Gotowa bibliografia na temat „Big-Match games”

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Artykuły w czasopismach na temat "Big-Match games"

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Lyu, Xin. "Quantifying Momentum in Tennis: A Case Study of the 2023 Wimbledon Gentlemen’s Final." Highlights in Science, Engineering and Technology 107 (August 15, 2024): 166–72. http://dx.doi.org/10.54097/79n8c895.

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In sports competitions, especially in famous sports like tennis, momentum has a very significant impact on the outcome of the competition. In the era of big data, research can predict the momentum changes in the game based on historical data, thereby providing players and coaches with reasonable strategies. This analysis can increase the player's winning rate. Explore the presence and changes of momentum in the game through a case study of the 2023 Wimbledon men's singles final. The research selected key moments in the game, including serve games, break games, and errors, to capture momentum t
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Kardiyanto, Deddy Whinata, Hari Setijono, and Edy Mintarto. "The Analysis of Indonesian’s Paralympic Athletes Achievements in International Multi-event." Research, Society and Development 9, no. 1 (2020): e101911677. http://dx.doi.org/10.33448/rsd-v9i1.1677.

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The role of Paralympic athletes in sports has considered being important. The consideration is based on the desire to struggle as like normal people in the field of sports. Thus, this research is conducted in purpose to comprehend the whole phenomenon of Paralympic athletes in achieving accomplishment. Descriptive qualitative is applied in purpose to reveal the condition, facts, phenomenon, variable occurred. The main purpose is to understand the phenomenon more and focusing in the whole description rather by detailing on the related variables. The technique used in this research is documentat
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SINGH, VIKAS VIKRAM, N. HEMACHANDRA, and K. S. MALLIKARJUNA RAO. "BLACKWELL OPTIMALITY IN STOCHASTIC GAMES." International Game Theory Review 15, no. 04 (2013): 1340025. http://dx.doi.org/10.1142/s0219198913400252.

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Blackwell optimality in a finite state-action discounted Markov decision process (MDP) gives an optimal strategy which is optimal for every discount factor close enough to one. In this article we explore this property, which we call as Blackwell–Nash equilibrium, in two player finite state-action discounted stochastic games. A strategy pair is said to be a Blackwell–Nash equilibrium if it is a Nash equilibrium for every discount factor close enough to one. A stationary Blackwell–Nash equilibrium in a stochastic game may not always exist as can be seen from "Big Match" example where a stationar
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Cofano, Giacomo, Francesca D’Elia, Andrea Piccinno, and Italo Sannicandro. "Analysis of the External and Internal Load in 5vs5 Large Sided Games: Differences Between Different Sized Fields." Teorìâ ta Metodika Fìzičnogo Vihovannâ 21, no. 4 (2021): 337–42. http://dx.doi.org/10.17309/tmfv.2021.4.08.

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The study purpose. The purpose of the study is to analyze and understand the internal and external load in Large Sided Games (LSG) exercises carried out on fields of different sizes, defined as Small – Large Sided Games (SLSG) and Big – Large Sided Games (BLSG), according to the different square meters assigned to each player. 
 Materials and methods. 22 professional soccer players (average age: 23.59 ± 4.87 years, weight: 77.8 ± 7.6 kg, height: 183.5 ± 7.5 cm, age training: 13.1 ± 1.7). The LSG exercises were carried out on a 60 x 54 m field (270 m2/player), defined as "small" (SLSG) and
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Adarsh A. Nair, Aniketh V. Hotagi, Abdul Mateen, Ankit Kumar, and Kiran M. "Predictive Analysis and Comparison of Various Models on Esports Competitions." Journal of Advanced Zoology 44, S6 (2023): 1050–55. http://dx.doi.org/10.17762/jaz.v44is6.2357.

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eSports has emerged as a popular genre for players and viewers, promoting a global industry in entertainment. The study of eSports has grown to resolve the need for data driven feedback, which focuses on assessment, strategy, and prediction of cyber-athletes. The focus of this project is to create and compare various models to predict the likely winner for professional games based on the data recorded from various eSports tournament matches. Pro-games have the top industry and audience attention but are restricted in number. The project is dominant on Deep Learning and Machine Learning, where
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Creak, Simon. "National Restoration, Regional Prestige: The Southeast Asian Games in Myanmar, 2013." Journal of Asian Studies 73, no. 4 (2014): 853–77. http://dx.doi.org/10.1017/s0021911814001624.

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“Myanmar is telling Asia ‘we are coming back!’ This is the time. Watch out! We are coming back. After the SEA Games, we will host ASEAN [Association of Southeast Asian Nations]. Big things are happening in our country.” “Kyaw,” an amiable rig coordinator in his early thirties, was relaxing on the ground drinking beer with his wife, passing the time prior to Myanmar's opening men's football match of the 2013 Southeast Asian or SEA Games. Fifteen days later—after a glorious opening ceremony, a slew of gold medals, and a celebratory closing ceremony—his assessment seemed prescient. The government
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Sabri, Zineb, Aniss Moumen, and Youssef Fakhri. "Serious Games at the service of student’s integration into the work sector: Case of computer science engineering students." SHS Web of Conferences 119 (2021): 05005. http://dx.doi.org/10.1051/shsconf/202111905005.

