Sample records for tactical games approach

  1. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    ERIC Educational Resources Information Center

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  2. A Tactical-Game Approach and Enhancement of Metacognitive Behaviour in Elementary School Students

    ERIC Educational Resources Information Center

    Chatzipanteli, Athanasia; Digelidis, N.; Karatzoglidis, C.; Dean, R.

    2016-01-01

    Background: "Teaching games for understanding" (TGfU) is a tactical-game approach to teaching, in which participants are learning via the processes intrinsic to the games themselves. Purpose: The aim of the study was to examine the effectiveness of a tactical-game model in promoting metacognitive behaviour in elementary-school students.…

  3. Argoball: A Dynamic-Rules Game for Teaching Striking-and-Fielding Game Tactics

    ERIC Educational Resources Information Center

    Todorovich, John R.; Fox, James P.; Ryan, Stuart; Todorovich, Sarah W.

    2008-01-01

    Physical educators using the teaching games for understanding (TGFU) approach employ modified game forms to teach children skills and tactics. Inspired by Danish Longball, "Argoball" is a dynamic-rules game that teachers interested in the TGFU model use to help their students develop effective skills and tactics to better participate in…

  4. Tactical AI in Real Time Strategy Games

    DTIC Science & Technology

    2015-03-26

    TACTICAL AI IN REAL TIME STRATEGY GAMES THESIS Donald A. Gruber, Capt, USAF AFIT-ENG-MS-15-M-021 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE...protection in the United States. AFIT-ENG-MS-15-M-021 TACTICAL AI IN REAL TIME STRATEGY GAMES THESIS Presented to the Faculty Department of Electrical...DISTRIBUTION STATEMENT A APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. AFIT-ENG-MS-15-M-021 TACTICAL AI IN REAL TIME STRATEGY GAMES THESIS Donald A

  5. Tennis Coaching: Applying the Game Sense Approach

    ERIC Educational Resources Information Center

    Pill, Shane; Hewitt, Mitchell

    2017-01-01

    This article demonstrates the game sense approach for teaching tennis to novice players. In a game sense approach, learning is positioned within modified games to emphasize the way rules shape game behavior, tactical awareness, decision-making and the development of contextualized stroke mechanics.

  6. Girls' soccer performance and motivation: games vs technique approach.

    PubMed

    Chatzopoulos, Dimitris; Drakou, Amalia; Kotzamanidou, Marina; Tsorbatzoudis, Haralambos

    2006-10-01

    The purpose of this study was to investigate the effects of the Technique and Games approaches on girls' soccer performance and motivation. The Technique approach focuses on technique instruction using drills, whereas the Games approach places emphasis on tactic instruction with modified games. 37 girls, 12 to 13 years old, were taught 15 soccer lessons by the Technique approach and 35 girls by the Games approach. At the beginning and at the end of the research soccer matches were videotaped and evaluated by Oslin, Mitchell, and Griffin's Game Performance Assessment Instrument. Girls' motivation was assessed on the Intrinsic Motivation Inventory. The Games group had significantly better scores after training on tactical behaviour and intrinsic motivation than the Technique group. There were no significant differences in skill execution between groups trained under the two approaches. Considering the importance of intrinsic motivation for a lifelong, physically active lifestyle, researchers could focus study on the approaches and girls' motivation.

  7. Towards a Game-Based Periscope Simulator for Submarine Officers Tactical Training

    DTIC Science & Technology

    2016-06-01

    release; distribution is unlimited TOWARDS A GAME -BASED PERISCOPE SIMULATOR FOR SUBMARINE OFFICERS TACTICAL TRAINING by Rodrigo da Silva Vieira...ONLY 2. REPORT DATE June 2016 3. REPORT TYPE AND DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE TOWARDS A GAME -BASED PERISCOPE SIMULATOR...career to learn and practice these skills. Following an instructional system design process, this thesis developed a 3D, game -based periscope tactical

  8. Skills and offensive tactics used in pick-up basketball games.

    PubMed

    Wang, Jianyu; Liu, Wenhao; Moffit, Jeffrey

    2009-10-01

    The purpose of this study was to describe skills and offensive tactics frequently used in pick-up basketball games. 65 participants were recruited from public basketball courts. An observational instrument was developed to analyze the performances of pick-up games. Participants' performances were videotaped and coded. Results indicated that the passing skills most frequently observed in the games were chest pass, overhead pass, and bounce pass. For dribbling, crossover dribble and change-of-pace dribble were frequently observed. Jump shot, set shot, and layup were also frequently used. The offensive tactics frequently used included drive, cut, and set screen. The study may be beneficial for helping young people prepare to play pick-up basketball games.

  9. Two vs. One Keep Away: A Simple Game of Beginning Tactics

    ERIC Educational Resources Information Center

    Belka, David E.

    2005-01-01

    In the last decade or so, there has been a shift toward small-sided games played in smaller spaces, with limited rules and an emphasis on tactics. The goal of the current instruction is to use less complex game settings to develop players who then learn to make more appropriate and quicker tactical decisions. In this article, the author presents…

  10. Modelling Human Emotions for Tactical Decision-Making Games

    ERIC Educational Resources Information Center

    Visschedijk, Gillian C.; Lazonder, Ard W.; van der Hulst, Anja; Vink, Nathalie; Leemkuil, Henny

    2013-01-01

    The training of tactical decision making increasingly occurs through serious computer games. A challenging aspect of designing such games is the modelling of human emotions. Two studies were performed to investigate the relation between fidelity and human emotion recognition in virtual human characters. Study 1 compared five versions of a virtual…

  11. Using Games Invention with Elementary Children--Teaching for Understanding: Tactical Approaches to Teaching Games.

    ERIC Educational Resources Information Center

    Curtner-Smith, Matthew D.

