Literatura académica sobre el tema "Death game"

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Artículos de revistas sobre el tema "Death game"

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Gwak, E. Sac. "Changes to Game Actions according to Death in Games." Journal of Digital Contents Society 20, no. 1 (2019): 155–63. http://dx.doi.org/10.9728/dcs.2019.20.1.155.

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Rodriguez, Luis J., and Donna De Cesare. "The Endless Dream Game of Death." Grand Street, no. 52 (1995): 61. http://dx.doi.org/10.2307/25007852.

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Moore, Kaitlin. "“I’m Traversing My Own Death Throes”." Extrapolation 64, no. 3 (2023): 323–39. http://dx.doi.org/10.3828/extr.2023.20.

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This paper offers a queer ecological reading of the 2012 video game Dear Esther , an approach which exists at the intersection of queer theory, queer ecology, and video game scholarship. Queer theory working in concert with ecological thought traces the affinities between human, geological, animal, and atmospheric forces within the game; these affinities compound and trouble categorical distnctions, instantiating a porous “time-space where human corporeality, in all its material fleshiness, is inseparable from ‘nature’ or ‘environment,’” anchoring “complex modes of analysis that travel through
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Government, of Kerala. "When Death Dictates Life: Poetics and Politics of Death in the Web series Death's Game." ISHAL PAITHRKAM 40, no. 40 (2024): 100–115. https://doi.org/10.5281/zenodo.14680738.

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When Death Dictates Life: Poetics and Politics of Death in the Web series Death's Game\nFirst Author: Sreedevi N. S.Second Author: Dr. Lima Antony\nDeath's Game is a South Korean fantasy mystery thriller web series written and directed by Ha Byung-hoon that premiered on December 15, 2023, and is available for streaming on Amazon Prime Video. The series produced by SLL, Studio N consists of 8 episodes and features a blend of drama and fantasy elements. The storyline follows Choi Yee-jae, a young man who commits suicide after enduring years of unemployment and despair but is confronted
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Zaborowski, Karol. "„Nasze ścieżki staną się drogami”: Ekogroznawcze refleksje wokół Death Stranding Hideo Kojimy." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 33, no. 42 (2023): 251–66. http://dx.doi.org/10.14746/i.2023.33.42.16.

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 The article discusses the issue of environmental game studies, which the author defines as an analysis of the involvement of video games in environmental discourses. In order to formulate a definition of an eco-game, the author uses Lawrence Buell’s environmental text theory and Alenda Y. Chang’s postulates from the manifesto of environmentally conscious game design, as well as references to works in the field of post-humanistic philosophy. He also invokes concepts derived from gaming studies to describe the ecological contexts of the medium of video games. In the second p
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Gibbs, P., and D. Stauffer. "Search for Asymptotic Death in Game of Life." International Journal of Modern Physics C 08, no. 03 (1997): 601–4. http://dx.doi.org/10.1142/s0129183197000503.

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Zonfrillo, Mark R., Nicholas G. Janigian, and Bradley A. Maron. "Death or Severe Injury at the Ball Game." Current Sports Medicine Reports 15, no. 3 (2016): 132–33. http://dx.doi.org/10.1249/jsr.0000000000000256.

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Kozlov, S. V. "Death Stranding, Hobbes and the Problem of Social Order: Where (and How) Should we Haul the Sovereign?" Sociology of Power 32, no. 3 (2020): 142–64. http://dx.doi.org/10.22394/2074-0492-2020-3-142-164.

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In this article I describe the implicit conceptualization of social order which exists in Death Stranding — localized in both the setting and the mechanics of the game — and compare it with the conceptualization of Thomas Hobbes’s “Leviathan”. First, the theoretical tension between Death Stranding and “Leviathan” is traced: the speculative conceptualization of the Leviathan and the procedural conceptualization of Death Stranding are compared by clarifying the role that the concepts of action, authorization, right and sovereignty play in Hobbesian theory and the video game. Sec­ondly, the theor
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Younes, Anas. "Targeting Programmed Death 1/Programmed Death Ligand 1 in Lymphoma: A Game Changer." Journal of Oncology Practice 12, no. 2 (2016): 107–8. http://dx.doi.org/10.1200/jop.2015.009498.