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Students develop a big commitment personally and invest financially to pursue their education and get the degree that opens many gateways for them, but what if the degrees don’t match the skills required by most employers? As time has changed, employability is based on knowledge and several abilities such as soft skills, communication, leadership, creative and critical thinking. It is hard for universities to keep track of all these changes and, at the same time, the technological advancements, the hard facts and the skills of most of the disciplines. Our research aims to study the needs reque
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Ünver, Rafet. "A Quantıtatıve Study on the Score and Technıcal Analysıs of the 2021 Olympıc Games and 2021 World Champıonshıps Olympıc Weıghts-Men's Freestle Wrestlıng." Pakistan Journal of Medical and Health Sciences 16, no. 5 (2022): 464–69. http://dx.doi.org/10.53350/pjmhs22165464.

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In amateur sports branches, one of the most important and big sports organizations for both athletes, coaches, and also for the countries is the Olympic Games and the other is the World Championships. The Olympic Games, which could not be held in 2020 but postponed to 2021 due to the Covid-19 Pandemic in the world, and the 2021 World Wrestling Championship, which is included in the 2021 activity program of the United World Wrestling (UWW), were held in the same year with very short intervals. However, 72% of the wrestlers who participated in the Olympic Games either could not participate in th
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Das, S., and M. Damle. "Impact, capabilities, and credibility of video assistant referee in football/soccer." CARDIOMETRY, no. 25 (February 14, 2023): 307–14. http://dx.doi.org/10.18137/cardiometry.2022.25.307314.

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The penetration of technology & media advances into football has improved referees’ choices on contestable objectives. This paper analyzes the reception of Video Assistant Referees (VAR) and Goal Line Technology (GLT), and how the understanding of the correspondence between arbitrators influences the result of the games. In this study, we take a few examples of use cases where VAR has given major yet confusing decisions that drastically affected the match’s outcome. This investigation is planned for investigating the informative frame of reference for off-field and on-field referees. Decis
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Fernando, Bayas Machado Ramón, Chicaiza Sinchi Dina Lucia, Ponce Bravo Hernán Leopoldo, and Bayas Machado Juan Carlos. "Actividades Lúdicas “Aprendo Jugando” Para Desarrollar La Motricidad Gruesa En Los Niños Y Niñas Del Primer Año De Educación Básica." European Scientific Journal, ESJ 13, no. 26 (2017): 180. http://dx.doi.org/10.19044/esj.2017.v13n26p180.

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The purpose of this current research is to make and implement a didactic guide based on playful activities called “Aprendo Jugando”. This is in a bid to develop the gross motor skills on the first year basic education of boys and girls at Santa Mariana Educational Unit in Riobamba. The guide was organized through a schedule, and it contains games to influence the big muscles movements. The games are intended to reinforce the basic motor skills to evaluate the coordination of the body movements such as jump, match, and jumping on one foot. The sample incorporated 20 children chosen at random. T
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Rozprawy doktorskie na temat "Big-Match games"

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Ragel, Thomas. "Approchabilité et paiement constant dans les jeux stochastiques." Electronic Thesis or Diss., Université Paris sciences et lettres, 2024. http://www.theses.fr/2024UPSLD017.

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Cette thèse explore deux sujets distincts de la théorie des jeux.Premièrement, elle examine la propriété du paiement constant dans le contexte des jeux stochastiques finis à somme nulle, un sujet précédemment étudié dans le cadre des jeux absorbants et des jeux stochastiques à paiement escompté. Cette thèse se concentre sur le cas de l'horizon fini et valide une conjecture énoncée par Sorin, Venel et Vigeral : elle démontre que lorsque la durée du jeu est suffisamment longue, il existe une paire de stratégies approximativement optimales telles que le paiement moyen attendu à tout instant du je
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Książki na temat "Big-Match games"

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Stimson, Joan. Worried Arthur - The Big Match. Ladybird Books, 1997.

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My Big Christmas Activity Book: For Kids Ages 4-8 Word Search, Dot-To-Dot,Color by Numbers, Shadow Match Games, Coloring Pages. Independently Published, 2020.

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My Big Halloween Activity Book for Kids: Spooky Halloween Coloring Activity Book for Toddlers and Kids All Ages, Funny Activity Books Color Pages, Mazes, Word Search, Dot to Dot, Find the Match, Puzzles, Games. . Independently Published, 2021.

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kiddo, eddu. Big Number Tracing Activity Book for Preschoolers and Toddlers Ages 2-4: Math Practice Coloring Workbook for Pre-K with Prewriting Skills Practice and Easy Math Games Like Color by Number, Connect the Dots, Match the Same and Many More for Homeschoolers. Independently Published, 2021.

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Press, Studio Art. Christmas Activity Book for Kids Ages 4-8: A Fun, and Big Workbook for Kids' Learning Filled with Christmas Coloring Pages, Dot-To-Dot, Color by Number, How to Draw, Tracing, Spot the Differences, Match Games, Mazes, Sudoku, and MORE for Boys or Girls! Independently Published, 2022.