    1996-01-01

    Explains how teachers of students in grades four through six can use the Teaching Games for Understanding Approach and incorporate games invention into the physical education curriculum. A three-step model is proposed: selection and modification of games; teaching games with an understanding approach; and student invention of games. Summaries of…

  12. Timescales for exploratory tactical behaviour in football small-sided games.

    PubMed

    Ric, Angel; Hristovski, Robert; Gonçalves, Bruno; Torres, Lorena; Sampaio, Jaime; Torrents, Carlota

    2016-09-01

    The aim of this study was to identify the dynamics of tactical behaviour emerging on different timescales in football small-sided games and to quantify short- and long-term exploratory behaviour according to the number of opponents. Two teams of four professional male footballers played small-sided games against two different teams with a variable number of opponents (3, 5 and 7). Data were collected using a combination of systematic observation and a non-differential global positioning system (15 Hz). The temporal diversity and structural flexibility of the players were determined by calculating the dynamic overlap order parameter q, entropy and trapping strength. Analysis of the exploratory dynamics revealed two different timescales, forming a different metastable landscape of action for each constraint. Fast dynamics lasted on average a few seconds and consisted of changes in tactical patterns. The long timescale corresponded to the shared tasks of offence and defence lasting tens of seconds. The players' tactical diversity decreased with an increasing number of opponents, especially in defence. Manipulating numerical imbalance is likely to promote changes in the diversity, unpredictability and flexibility of tactical solutions. The fact that the temporally nested structure of constraints shaped the emergence of tactical behaviour provides a new rationale for practice task design. The manipulation of numerical imbalance on the timescale of a few tens of seconds, on which the exploratory behaviour of players saturates, may help coaches to optimise the exploratory efficiency of the small-sided games.

  13. Speedminton: Using the Tactical Games Model in Secondary Physical Education

    ERIC Educational Resources Information Center

    Oh, Hyun-Ju; Bullard, Susan; Hovatter, Rhonda

    2011-01-01

    Teaching and learning of sport and sports-related games dominates the curriculum in most secondary physical education programs in America. For many secondary school students, playing games can be exciting and lead to a lifetime of participation in sport-related activities. Using the Tactical Games Model (TGM) (Mitchell et al., 2006) to teach the…

  14. A Model for Developing and Assessing Tactical Decision-Making Competency in Game Play

    ERIC Educational Resources Information Center

    Pagnano-Richardson, Karen; Henninger, Mary L.

    2008-01-01

    All teachers want their students to become better game players who are motivated to participate in and outside of class. Students need to learn how to make good tactical decisions, in addition to being skilled movers, in order to become competent game players. When students make better tactical decisions, they experience more success and therefore…

  15. Tactical expertise assessment in youth football using representative tasks.

    PubMed

    Serra-Olivares, Jaime; Clemente, Filipe Manuel; González-Víllora, Sixto

    2016-01-01

    Specific football drills improve the development of technical/tactical and physical variables in players. Based on this principle, in recent years it has been possible to observe in daily training a growing volume of small-sided and conditioned games. These games are smaller and modified forms of formal games that augment players' perception of specific tactics. Despite this approach, the assessment of players' knowledge and tactical execution has not been well documented, due mainly to the difficulty in measuring tactical behavior. For that reason, this study aims to provide a narrative review about the tactical assessment of football training by using representative tasks to measure the tactical expertise of youth football players during small-sided and conditioned games. This study gives an overview of the ecological approach to training and the principles used for representative task design, providing relevant contribution and direction for future research into the assessment of tactical expertise in youth football.

  16. Identification of Non-Specific Tactical Tasks in Invasion Games

    ERIC Educational Resources Information Center

    Memmert, Daniel; Harvey, Stephen

    2010-01-01

    Background and significance: The notion of transferability (i.e. sampling) has been put forward as one of four core pedagogical principles for games teaching. The sampling principle was based on the premise that it may be possible to show the existence of tactical similarities between apparently dissimilar games, leading to a much better overall…

  17. Instructor-Facilitated vs. Stand-Alone Tactical Game Training

    DTIC Science & Technology

    2009-01-01

    Mixed Factor Repeated-Measures ANOVA showed that the two groups of leaders did not differ significantly on the time they used to complete either the...game training on tactical decision making. Thirty- two leaders were assigned to complete two urban operations- based missions (patrol and defense...using the SimFX game. These leaders worked under the direction of an instructor and interacted with peers. Thirty-seven more leaders completed the two

  18. A Framework for Teaching Tactical Game Knowledge.

    ERIC Educational Resources Information Center

    Wilson, Gail E.

    2002-01-01

    Provides an example of a framework of generic knowledge, designed for teachers, that describes and explains the foundational tactical aspects of invasive team-game play. The framework consists of four modules: participants and their roles, objectives, action principles, and action options. Guidelines to help instructors design practical activities…

  19. Tactical swimming activity and heart rate aspects of youth water polo game.

    PubMed

    Lupo, Corrado; Capranica, Laura; Cugliari, Giovanni; Gomez, Miguel A; Tessitore, Antonio