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McGuire, Beverley Foulks. "Gaming and Grieving: Digital Games as Means of Confronting and Coping with Death." Journal of Religion, Media and Digital Culture 9, no. 3 (2020): 326–46. http://dx.doi.org/10.1163/21659214-bja10014.

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Abstract This paper explores structural similarities between playing a digital game and experiencing grief. The digital game Mandagon evokes a sense of loss through its game environment of grey mountainous landscapes, broken wooden scaffolds, and Tibetan temples and prayer flags in states of disrepair. It elicits feelings of disorientation and dependency as players repeatedly fall from scaffolds but ascend by using lifts or finding air bubble streams underwater. It encompasses terrestrial, corporeal, and cosmic crossings as players move through air, land, and water, as they neither inhabit nor
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Tesis sobre el tema "Death game"

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Larsson, Jonathan, and Arias Alberto Amigo. "Fun with Death and Failure : An exploration of player experiences in a decentralized open world RPG." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26378.

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Many modern single-player role-playing games offer the player a power fantasy where the experience is designed to make the players feel powerful right from the start, with enemies and challenges that scale to the player characters level and abilities. This study explores what happens with play when power fantasy is replaced with decentralization and especially how this decentralization affects the player’s experience of failure and death. To explore this, three experienced The Elder Scrolls V: Skyrim-players played the game with the modification Requiem - The Roleplaying Overhaul. After the pa
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Emery, Caroline. "'Evaluating a game designed to aid parents in unlocking the key messages useful in preventing Sudden Infant Death Syndrome (SIDS)'." Thesis, University of Portsmouth, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.416207.

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Cleary, Christine Ann. "The Blame Game: An Axiological Approach to the Doctrine of Doing and Allowing." Kent State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=kent1385376307.

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Eklöf, Rickard, and Robin Jacobsen. "En Praktisk Analys av Dödsmekaniker i Spel." Thesis, Blekinge Tekniska Högskola, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-11530.

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Genom denna avhandling undergår vi som speldesigners en dokumenterad process där vi utvecklar ett spel från koncept till funktionell prototyp. Målet är att kunna bygga vidare på våra egna samt andras metoder för utvecklingen av mekaniker som kompletterar övrigt gameplay. Undersökningsområdet för denna process utgörs av hur vi kan framställa en dödsmekanik som passar i kontext till vårt valda spelkoncept och dess förutsättningar. Detta inriktningsområde grundas i vår vilja att skapa dödsmekaniker som upplevs inge betydelsefulla konsekvenser både på spelarkaraktären och spelupplevelsen i sin hel
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Gartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.

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Al-Sader, Mohamed. "Gaze-driven interaction in video games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-156718.

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The introduction of input devices with natural user interfaces in gaming hardware has changed the way we interact with games. Hardware with motion-sensing and gesture recognizing capabilities remove the constraint of interacting with games through typical traditional devices like mouse-keyboard and gamepads. This changes the way we approach games and how the game communicates back to us as the player opening new levels of interactivity. This thesis covers how eye tracker technology can be used to affect rendering effects in games.
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Staton, David. "A Beautiful Death: Visual Representation in Death With Dignity Storytelling." Thesis, University of Oregon, 2016. http://hdl.handle.net/1794/20522.

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This dissertation takes as its central topic visual narratives in Death with Dignity Storytelling and posits the author’s ideas of a beautiful death and the heard gaze. Its methodology includes a textual analysis of such images, which in turn leads to a typology, and the use of a digital tool to “sum images” to test the veracity of the typology. What creates the impulse to look at images of pain, suffering the withering body, the compulsion to bear witness to misery? That question is in part answered by Sontag (2003) Regarding the Pain of Others—“we are spectators of calamities” (p. 18)—and is
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Benini, Francesco. "Predicting death in games with deep reinforcement learning." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20755/.

