Mechanical Engineers, Part G: Journal of Aerospace Engineering 219, no. 2 (2005): 157–70. http://dx.doi.org/10.1243/095441005x7249.

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New guidance laws derived for a dual-control missile are studied. Their performance is compared with that of a conventional guidance system with flight control that distributes the commands among the two control channels. A Monte Carlo simulation study is performed where the target executes random evasive manoeuvres. The interceptor, represented by linear high-order manoeuvring dynamics with bounded forward and aft controls, acquires noisy measurements and uses a state estimator. Using the single-shot kill probability as a performance criterion, the superiority of the new guidance and control
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Kozák, Tamás, and Éva Fenyvesi. "New application of game theory in supply chain management." Multidiszciplináris kihívások, sokszínű válaszok, no. 1 (June 30, 2022): 73–98. http://dx.doi.org/10.33565/mksv.2022.01.04.

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Game theory has become an essential tool in the analysis of supply chains with multiple players who often have different interests. In this study, we use the game theory to examine the possibility of decision optimization and achieving equilibrium in the operation of the supply chain. Our goal is to determine the optimal agreement between the wholesaler and the retailer(s) to minimize the total cost in the supply chain in the given situation. The research method used in the study enriches the literature on the topic by linking the minimization of costs not to abstract evaluation metrics but to
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Suhono, Suhono, and Yeasy Agustina Sari. "Retrofitting Javanese Traditional Games as Indonesia Culture Identity: Providing English Vocabulary." JURNAL IQRA' 2, no. 1 (2017): 213. http://dx.doi.org/10.25217/ji.v2i1.123.

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&#x0D; A traditional Javanese game was one of the cultures inherited of hereditary society which has great value to society, specifically to educate the children. Unfortunately, the impact a lot of modern games in modern era from other countries has demolished the position of local games. It seem gave negative impact for children today. They tend to focus on new game (download new game continuously) in Googleplay store without understanding educative value of it’s game. Consequently the children abandon traditional Javanese game and leave educative game. The researcher aimed to retrofit tradit
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Wu, Qun. "Cluster Supply Chain Self-Organization Evolution Based on Cross-Chain Co-Opetition Game." Advanced Materials Research 225-226 (April 2011): 1230–33. http://dx.doi.org/10.4028/www.scientific.net/amr.225-226.1230.

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Cluster supply chain network as a new organizational system, which co-opetition is different from general enterprises and single supply chains because of their determined structural features and operational characteristics. There are single-chain co-opetition and cross-links dynamics co-opetition in cluster supply chain network organization. It analyzes cross-links non-cooperative game and cooperative game of two third-order supply chains through the expansion research of Cournot game. The results indicate that supply chain cooperative game is the best option for supply chain win-win.
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Margolis, A. A., E. V. Gavrilova, L. S. Kuravsky, et al. "Measuring Higher-Order Cognitive Skills in Collective Interactions with Computer Game." Cultural-Historical Psychology 17, no. 2 (2021): 90–104. http://dx.doi.org/10.17759/chp.2021170209.

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The present study is focused on testing the computer game system ‘PL-modified’ as a diagnostic tool for measurement of higher-order cognitive skills by middle-school students in individual and collaborative game. The ‘PL-modified’ is a computer system designed as a game which implies a set of concrete parameters specially elaborated for assessment of the cognitive actions of analysis, planning, and reflection — the basic higher-order cognitive functions which determine high achievements in school education according to the Russian theory of developmental education. 189 middle-school students a
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Li, Peiluan, Jinling Yan, Changjin Xu, Rong Gao, and Ying Li. "Understanding Dynamics and Bifurcation Control Mechanism for a Fractional-Order Delayed Duopoly Game Model in Insurance Market." Fractal and Fractional 6, no. 5 (2022): 270. http://dx.doi.org/10.3390/fractalfract6050270.

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Recently, the insurance industry in China has been greatly developed. The number of domestic insurance companies and foreign investment insurance companies has greatly increased. Competition between different insurance companies is becoming increasingly fierce. Grasping the internal competition law of different insurance companies is a very meaningful work. In this present work, we set up a novel fractional-order delayed duopoly game model in insurance market and discuss the dynamics including existence and uniqueness, non-negativeness, and boundedness of solution for the established fractiona
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Rehman, Nazia Abdul, Muhammad Faisal Sultan, and Faiz Ahmed. "The Change of Game: Remote Working is a New Highway in the New Normal." Summer 2023 4, no. 3 (2023): 37–47. http://dx.doi.org/10.55737/qjss.259929047.