    2016-09-01

    Although physical demands could differently occur during particular phases of the youth water polo game, at present, literature lacks of time-motion and heart rate data referred to specific tactical situation. Therefore, the present study aimed to analyze a youth water polo game, specifying heart rate, and swimming activity aspects in relation to game situations. Twenty-six youth male players (15.6±0.5 years old) voluntary played a friendly game, which was tactically analyzed (offensive and defensive Even and Counterattack situation, and Power-play, Inferiority and Game Breaks) using notational analysis procedures. Successively, the heart rate (aerobic, anaerobic) and time motion (horizontal, vertical, and duel swimming patterns, with and without ball possession, backstroke) analyses were applied only to six (3 for team) players because they performed at list half of the total game duration. The tactical scenarios were mainly characterized by offensive (33%) and defensive (33%) even possessions, and game breaks (23%). No effect emerged between situations in terms of heart rate distribution, because it principally resulted as aerobic (range: 58-97%). The swimming activity analysis mainly showed differences (P≤0.05) between offensive counterattack and power-play in terms of distance (1 min of game, single pattern), time duration (1 min of game), and speed (single pattern) related to the horizontal activity. Repeated high intensity activities were performed 3.0±2.8 (range: 1-7) during the game. The findings of the present study provide important information for the planning of youth water polo training, with specific reference to playing situations.

  20. A Machine Learning System for Analyzing Human Tactics in a Game

    NASA Astrophysics Data System (ADS)

    Ito, Hirotaka; Tanaka, Toshimitsu; Sugie, Noboru

    In order to realize advanced man-machine interfaces, it is desired to develop a system that can infer the mental state of human users and then return appropriate responses. As the first step toward the above goal, we developed a system capable of inferring human tactics in a simple game played between the system and a human. We present a machine learning system that plays a color expectation game. The system infers the tactics of the opponent, and then decides the action based on the result. We employed a modified version of classifier system like XCS in order to design the system. In addition, three methods are proposed in order to accelerate the learning rate. They are a masking method, an iterative method, and tactics templates. The results of computer experiments confirmed that the proposed methods effectively accelerate the machine learning. The masking method and the iterative method are effective to a simple strategy that considers only a part of past information. However, study speed of these methods is not enough for the tactics that refers to a lot of past information. For the case, the tactics template was able to settle the study rapidly when the tactics is identified.

  1. Tennis: Applied Examples of a Game-Based Teaching Approach

    ERIC Educational Resources Information Center

    Crespo, Miguel; Reid, Machar M.; Miley, Dave

    2004-01-01

    In this article, the authors reveal that tennis has been increasingly taught with a tactical model or game-based approach, which emphasizes learning through practice in match-like drills and actual play, rather than in practicing strokes for exact technical execution. Its goal is to facilitate the player's understanding of the tactical, physical…

  2. AGATE: Adversarial Game Analysis for Tactical Evaluation

    NASA Technical Reports Server (NTRS)

    Huntsberger, Terrance L.

    2013-01-01

    AGATE generates a set of ranked strategies that enables an autonomous vehicle to track/trail another vehicle that is trying to break the contact using evasive tactics. The software is efficient (can be run on a laptop), scales well with environmental complexity, and is suitable for use onboard an autonomous vehicle. The software will run in near-real-time (2 Hz) on most commercial laptops. Existing software is usually run offline in a planning mode, and is not used to control an unmanned vehicle actively. JPL has developed a system for AGATE that uses adversarial game theory (AGT) methods (in particular, leader-follower and pursuit-evasion) to enable an autonomous vehicle (AV) to maintain tracking/ trailing operations on a target that is employing evasive tactics. The AV trailing, tracking, and reacquisition operations are characterized by imperfect information, and are an example of a non-zero sum game (a positive payoff for the AV is not necessarily an equal loss for the target being tracked and, potentially, additional adversarial boats). Previously, JPL successfully applied the Nash equilibrium method for onboard control of an autonomous ground vehicle (AGV) travelling over hazardous terrain.

  3. Tactical Behavior Mining of a Soldier-Based Gaming Environment (Briefing Charts)

    DTIC Science & Technology

    2016-05-23

    U.S. ARMY TANK AUTOMOTIVE RESEARCH, DEVELOPMENT AND ENGINEERING CENTER Tactical Behavior Mining of a Soldier-Based Gaming Environment 5/23/2016 …Plus...Distribution Statement A. Approved for public release; distribution is unlimited. 4 One Solution: Use a Physics-Based Game Environment TARDEC VIRTUAL...EXPERIMENTS CAPABILITY  VBS3 Training Game  ុ Soldier Experiments  2-3 Days = Several Refights  Lickert Subjective Questionaires  ESP Engine

  4. Biochemical, physical and tactical analysis of a simulated game in young soccer players.

    PubMed

    Aquino, Rodrigo L; Gonçalves, Luiz G; Vieira, Luiz H; Oliveira, Lucas P; Alves, Guilherme F; Santiago, Paulo R; Puggina, Enrico F

    2016-12-01

    The objectives of this study were to describe and compare the displacement patterns and the tactical performance of the players in the first to the second game time and verify possible associations between indirect markers of muscle damage with displacement patterns in a simulated game played by young soccer players. Eighteen young soccer players were submitted to a simulated game and two blood collections, one before and another 30 minutes post-game to analyze the behavior of creatine kinase and lactate dehydrogenase enzymes. The patterns of displacement and tactics variables were obtained through functions developed in MATLAB environment (MathWorks, Inc., Natick, MA, USA). It is observed a significant increase in average speed (P=0.05), number of sprints (P<0.001), the percentage the total distance covered at high intensity (P<0.001) and tactical variables (team surface area: P=0.002; spreading: P=0.001) in the second period of the simulated game. In addition, there was significant reduction in the percentage of the total distance at low intensity (P≤0.05) in the second period, and there was a strong association between the percentage of change delta of creatine kinase and lactate dehydrogenase with the displacement patterns in the simulated game. The results show that indirect markers of muscle damage have great association with displacement patterns in game performed in training conditions for young soccer players, evidencing a need for reflection on the post-training recovery sessions strategies, contributing to better planning of sessions throughout the macrocycle.