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Il contesto in cui si pone l'elaborato è una branca del machine learning, chiamato reinforcement learning. Quest'elaborato si pone come obiettivo di migliorare il lavoro sviluppato dal collega M. Conciatori. In questa tesi ci si vuole soffermare sui giochi con ricompense molto sparse, dove la soluzione precedente non era riuscita a conseguire traguardi. I giochi con ricompense sparse sono quelli in cui l'agente prima di ottenere un premio, che gli faccia comprendere che sta eseguendo la sequenza di azioni corretta, deve compiere un gran numero di azioni. Tra i giochi con queste caratterist
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Džigurski, Saša, and Jesper Karbing. "Dark Design Patterns in Coin Master : An In-Depth Game Analysis." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-416662.

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In this study we will investigate the evolution of manipulative and experientially devaluative business practices in the mobile game industry from the perspective of game designers. The focus will be placed on the use of Dark Design Patterns defined in previous research by Zagal et al. (2013), significant changes since their cataloguing in said study, and the emergence of new ones. To do this, we isolate the different Game Modes of Coin Master and use Formal Analysis to break down various systems and interactions. In order to identify Dark Patterns, we use Zagal et al. (2013) study, supplement
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Haidar, Ali. "Breadth over depth in evolving game strategies using genetic algorithms." Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=82492.

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Traditional search methods have always suffered from both spatial and temporal expansion, especially when exploring deeply in search trees. In this thesis, an optimization technique that reduces the search tree depth and at the same time maintains the same quality of search is proposed. This research examines the Genetic Algorithm methodology as a new technique for evolving optimal strategies by evolving the best weights for the evaluation function. Moreover, this research demonstrates the hypothesis of breadth over depth by showing how an increase in the number of features in an optimi
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Libros sobre el tema "Death game"

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Roberts, J. R. Game of death. Jove Books, 1991.

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R, Roberts J. Game of death. Jove Books, 1991.

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Books, Jove, and Copyright Paperback Collection (Library of Congress), eds. Game of death. Jove Books, 1991.

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(Firm), Ballantine Books, and Copyright Paperback Collection (Library of Congress), eds. The game of death. Ballantine Books, 1993.

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Rutherford, Douglas. A game of sudden death. Doubleday, 1989.

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Davies, James. Life and death. 2nd ed. Kiseido Pub. Co., 1996.

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Heath-Stubbs, John. The game of love and death. Enitharmon, 1990.

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Fox, James A. Ulama: Game of life and death in early Mesoamerica. Stanford University Museum, 1994.

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Josh, Peter, and Passan Jeff, eds. Death to BCS. Gotham Books, 2011.

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Marlowe, Dan J. The name of the game is death. Vintage Books, 1993.

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Capítulos de libros sobre el tema "Death game"

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Wenz, Karin. "Death." In The Routledge Companion to Video Game Studies, 2nd ed. Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-54.

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Stuart, Graeme. "Death or Glory." In Introducing JavaScript Game Development. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3252-1_13.

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Spinage, Clive. "Disease and Death." In Big Game of Botswana. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-60033-3_7.

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Bycer, Joshua. "The “Death” of Horror." In Game Design Deep Dive. CRC Press, 2021. http://dx.doi.org/10.1201/9781003199250-7.

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Wachowski, Wojciech, and Karen Sullivan. "Game Over." In Metonymies and Metaphors for Death Around the World. Routledge, 2021. http://dx.doi.org/10.4324/9781003183761-11.

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Hardman, Casey. "Death and Respawning." In Game Programming with Unity and C#. Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5656-5_15.

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Hardman, Casey. "Death and Respawning." In Game Programming with Unity and C#. Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-9720-9_15.

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Vaninskaya, Anna. "Introduction: The Game of Life and Death." In Fantasies of Time and Death. Palgrave Macmillan UK, 2019. http://dx.doi.org/10.1057/978-1-137-51838-5_1.