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The outbreak of COVID-19 produced drastic changes in every business activity &amp; placed severe strain on human resource management activities. Although in fighting the disaster, companies found remote working as the shadow of light that may provide safety to employees and also provide a safe way to fulfill routine tasks and responsibilities. The facility of remote working is also beneficial in the new normal, and therefore, most companies are using it as a strategy and tool to increase the morale and satisfaction of their employees. However, the strategy also has some negative consequences,
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Hukom, Salmon J. "BOARD RACE GAME AS AN ALTERNATIVE STRATEGY IN TEACHING VOCABULARY." JURNAL TAHURI 18, no. 2 (2021): 49–55. http://dx.doi.org/10.30598/tahurivol18issue2page49-55.

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Like other components of language in teaching, vocabulary needs special teaching strategy from teacher in order to make the students enrich the number of their vocabulary. This paper aims to discuss board race game as an alternative teaching strategy of vocabulary. Many experts and researchers have conducted studies about this game in teaching vocabulary and the results show significant improvement toward the enrichment of vocabulary after implementing board race game. The board race game has exciting steps in which they can encourage the students to become more active in teaching vocabulary.
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Nandana, Devi. "Book review: Rush Doshi, The Long Game: China’s Grand Strategy to Displace American Order." China Report 58, no. 3 (2022): 362–64. http://dx.doi.org/10.1177/00094455221082514.

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T Hella, Lauri, та Miikka S Vilander. "Formula size games for modal logic and μ-calculus". Journal of Logic and Computation 29, № 8 (2019): 1311–44. http://dx.doi.org/10.1093/logcom/exz025.

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Abstract We propose a new version of formula size game for modal logic. The game characterizes the equivalence of pointed Kripke models up to formulas of given numbers of modal operators and binary connectives. Our game is similar to the well-known Adler–Immerman game. However, due to a crucial difference in the definition of positions of the game, its winning condition is simpler, and the second player does not have a trivial optimal strategy. Thus, unlike the Adler–Immerman game, our game is a genuine two-person game. We illustrate the use of the game by proving a non-elementary succinctness
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Fang, Jian, Jian Chi, and Hong Yi Jian. "TrapAB: A New Position Search Algorithm in Chinese Chess Computer Game." Applied Mechanics and Materials 380-384 (August 2013): 1621–24. http://dx.doi.org/10.4028/www.scientific.net/amm.380-384.1621.

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In this paper, we propose an improved alpha-beta search algorithm, named trappy alpha-beta (simply), for game-tree in order to identify and set the potential traps in the game playing. can be regarded as an extension of the traditional alpha-beta search algorithm which ties to predict when the opponent might make a mistake and select such moves that can most likely lead the an opponent into the trap by comparing the various scores returned through iterative deepening technology. In our experiment, we test the performance of in comparison with three game-tree search algorithms, i.e., min-max, t
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41

Shevchenko, K. "ORGANIZATION OF ARCHITECTURAL SPACES IN GAME DESIGN ON THE EXAMPLE OF THE GAME "STAR WARS JEDI: FALLEN ORDER"." Municipal economy of cities 3, no. 170 (2022): 122–27. http://dx.doi.org/10.33042/2522-1809-2022-3-170-122-127.

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Creating modern computer games is a complex process that consists of many components. Along with work on game mechanics or character design, an important aspect is the organization of the game space for its further use in the game process. The creation of such spaces is largely based on the experience of planning real buildings, spaces or even cities. The issues of such an organization are decided by the relevant departments in the studio that develops the game, but in addition to purely technical issues, an important visual and cultural aspect. The study of the possibilities of using historic
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Gintere, Ieva. "A NEW DIGITAL ART GAME: THE ART OF THE FUTURE." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 4 (May 21, 2019): 346. http://dx.doi.org/10.17770/sie2019vol4.3674.

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The task of this study is to create an innovative digital art game of contemporary aesthetics on the basis of research. Research implies the analysis of digital art games and the historical background of their aesthetics, as well as their classification following the stylistic trends. Digital games have a great potential to integrate people into fields that would otherwise not meet their interest. The new game would develop the creative skills of players and teach them the current trends in digital art. The game would project the inheritance of art from the age of modernism into the digital wo
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43

Gao, Yin. "A New Method of Teaching Quality Evaluation Based on the α-Pessimistic Shapley Value". Symmetry 16, № 11 (2024): 1556. http://dx.doi.org/10.3390/sym16111556.

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Coalitional game with uncertain payoffs driven by uncertain variables stands for uncertain coalitional game. A α-pessimistic Shapley value as the solution of uncertain coalitional game is proposed in this paper, which can be played an important role in solving the problem of profit allocation. Moreover, the α-pessimistic Shapley value is proved to be the only value satisfying symmetry, dummy and additivity. Based on the α-pessimistic Shapley value, a new method of teaching quality evaluation in the institutions of higher learning is presented. In order to obtain the index of teaching quality e
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44

Grimshaw, Mark, and Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.