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Części książek na temat "Big-Match games"

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Thuijsman, Frank. "The Big Match and the Paris Match." In Stochastic Games and Applications. Springer Netherlands, 2003. http://dx.doi.org/10.1007/978-94-010-0189-2_12.

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Fristedt, Bert, Stephan Lapic, and William D. Sudderth. "The Big Match on the Integers." In New Trends in Dynamic Games and Applications. Birkhäuser Boston, 1995. http://dx.doi.org/10.1007/978-1-4612-4274-1_5.

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Hansen, Kristoffer Arnsfelt, Rasmus Ibsen-Jensen, and Michal Koucký. "The Big Match in Small Space." In Algorithmic Game Theory. Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-662-53354-3_6.

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Blackwell, David, and T. S. Ferguson. "THE BIG MATCH." In Classics in Game Theory. Princeton University Press, 2020. http://dx.doi.org/10.2307/j.ctv173f1fh.21.

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Felicia, Patrick, and Ian Pitt. "Profiling Users in Educational Games." In Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-360-9.ch009.

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For a long time, users’ emotions and behaviours have been considered to obstruct rather than to help the cognitive process. Educational systems have based their learning strategies almost solely at a cognitive level and the internal state of the learner has often been ignored. Even if it is now recognized that learners’ personalities and learning styles influence greatly their cognitive process (e.g. Multiple intelligences), very few systems have managed to profile users and adapt the educational content accordingly. Part of the reason for this is the difficulty to measure learning styles reli
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Blackwell, David, and T. Ferguson. "16. The Big Match. Ann. Math. Stat. 39 (1968) 159-163." In Classics in Game Theory. Princeton University Press, 1997. http://dx.doi.org/10.1515/9781400829156-021.

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Partis-Jennings, Hannah. "Introduction." In The Military-Peace Complex. Edinburgh University Press, 2021. http://dx.doi.org/10.3366/edinburgh/9781474453325.003.1000.

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Take, for instance, one European embassy (which will remain unnamed). One night, its staff were awoken by gunfire. Frantically, they scrambled for the underground safe room. One clenched a gun, another cried in the corner. Their radios were silent. They assumed the security team was busy fighting outside. It turned out Afghanistan had won a big cricket match and half the city was engaged in a little celebratory gunfire. The embassy security team was indeed busy – watching the game....
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Kukulska-Hulme, Agnes. "Language Correspondences." In Language and Communication. Oxford University Press, 1999. http://dx.doi.org/10.1093/oso/9780195108385.003.0010.

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• Is a crossword puzzle clue a definition of a word? • Can you enter to exit? • Are unrecoverable errors recoverable? • How can a word like “caution” mean “guarantee”? • What is it that happens unless you do something else? . . . This chapter is about the ways in which elements of language are at times able to correspond to each other in usage and in meaning. It explains equivalence, the baseline for distinctions between words, and clarifies widespread misconceptions about synonyms. It shows that words have values that are sometimes obvious and sometimes concealed. These concepts are relevant
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"Case Applications." In DNA Fingerprinting, edited by Lorne t. Kirby. Oxford University Press, 1993. http://dx.doi.org/10.1093/oso/9780716770015.003.0014.

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A number of forensic and family relationship cases, as well as medical, animal science, wildlife poaching investigation, and plant science applications are presented in this chapter. As suggested by the titles and headlines from various journal and newspaper articles, the process of identification using recombinant DNA technology has proven to be very practical. Semen from a rape case, a hair follicle from a homicide, blood stains at a break-in, chorionic villi from a prenatal diagnosis, blood cells from a transplant patient, tumorous tissue, a big game animal gut pile, a freezer steak, rare c
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Agrawal, Ravi. "Conclusion: The Everything Device." In India Connected. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190858650.003.0015.

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The world changed on January 9, 2007. It was the Macworld trade show in San Francisco, an annual showcase for Apple products, and founder Steve Jobs was about to introduce a new gadget. “Every once in a while, a revolutionary product comes along that changes everything,” announced Jobs. The Macworld audience had a Pavlovian expectation for something game-changing that day. In 1984 Apple introduced the Macintosh, which went on to transform computing and make the mouse a mainstream accessory. Then in 2001, the iPod arrived. “It didn’t just change the way we all listened to music. It changed the
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Streszczenia konferencji na temat "Big-Match games"

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Luimula, Mika, Timo Haavisto, Duy Vu Dinh Pham, et al. "The use of metaverse in maritime sector – a combination of social communication, hands on experiencing and digital twins." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001513.

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COVID-19 has caused challenges in traveling, sales activities, and teleconferencing is at the moment the main communication tool in industry. Various technologies have been introduced during the last a couple of years to increase the immersion of remote presence. Technologies, that can be called as a virtual reality social platform (VRSP) such as Glue, MootUp, Breakroom, LearnBrite, Virtway Events, Engage, AltspaceVR, and VirBELA are robust solutions for a small group of people to participate in the same event. In July 2021, both Microsoft CEO and Facebook CEO published their visions for remot
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