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Melcer, Edward F., and Marjorie Ann M. Cuerdo. "Death and Rebirth in Platformer Games." In Game User Experience And Player-Centered Design. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37643-7_12.

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Hens, Kristien. "20. Creativiteit: Een game dat bio-ethici inspireert." In Toevallige ontmoetingen. Open Book Publishers, 2023. http://dx.doi.org/10.11647/obp.0370.20.

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In dit hoofdstuk gebruik ik het voorbeeld van mijn eigen reis in een computerspel, Death Stranding, als een reflectie op het belang, ook voor bio-ethici, om bij de problemen van onze eigen grenzen en die van de wereld te blijven.
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Actas de conferencias sobre el tema "Death game"

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Goodman, James, Diego Perez-Liebana, and Simon Lucas. "Skill Depth in Tabletop Board Games." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645624.

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Nancy, P., M. Babu, A. Devipriya, R. Anto Arockia Rosaline, and M. Ramkumar Prabhu. "An In-Depth Exploration of Deep Reinforcement Learning Techniques for Game Playing." In 2024 International Conference on Cybernation and Computation (CYBERCOM). IEEE, 2024. https://doi.org/10.1109/cybercom63683.2024.10803229.

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Cheng, Anqi, Zhiyuan Yang, Haiyue Zhu, and Kezhi Mao. "GAM-Depth: Self-Supervised Indoor Depth Estimation Leveraging a Gradient-Aware Mask and Semantic Constraints." In 2024 IEEE International Conference on Robotics and Automation (ICRA). IEEE, 2024. http://dx.doi.org/10.1109/icra57147.2024.10610653.

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Galvao, Vinicius Ferreira, Rayane Vitorassi Toledo, Danilo Barros dos Santos, Cristiano Maciel, and Eunice Pereira dos Santos Nunes. "Game Over: death representations in Virtual Reality Environments." In 2020 22nd Symposium on Virtual and Augmented Reality (SVR). IEEE, 2020. http://dx.doi.org/10.1109/svr51698.2020.00052.

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Shifflett, Jim, Noah Glaser, Lucas J. Jensen, Tina Riedy, Joseph Griffin, and Maggie Center. "Doctoral Colloquium—Confronting Death: Lived Experiences from Players of the Serious Game Spiritfarer." In 2022 8th International Conference of the Immersive Learning Research Network (iLRN). IEEE, 2022. http://dx.doi.org/10.23919/ilrn55037.2022.9815905.

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Shi, Tang, Alexander Kovalenko, and Nabieva Zukhra. "The Game Poetics of the Novel The Death of Achilles by B. Akunin." In Proceedings of the 2019 International Conference on Pedagogy, Communication and Sociology (ICPCS 2019). Atlantis Press, 2019. http://dx.doi.org/10.2991/icpcs-19.2019.87.

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Nhamo, G. "Green growth: a game changer ushering in the death of the internal combustion engine?" In ENERGY AND SUSTAINABILITY 2014. WIT Press, 2014. http://dx.doi.org/10.2495/esus140051.

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Zhang, Zeyu, and John Morris. "Survival Quest: Raising Awareness for Endangered Species Through the Panda Game Created with Unity." In 3rd International Conference on Advances in Computing & Information Technologies. Academy & Industry Research Collaboration, 2023. http://dx.doi.org/10.5121/csit.2023.131510.

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The goal of this project is to bring up awareness on the safety of endangered species by creating an educational game called "Panda." [4]. By selecting a panda as the main character, which symbolizes endangered species, the game aims to engage players in learning about the challenges these animals face [5]. In the game, players manipulate a panda and strive to survive as long as possible while encountering various threats such as car accidents, predators, and hunters. To enhance the educational aspect, a fact sheet pops up after each panda death, informing the player about the human causes beh
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Eum, Karam, Valérie Erb, Subin Lin, Sungpil Wang, and Young Yim Yim Doh. "How the Death-themed Game Spiritfarer Can Help Players Cope with the Loss of a Loved One." In CHI '21: CHI Conference on Human Factors in Computing Systems. ACM, 2021. http://dx.doi.org/10.1145/3411763.3451608.