  5. The older, the wider: On-field tactical behavior of elite-standard youth soccer players in small-sided games.

    PubMed

    Olthof, Sigrid B H; Frencken, Wouter G P; Lemmink, Koen A P M

    2015-06-01

    Young soccer players need excellent tactical skills to reach the top. Tactical behavior emerges through interactions between opposing teams. However, few studies have focused on on-field tactical behavior of teams with talented soccer players. Therefore, this study aimed to determine teams' tactical behavior during small-sided games in two age categories, Under-17 and Under-19. Positional data of thirty-nine elite-standard soccer players were collected during twenty-four small-sided games to calculate longitudinal and lateral inter-team distances, stretch indices and length per width ratios. Corresponding interaction patterns and game-to-game variability were also determined. Under-19 showed a significantly larger lateral stretch index and a significantly lower length per width ratio compared with Under-17. Furthermore, teams of both age groups showed similar large proportions of in-phase behavior. Variability of tactical performance measures within and between games was similar for Under-17 and Under-19. Variability within games seems to be functional for attacking teams for creating goal-scoring opportunities. In conclusion, the main difference was that Under-19 adopted a wider pitch dispersion than Under-17, represented by a larger lateral stretch index and smaller length per width ratio. Coach instructions and training exercises should be directed at exploiting pitch width to increase the pursuit of goal-scoring. Copyright © 2015 Elsevier B.V. All rights reserved.

  6. Review of the tactical evaluation tools for youth players, assessing the tactics in team sports: football.

    PubMed

    González-Víllora, Sixto; Serra-Olivares, Jaime; Pastor-Vicedo, Juan Carlos; da Costa, Israel Teoldo

    2015-01-01

    For sports assessment to be comprehensive, it must address all variables of sports development, such as psychological, social-emotional, physical and physiological, technical and tactical. Tactical assessment has been a neglected variable until the 1980s or 1990s. In the last two decades (1995-2015), the evolution of tactical assessment has grown considerably, given its importance in game performance. The aim of this paper is to compile and analyze different tactical measuring tools in team sports, particularly in soccer, through a bibliographical review. Six tools have been selected on five different criteria: (1) Instruments which assess tactics, (2) The studies have an evolution approach related to the tactical principles, (3) With a valid and reliable method, (4) The existence of publications mentioning the tool in the method, v. Applicable in different sports contexts. All six tools are structured around seven headings: introduction, objective(s), tactical principles, materials, procedures, instructions/rules of the game and published studies. In conclusion, the teaching-learning processes more tactical oriented have useful tactical assessment instrument in the literature. The selection of one or another depends some context information, like age and level of expertise of the players.

  7. Developing Pupils' Performance in Team Invasion Games

    ERIC Educational Resources Information Center

    Gray, Shirley; Sproule, John

    2011-01-01

    Background: To develop pupils' team invasion games (TIG) performance within physical education (PE), practitioners have traditionally adopted teacher-centred, skill-focused approaches. Teaching Games for Understanding and the Tactical approach are alternative approaches to TIG teaching that aim to develop overall game performance, including…

  8. Tactical Games Model and Its Effects on Student Physical Activity and Gameplay Performance in Secondary Physical Education

    ERIC Educational Resources Information Center

    Hodges, Michael; Wicke, Jason; Flores-Marti, Ismael

    2018-01-01

    Many have examined game-based instructional models, though few have examined the effects of the Tactical Games Model (TGM) on secondary-aged students. Therefore, this study examined the effects TGM has on secondary students' physical activity (PA) and gameplay performance (GPP) in three secondary schools. Physical education teachers (N = 3) were…

  9. Game-Based Approaches' Pedagogical Principles: Exploring Task Constraints in Youth Soccer.

    PubMed

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-06-27

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.

  10. Motivational Climate in Games Concept Lessons

    ERIC Educational Resources Information Center

    McNeill, Michael Charles; Fry, Joan Marian; Md. Hairil, Johari

    2011-01-01

    This is an investigation of the motivational climate generated in games lessons taught by three experienced, specialist physical education (PE) teachers using a tactical games approach (Games Concept Approach, GCA). The pupils' personal motives for participation in the units were also explored. Three PE specialists were purposefully selected to…

  11. Physical Activity Levels and Motivational Responses of Boys and Girls: A Comparison of Direct Instruction and Tactical Games Models of Games Teaching in Physical Education

    ERIC Educational Resources Information Center

    Smith, Lindsey; Harvey, Stephen; Savory, Louise; Fairclough, Stuart; Kozub, Stephen; Kerr, Catherine

    2015-01-01

    The purpose of this study was to independently determine the levels of moderate-to-vigorous physical activity (MVPA) and self-determined motivation of both boys and girls as they participated in prolonged units of invasion games (i.e. 6-12 lessons) through two pedagogical models: direct instruction and the tactical games model (TGM). It was…

  12. Differential Learning as a Key Training Approach to Improve Creative and Tactical Behavior in Soccer.

    PubMed

    Santos, Sara; Coutinho, Diogo; Gonçalves, Bruno; Schöllhorn, Wolfgang; Sampaio, Jaime; Leite, Nuno