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We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game wo
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Vijayarajoo, Angeline Ranjethamoney, Ariff Imran Anuar Yatim, Kuldip Kaur Maktiar Singh, and Roslina Mohd Jani. "Poetricks A Game to Engage Malaysian Secondary School ESL Learners in Understanding Poetry." Social and Management Research Journal 16, no. 1 (2019): 55. http://dx.doi.org/10.24191/smrj.v16i1.6082.

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Studying literature can be challenging for ESL learners. With the new cycle of poems introduced by the Ministry of Education in 2015, the teachers responded with great concerns over how to teach their students, who found poetry difficult and boring. Furthermore, the teachers found poetry less favourable compared to other literary genres. In order to fill the gap of a better understanding of the poems, in more engaging ways, the researchers designed a board game. The compulsory (new) poems for Forms Four and Five were used. 20 students and 40 teachers participated in this study. Data comprised
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Weber-Spickschen, Thomas Sanjay, Christian Colcuc, Alexander Hanke, Jan-Dierk Clausen, Paul Abraham James, and Hauke Horstmann. "Fun During Knee Rehabilitation: Feasibility and Acceptability Testing of a New Android-Based Training Device." Open Medical Informatics Journal 11, no. 1 (2017): 29–36. http://dx.doi.org/10.2174/1874431101711010029.

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Purpose: The initial goals of rehabilitation after knee injuries and operations are to achieve full knee extension and to activate quadriceps muscle. In addition to regular physiotherapy, an android-based knee training device is designed to help patients achieve these goals and improve compliance in the early rehabilitation period. This knee training device combines fun in a computer game with muscular training or rehabilitation. Our aim was to test the feasibility and acceptability of this new device. Methods: 50 volunteered subjects enrolled to test out the computer game aided device. The fi
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CINCOTTI, ALESSANDRO, and HIROYUKI IIDA. "OUTCOME UNCERTAINTY AND INTERESTEDNESS IN GAME-PLAYING: A CASE STUDY USING SYNCHRONIZED HEX." New Mathematics and Natural Computation 02, no. 02 (2006): 173–81. http://dx.doi.org/10.1142/s1793005706000440.

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Outcome uncertainty is a key-factor to measure the interestedness of a game because people are not attracted by the game where the outcome is easily predictable. To create new variants of classical games is quite easy but to refine solved games, in order to make them much more fascinating, is challenging. We introduce two simple techniques (synchronism and stochastic elements) to refine the game of Hex. Experimental results show an increment of the outcome uncertainty defined as entropic function.
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Yerbossynov, T., and G. R. Absattarov. "US-RUSSIAN RELATIONS WITHIN THE FRAMEWORK OF FORMING A NEW WORLD ORDER." BULLETIN Series of Sociological and Political sciences 69, no. 1 (2020): 19–25. http://dx.doi.org/10.51889/2020-1.1728-8940.03.

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Today, dramatic motives prevail in assessments of the current international political situation. The picture is often painted truly apocalyptic: the world is entering a new era, the main features of which are the dominance of offensive nationalism, the rejection of formal and informal imperatives of behavior in the international arena, the erosion of constraints, dangerous balancing, the increasing uncertainty, the general rejection of the game by the rules and as a result - increased risks and unpredictability.
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Tsai, Chi Ming, Jian Ji Huang, Tsair Rong Chen, Siang Jhih Cin, and Ching Mu Chen. "Analysis and Implementation for the RPG Boxing Game." Applied Mechanics and Materials 851 (August 2016): 595–98. http://dx.doi.org/10.4028/www.scientific.net/amm.851.595.

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The analysis and implementation of this paper is applied to a real game boxing machine. The contents of this game boxing machine are consists of three parts that are the UNITY, programming and hardware development. Therefore, in order to have RPG role-play boxing game inside of real game boxing machine, this paper firstly analyzes user requirement and then implement the combined-use in the traditional large boxing machines that will let the players to face the need considering how to fight the contents of RPG role-play boxing game. Moreover, in order to save more time to make 3D animations, mo
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Konkov, Alexander E. "Rules for a Game without Rules." Russia in Global Affairs 21, no. 3 (2023): 114–26. http://dx.doi.org/10.31278/1810-6374-2023-21-3-114-126.

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The provisions of the new RF Foreign Policy Concept are compared both with the previous versions of this document (adopted in 2013 and 2016) and with the effective National Security Strategy. Structural, normative, and strategic novelties are discussed. They determine not only Russia’s foreign policy priorities in the changing world order but also substantiate, ideologically and geopolitically, its commitment to these priorities. A clear statement of national interests, and foreign policy goals and objectives provide a clearer and more logical framework for Russia’s further actions in the inte
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