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Birkeland, Jennifer, Jonathan A. Scelsa, and John Paul Rysavvy. "The Lawn Game: Programming the Non-Static View." In 108th Annual Meeting Proceedings. ACSA Press, 2020. http://dx.doi.org/10.35483/acsa.am.108.29.

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In his article, “Is Landscape Architecture?,” David Leatherbarrow describes a critical transformation in the modern construction of ground away from a tradition of a singular vantage as a constructed image. Leatherbarrow writes, ‘no interpretation has come under more forceful criticism... Instead of images or pictures, contemporary landscapes are intended to offer effects, which are not matters of form, but the visible aspects of operations.” He suggests the practice of landscape as an image was rejected in the modern era because it falsified the “terrain as static...neglecting the fact that i
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Informes sobre el tema "Death game"

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Pasupuleti, Murali Krishna. AI in Global Strategy: Harnessing Game Theory and Reinforcement Learning for Diplomatic Innovation. National Education Services, 2025. https://doi.org/10.62311/nesx/rr125.

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Abstract: This article explores the integration of game theory and reinforcement learning (RL) in the context of global diplomacy, emphasizing the transformative potential of strategic AI in international relations. It provides an in-depth analysis of how game theory principles, such as Nash equilibrium and cooperative strategies, are leveraged by AI to model and optimize diplomatic interactions. The Article explains how reinforcement learning enables AI systems to learn and adapt strategies over time, improving their effectiveness in negotiation and conflict resolution. Through case studies a
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Villavicencio, Nathan, and Russell Hoffing. Estimating User Gaze Depth Perception in Real-Time for Extended Reality Environments. DEVCOM Army Research Laboratory, 2023. http://dx.doi.org/10.21236/ad1214025.

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Forero-Alvarado, Santiago, Nicolás Moreno-Arias, and Juan J. Ospina-Tejeiro. Humans Against Virus or Humans Against Humans: A Game Theory Approach to the COVID-19 Pandemic. Banco de la República, 2021. http://dx.doi.org/10.32468/be.1160.

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Externalities and private information are key characteristics of an epidemic like the Covid-19 pandemic. We study the welfare costs stemming from the incomplete information environment that these characteristics foster. We develop a framework that embeds a game theory approach into a macro SIR model to analyze the role of information in determining the extent of the health-economy trade-off of a pandemic. We apply the model to the Covid-19 epidemic in the US and find that the costs of keeping health information private are between USD $5.9$ trillion and USD $6.7$ trillion. We then find an opti
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Curry Josef, Jennifer, Arlene B. Galvez, Johanna Riha, and Zaida Orth. What Works? Integrating gender into Government Health programmes in Africa, South Asia, and Southeast Asia. Case study summary report: Gender integration in Baguio General Hospital and Medical Center (Philippines). United Nations University - International Institute for Global Health, 2023. http://dx.doi.org/10.37941/rr/2023/6.

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This case focuses on how gender integration was embedded within the practices and administration of a tertiary hospital in the Philippines. The programme was selected as a promising practice because BGHMC stands out as an example of how to address gender inequalities and improve cultural competence. Based on in-depth analyses of interviews and published materials, it examines the contextual factors that gave rise to the institutionalisation of gender integration in BGHMC, the enabling factors and challenges encountered, outcomes achieved, and lessons learned, including those that might be tran
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Vine, Allyn Collin, and W. Maurice Ewing. Performance of bathythermograph with hand winch. Woods Hole Oceanographic Institution, 2022. http://dx.doi.org/10.1575/1912/29561.

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On May l, 1942 a series of towing tests were made off New London to determine how satisfactory a small hand operated winch would be. The boat was an 83 ft. Coast Guard patrol boat with the end of the boom about 3 feet outboard and 15 feet forward of the stern. Towing tests were made at 8, 12, and 18 knots. At 18 knots two methods were tried: A. Those where the BT was dropped from the end of the boom in the usual manner. B. Those where the BT was dropped from the bow of the boat. This method gave a considerably greater depth of water for the same amount of wire out than the former method. In a
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Barnes, Katrina, Barnes, Katrina, Colin Anderson, Stephanie de Chassy, et al. Understanding Governance from the Margins: What Does It Mean In Practice? Institute of Development Studies (IDS), 2021. http://dx.doi.org/10.19088/a4ea.2021.003.