    2018-03-01

    The aim of this study was to identify the effects of a differential-learning program, embedded in small-sided games, on the creative and tactical behavior of youth soccer players. Forty players from under-13 (U13) and under-15 (U15) were allocated into control and experimental groups and were tested using a randomized pretest to posttest design using small-sided games situations. The experimental group participated in a 5-month differential-learning program embodied in small-sided games situations, while the control group participated in a typical small-sided games training program. In-game creativity was assessed through notational analyses of the creative components, and the players' positional data were used to compute tactical-derived variables. The findings suggested that differential learning facilitated the development of creative components, mainly concerning attempts (U13, small; U15, small), versatility (U13, moderate; U15, small), and originality (U13, unclear; U15, small) of players' actions. Likewise, the differential-learning approach provided a decrease in fails during the game in both experimental groups (moderate). Moreover, differential learning seemed to favor regularity in pitch-positioning behavior for the distance between players' dyads (U13, small; U15, small), the distance to the team target (U13, moderate; U15, small), and the distance to the opponent target (U13, moderate; U15, small). The differential-learning program stressed creative and positional behavior in both age groups with a distinct magnitude of effects, with the U13 players demonstrating higher improvements over the U15 players. Overall, these findings confirmed that the technical variability promoted by differential learning nurtures regularity of positioning behavior.

  13. Testing of Tactical Performance in Youth Elite Soccer

    PubMed Central

    2010-01-01

    This is a twofold study with the goals of evaluating tactical oriented game test situations for 12-13-year old highly-talented soccer players and to analyze dynamic, intra-individual developments of the players. A cross-sectional design was carried in study 1, using game test situations to measure specific tactics and creative performance for 195 expert players. The results from five evaluation criteria show that both diagnostic instruments can be used for recording football-specific creativity and game intelligence in talented young players. They produced tactical indicators that can be described as objective and valid, exhibit a sufficient degree of differentiation and are easy to record. Study 2 uses a longitudinal design to present a dynamic performance diagnostic tool for analyzing intra-individual improvements of German Soccer Foundation talents according to football-specific creativity and game intelligence. The results with respect to divergent tactical thinking clearly show that very different change processes were observed in the German Soccer Foundation players. Finally, the practical implications for the training process are discussed on the basis of both studies. Key points With game test situations it is possible to assess tactical performance as game intelligence and creativity objective, valid, with a sufficient degree of differentiation, and economically. The results with respect to game intelligence and creativity show that very different change processes were observed in the German Soccer Foundation players dependend on the bases (trainers). Current literature on tactics for school sports as well as for children’s, youth and high performance soccer at the club level should place much more emphasis on individual and group-tactical requirements in soccer. PMID:24149686

  14. Testing of tactical performance in youth elite soccer.

    PubMed

    Memmert, Daniel

    2010-01-01

    This is a twofold study with the goals of evaluating tactical oriented game test situations for 12-13-year old highly-talented soccer players and to analyze dynamic, intra-individual developments of the players. A cross-sectional design was carried in study 1, using game test situations to measure specific tactics and creative performance for 195 expert players. The results from five evaluation criteria show that both diagnostic instruments can be used for recording football-specific creativity and game intelligence in talented young players. They produced tactical indicators that can be described as objective and valid, exhibit a sufficient degree of differentiation and are easy to record. Study 2 uses a longitudinal design to present a dynamic performance diagnostic tool for analyzing intra-individual improvements of German Soccer Foundation talents according to football-specific creativity and game intelligence. The results with respect to divergent tactical thinking clearly show that very different change processes were observed in the German Soccer Foundation players. Finally, the practical implications for the training process are discussed on the basis of both studies. Key pointsWith game test situations it is possible to assess tactical performance as game intelligence and creativity objective, valid, with a sufficient degree of differentiation, and economically.The results with respect to game intelligence and creativity show that very different change processes were observed in the German Soccer Foundation players dependend on the bases (trainers).Current literature on tactics for school sports as well as for children's, youth and high performance soccer at the club level should place much more emphasis on individual and group-tactical requirements in soccer.

  15. Effect of the Sport Education Tactical Model on Coeducational and Single Gender Game Performance

    ERIC Educational Resources Information Center

    Pritchard, Tony; McCollum, Starla; Sundal, Jacqueline; Colquit, Gavin

    2014-01-01

    Physical education teachers are faced with a decision when teaching physical activities in schools. What type of instructional model should be used, and should classes be coeducational or single gender? The current study had two purposes. The first purpose investigated the effectiveness of the sport education tactical model (SETM) during game play…

  16. The effect of deliberate play on tactical performance in basketball.

    PubMed

    Greco, Pablo; Memmert, Daniel; Morales, Juan C P

    2010-06-01

    This field-based study analyzed effects of a deliberate-play training program in basketball on tactical game intelligence and tactical creativity. 22 youth basketball players, ages 10 to 12 years, completed basketball training in one of two equal-sized groups. The deliberate-play training program contained unstructured game forms in basketball. The placebo group played in traditional structured basketball game forms. Tactical intelligence and creativity was assessed before and after an 18-lesson intervention. Analysis showed significant training improvement only for the deliberate-play group. In addition, this outperformance of the placebo group was not only observed for tactical creativity but also for tactical intelligence.

  17. A Review of the Game-Centred Approaches to Teaching and Coaching Literature since 2006

    ERIC Educational Resources Information Center

    Harvey, Stephen; Jarrett, Kendall

    2014-01-01

    Background: In 2006, Oslin and Mitchell published a review of the game-centred approaches (GCAs) to teaching and coaching literature highlighting a number of core concepts thought to provide justification for the use of GCAs including (a) its potential to enhance participant motivation, (b) potential for tactical transfer, and (c) development of…

  18. Substituting Developmental for Traditional Games in Elementary Physical Education

    ERIC Educational Resources Information Center

    Belka, David

    2004-01-01

    When children are assessed as being developmentally ready for competitive game play, large group games and traditional low organizational games need to be replaced by an approach that uses small-sided games, modified equipment and playing areas, and emphasizes game tactics. Manipulating factors that affect the structure and understanding of games…

  19. Tactical Communications Training Environment for Unmanned Aircraft System Operators

    DTIC Science & Technology

    2016-12-15

    communication and teamwork skills. The Night Vision Tactical Trainer - Shadow (NVTT-Shadow) was developed as a game -based desktop solution to train...advanced individual training Soldiers and UAS course instructors. The usability testing demonstrated the feasibility of interactive gaming applied to MUM...T tactical communications. Ratings and comments from both students and instructors validated the need as well as mission context, game content, and

  20. Teaching Teachers to Play and Teach Games

    ERIC Educational Resources Information Center

    Wright, Steven; McNeill, Michael; Fry, Joan; Wang, John

    2005-01-01

    This study was designed to determine the extent to which a technical and a tactical approach to teaching a basketball unit to physical education teacher education (PETE) students would each affect their games playing abilities, perceived ability to teach, and approach preference for teaching the game. Pre- and post-unit data were collected through…

  1. Tactical metrics that discriminate winning, drawing and losing teams in UEFA Euro 2012®.

    PubMed

    Winter, Christian; Pfeiffer, Mark

    2016-01-01

    The objectives of this article are twofold: first, an innovative approach to notational analysis in football is outlined. By considering the important theoretical requirements for the analysis of sports games (like the interaction between two parties, the procedural sequence of action or the significance of tactical behaviour) the meaning of the introduced parameters, called tactical metrics, is illustrated. In a second step, the validity of this approach is tested using matches of the Union of European Football Associations (UEFA) Euro 2012® to investigate a connection between these metrics and success. The results show that 11 tactical metrics model tactical behaviour in 4 different dimensions (game speed, transition play after ball recovery, transition play after ball loss and offence efficiency (OE)). Discriminant analysis based on the factor values leads to a correct classification of 64.8% identifying winners, losers and drawers. This successful discrimination reveals a connection between match success and the presented metrics. Especially, the transition play after losing the ball and the OE seem to be factors connected directly with the result of a match, since those were important values for a successful discrimination. Furthermore, the procedural description of tactical behaviour provides the opportunity to conduct meaningful recommendations for the training and coaching process.

  2. Quantum market games: implementing tactics via measurements

    NASA Astrophysics Data System (ADS)

    Pakula, I.; Piotrowski, E. W.; Sladkowski, J.

    2006-02-01

    A major development in applying quantum mechanical formalism to various fields has been made during the last few years. Quantum counterparts of Game Theory, Economy, as well as diverse approaches to Quantum Information Theory have been found and currently are being explored. Using connections between Quantum Game Theory and Quantum Computations, an application of the universality of a measurement based computation in Quantum Market Theory is presented.

  3. A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games

    DTIC Science & Technology

    The resulting agent does not require the usage of training or tree searches to optimize, allowing for consist effective performance across all scenarios against a variety of opposing tactical options.

  4. Using the Tactical Games Approach when Teaching Rugby and Tchoukball

    ERIC Educational Resources Information Center

    Cramer, Stanley J.

    2011-01-01

    To be successful in game play requires students to do more than merely execute sport-specific movement skills well. Students should be learning how to read specific game situations while not in possession of the ball, respond appropriately with movements to reposition themselves to gain an advantage for their team or self, react to produce…

  5. Team Action Imagery and Team Cognition: Imagery of Game Situations and Required Team Actions Promotes a Functional Structure in Players' Representations of Team-Level Tactics.

    PubMed

    Frank, Cornelia; Linstromberg, Gian-Luca; Hennig, Linda; Heinen, Thomas; Schack, Thomas

    2018-02-01

    A team's cognitions of interpersonally coordinated actions are a crucial component for successful team performance. Here, we present an approach to practice team action by way of imagery and examine its impact on team cognitions in long-term memory. We investigated the impact of a 4-week team action imagery intervention on futsal players' mental representations of team-level tactics. Skilled futsal players were assigned to either an imagery training group or a no imagery training control group. Participants in the imagery training group practiced four team-level tactics by imagining team actions in specific game situations for three times a week. Results revealed that the imagery training group's representations were more similar to that of an expert representation after the intervention compared with the control group. This study indicates that team action imagery training can have a significant impact on players' tactical skill representations and thus order formation in long-term memory.

  6. A Phenomenological Examination of Virtual Game Developers' Experiences Using Jacob's Ladder Pre-Production Design Tactic

    ERIC Educational Resources Information Center

    Brown-Turner, Jasmine

    2017-01-01

    Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…

  7. Affective Decision-Making and Tactical Behavior of Under-15 Soccer Players

    PubMed Central

    Gonzaga, Adeilton dos Santos; Albuquerque, Maicon Rodrigues; Malloy-Diniz, Leandro Fernandes; Greco, Pablo Juan; Teoldo da Costa, Israel

    2014-01-01

    Affective decision-making is a type of Executive Function related to cost benefit analysis in situations where gains and losses imply direct consequences for the subject. The purpose of this study was to explore the influence of the affective decision-making on tactical behavior in soccer players under the age of 15 years old. The System of Tactical Assessment in Soccer (FUT-SAT) was used to assess tactical behavior. To evaluate affective decision-making, we used the neuropsychological test called The Iowa Gambling Task (IGT). The values of the offensive, defensive and game tactical behavior of participants were used to create performance groups. The low (≤25%) and high (≥75%) groups, according to offensive, defensive and game tactical behavior, were compared and shown to be different. The values of the IGT net score of the participants with low and high tactical behavior were compared using the non-parametric Mann-Whitney test. Statistically significant differences between the groups were observed for Defensive Tactical Behavior (Z = −3.133; p = 0.002; r = −0.355) and Game Tactical Behavior (Z = −2.267; p = 0.023; r = −0.260). According to these results, it is possible to state that affective decision-making can influence the tactical behavior of under-15 soccer players. PMID:24978030

  8. Match-derived relative pitch area changes the physical and team tactical performance of elite soccer players in small-sided soccer games.