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What does governance look like ‘from below’ – from the perspectives of poor and marginalised households? How do patterns of conflict affect that? These were the questions at the heart of the Governance at the Margins research project. Over three years from 2017-2020 we worked to explore this through in-depth study in conflict-affected areas of Mozambique, Myanmar, and Pakistan. Our research teams interviewed the same people regularly over that time, finding out how they resolved problems and interacted with authorities. In this paper we connect what we found to the realities and complexities o
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Khanna, Renu, Shreelata Rao Seshadri, V. Srinidhi, et al. What Works? Integrating gender into Government Health programmes in Africa, South Asia, and Southeast Asia. Case Study Summary Report: Gender integration in medical education in Maharashtra and other states (India). United Nations University - International Institute for Global Health, 2023. http://dx.doi.org/10.37941/rr/2023/4.

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This case study focuses on the integration of gender issues in medical education in Maharashtra, India, and its expansion to other states. The programme was selected as a promising practice because it addresses the integration of gender perspectives into medical education, recognised as vital for enhancing the competence of medical and healthcare professionals, enabling them to provide effective, culturally sensitive healthcare that promotes gender equity in health and improves wellbeing (House et al. 2021). Based on in-depth analyses of interviews and published materials, it documents and ana
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Rao Seshadri, Shreelata, Rajalakshmi RamPrakash, Johanna Riha, Zaida Orth, and Michelle de Jong. What Works? Integrating gender into Government Health programmes in Africa, South Asia, and Southeast Asia. Case study summary report: Meeting the healthcare needs of the transgender community – The gender guidance clinics of Tamil Nadu (India). United Nations University - International Institute for Global Health, 2023. http://dx.doi.org/10.37941/rr/2023/7.

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This case study focuses on gender guidance clinics (GGCs) in Tamil Nadu, India, which provide services to the trans community within public hospitals. The programme was selected as a promising practice because it addresses the health needs of the LGBTQ+ community in India, a group that is largely marginalised and stigmatised. This programme stood out because of its significant government ownership and unique approach in addressing the healthcare needs of gender and sexual minorities. Furthermore, the initiative successfully withstood the disruptions caused by COVID-19 and has demonstrated the
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Osorio, Itzel, Camillie Delevaux, Ricardo Perez-Cuevas, et al. Associated Factors of Healthy Lifestyle in the Bahamas. Inter-American Development Bank, 2018. http://dx.doi.org/10.18235/0009376.

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The Bahamas faces critical challenges due to an increase in chronic diseases (CDs). Overweight and obesity are on the rise among all age groups. In addition, the prevalence of raised blood glucose is 13% and that of high blood pressure is 31%. CDs are responsible for 45% of deaths in the country. The Ministry of Health has been implementing programs and interventions to slow the growth of CDs. These programs focus on tackling risk factors and developing both the National Dietary Guidelines and the nutrition interventions implemented in primary care facilities and in the community. This study i
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Mahony, Alison, and Stacey Willcox-Pidgeon. Review of pool fencing legislation in Australia. Royal Life Saving - Australia, 2023. http://dx.doi.org/10.62977/85768.

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The definition of a swimming pool is based on the Australian Standard (AS1926.1-2012 Safety Barriers for Swimming Pools) which states a swimming pool is “any structure containing water to a depth greater than 300 mm and used primarily for swimming, wading, paddling or the like, including a bathing or wading pool, or spa pool.” Pool fencing legislation is governed at a jurisdictional level, with each State or Territory responsible for their own compliance laws, swimming pool registers and inspection regimes. Provided a portable pool can be filled to a depth of at least 300mm, it is included in
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