    PubMed

    Olthof, Sigrid B H; Frencken, Wouter G P; Lemmink, Koen A P M

    2018-07-01

    Small-sided games (SSGs) are used in training sessions to prepare for full-sized matches. For the same number of players, smaller pitch sizes result in decreased physical performance and shorter interpersonal distances. A relative pitch area derived from the full-sized match results in larger pitch sizes and this may increase the fit between SSGs and full-sized matches. This study aimed to investigate SSGs with a traditional small pitch and a match-derived relative pitch area in youth elite soccer players. Four age categories (under-13, under-15, under-17 and under-19) played 4 vs. 4 plus goalkeepers on a small (40x30m, 120m 2 relative pitch area) and large pitch (68x47m, 320m 2 relative pitch area). The number of games per age category ranged 15-30. Positional data (LPM-system) were collected to determine physical (total distance covered, high intensity distance and number of sprints) and team tactical (inter-team distance, LPW-ratio, surface area, stretch indices, goalkeeper-defender distance) performance measures and tactical variability. On a large pitch, physical performance significantly increased, inter-team and intra-team distances were significantly larger and tactical variability of intra-team distance measures significantly increased. The match-derived relative pitch area is an important training manipulation and leads to changes in physical and tactical performance 4 vs. 4 plus goalkeepers.

  9. Intelligent cognitive radio jamming - a game-theoretical approach

    NASA Astrophysics Data System (ADS)

    Dabcevic, Kresimir; Betancourt, Alejandro; Marcenaro, Lucio; Regazzoni, Carlo S.

    2014-12-01

    Cognitive radio (CR) promises to be a solution for the spectrum underutilization problems. However, security issues pertaining to cognitive radio technology are still an understudied topic. One of the prevailing such issues are intelligent radio frequency (RF) jamming attacks, where adversaries are able to exploit on-the-fly reconfigurability potentials and learning mechanisms of cognitive radios in order to devise and deploy advanced jamming tactics. In this paper, we use a game-theoretical approach to analyze jamming/anti-jamming behavior between cognitive radio systems. A non-zero-sum game with incomplete information on an opponent's strategy and payoff is modelled as an extension of Markov decision process (MDP). Learning algorithms based on adaptive payoff play and fictitious play are considered. A combination of frequency hopping and power alteration is deployed as an anti-jamming scheme. A real-life software-defined radio (SDR) platform is used in order to perform measurements useful for quantifying the jamming impacts, as well as to infer relevant hardware-related properties. Results of these measurements are then used as parameters for the modelled jamming/anti-jamming game and are compared to the Nash equilibrium of the game. Simulation results indicate, among other, the benefit provided to the jammer when it is employed with the spectrum sensing algorithm in proactive frequency hopping and power alteration schemes.

  10. Fundamental Tactical Principles of Soccer: A Comparison of Different Age Groups.

    PubMed

    Borges, Paulo Henrique; Guilherme, José; Rechenchosky, Leandro; da Costa, Luciane Cristina Arantes; Rinadi, Wilson

    2017-09-01

    The fundamental tactical principles of the game of soccer represent a set of action rules that guide behaviours related to the management of game space. The aim of this study was to compare the performance of fundamental offensive and defensive tactical principles among youth soccer players from 12 to 17 years old. The sample consisted of 3689 tactical actions performed by 48 soccer players in three age categories: under 13 (U-13), under 15 (U-15), and under 17 (U-17). Tactical performance was measured using the System of Tactical Assessment in Soccer (FUT-SAT). The Kruskal Wallis, Mann-Whitney U, Friedman, Wilcoxon, and Cohen's Kappa tests were used in the study analysis. The results showed that the principles of "offensive coverage" (p = 0.01) and "concentration" (p = 0.04) were performed more frequently by the U-17 players than the U-13 players. The tactical principles "width and length" (p < 0.05) and "defensive unit" (p < 0.05) were executed more frequently by younger soccer players. It can be concluded that the frequency with which fundamental tactical principles are performed varies between the gaming categories, which implies that there is valuation of defensive security and a progressive increase in "offensive coverage" caused by increased confidence and security in offensive actions.

  11. Top 10 Research Questions Related to Teaching Games for Understanding

    PubMed Central

    Memmert, Daniel; Almond, Len; Bunker, David; Butler, Joy; Fasold, Frowin; Griffin, Linda; Hillmann, Wolfgang; Hüttermann, Stefanie; Klein-Soetebier, Timo; König, Stefan; Nopp, Stephan; Rathschlag, Marco; Schul, Karsten; Schwab, Sebastian; Thorpe, Rod; Furley, Philip

    2015-01-01

    In this article, we elaborate on 10 current research questions related to the “teaching games for understanding” (TGfU) approach with the objective of both developing the model itself and fostering game understanding, tactical decision making, and game-playing ability in invasion and net/wall games: (1) How can existing scientific approaches from different disciplines be used to enhance game play for beginners and proficient players? (2) How can state-of-the-art technology be integrated to game-play evaluations of beginners and proficient players by employing corresponding assessments? (4) How can complexity thinking be utilized to shape day-to-day physical education (PE) and coaching practices? (5) How can game making/designing be helpfully utilized for emergent learning? (6) How could purposeful game design create constraints that enable tactical understanding and skill development through adaptive learning and distributed cognition? (7) How can teacher/coach development programs benefit from game-centered approaches? (8) How can TGfU-related approaches be implemented in teacher or coach education with the goal of facilitating preservice and in-service teachers/coaches’ learning to teach and thereby foster their professional development from novices to experienced practitioners? (9) Can the TGfU approach be considered a helpful model across different cultures? (10) Can physical/psychomotor, cognitive, affective/social, and cultural development be fostered via TGfU approaches? The answers to these questions are critical not only for the advancement of teaching and coaching in PE and sport-based clubs, but also for an in-depth discussion on new scientific avenues and technological tools. PMID:26452580

  12. Top 10 Research Questions Related to Teaching Games for Understanding.

    PubMed

    Memmert, Daniel; Almond, Len; Bunker, David; Butler, Joy; Fasold, Frowin; Griffin, Linda; Hillmann, Wolfgang; Hüttermann, Stefanie; Klein-Soetebier, Timo; König, Stefan; Nopp, Stephan; Rathschlag, Marco; Schul, Karsten; Schwab, Sebastian; Thorpe, Rod; Furley, Philip

    2015-01-01

    In this article, we elaborate on 10 current research questions related to the "teaching games for understanding" (TGfU) approach with the objective of both developing the model itself and fostering game understanding, tactical decision making, and game-playing ability in invasion and net/wall games: (1) How can existing scientific approaches from different disciplines be used to enhance game play for beginners and proficient players? (2) How can state-of-the-art technology be integrated to game-play evaluations of beginners and proficient players by employing corresponding assessments? (4) How can complexity thinking be utilized to shape day-to-day physical education (PE) and coaching practices? (5) How can game making/designing be helpfully utilized for emergent learning? (6) How could purposeful game design create constraints that enable tactical understanding and skill development through adaptive learning and distributed cognition? (7) How can teacher/coach development programs benefit from game-centered approaches? (8) How can TGfU-related approaches be implemented in teacher or coach education with the goal of facilitating preservice and in-service teachers/coaches' learning to teach and thereby foster their professional development from novices to experienced practitioners? (9) Can the TGfU approach be considered a helpful model across different cultures? (10) Can physical/psychomotor, cognitive, affective/social, and cultural development be fostered via TGfU approaches? The answers to these questions are critical not only for the advancement of teaching and coaching in PE and sport-based clubs, but also for an in-depth discussion on new scientific avenues and technological tools.

  13. Teaching tactical combat casualty care using the TC3 sim game-based simulation: a study to measure training effectiveness.

    PubMed

    Sotomayor, Teresita M

    2010-01-01

    The effectiveness of games as instructional tools has been debated over the past several decades. This is due to the lack of empirical data to support such claims. The US ARMY developed a game-based simulation to support Tactical Combat Casualty Care (TCCC) Training. The TC3 Game based Simulation is a first person game that allows a Soldier to play the role of a combat medic during an infantry squad mission in an urban environment. This research documents results from a training effectiveness evaluation conducted at the Department of Combat Medic Training (Ft Sam Houston) in an effort to explore the capability of the game based simulation as a potential tool to support the TCCC program of instruction. Reaction to training, as well as, acquisition of knowledge and transfer of skills were explored using Kirkpatrick's Model of Training Effectiveness Evaluation. Results from the evaluation are discussed.

  14. Evaluation of tactical training in team handball by means of artificial neural networks.

    PubMed

    Hassan, Amr; Schrapf, Norbert; Ramadan, Wael; Tilp, Markus

    2017-04-01

    While tactical performance in competition has been analysed extensively, the assessment of training processes of tactical behaviour has rather been neglected in the literature. Therefore, the purpose of this study is to provide a methodology to assess the acquisition and implementation of offensive tactical behaviour in team handball. The use of game analysis software combined with an artificial neural network (ANN) software enabled identifying tactical target patterns from high level junior players based on their positions during offensive actions. These patterns were then trained by an amateur junior handball team (n = 14, 17 (0.5) years)). Following 6 weeks of tactical training an exhibition game was performed where the players were advised to use the target patterns as often as possible. Subsequently, the position data of the game was analysed with an ANN. The test revealed that 58% of the played patterns could be related to the trained target patterns. The similarity between executed patterns and target patterns was assessed by calculating the mean distance between key positions of the players in the game and the target pattern which was 0.49 (0.20) m. In summary, the presented method appears to be a valid instrument to assess tactical training.

  15. Fundamental Tactical Principles of Soccer: A Comparison of Different Age Groups

    PubMed Central

    Guilherme, José; Rechenchosky, Leandro; da Costa, Luciane Cristina Arantes; Rinadi, Wilson

    2017-01-01

    Abstract The fundamental tactical principles of the game of soccer represent a set of action rules that guide behaviours related to the management of game space. The aim of this study was to compare the performance of fundamental offensive and defensive tactical principles among youth soccer players from 12 to 17 years old. The sample consisted of 3689 tactical actions performed by 48 soccer players in three age categories: under 13 (U-13), under 15 (U-15), and under 17 (U-17). Tactical performance was measured using the System of Tactical Assessment in Soccer (FUT-SAT). The Kruskal Wallis, Mann-Whitney U, Friedman, Wilcoxon, and Cohen’s Kappa tests were used in the study analysis. The results showed that the principles of “offensive coverage” (p = 0.01) and “concentration” (p = 0.04) were performed more frequently by the U-17 players than the U-13 players. The tactical principles “width and length” (p < 0.05) and “defensive unit” (p < 0.05) were executed more frequently by younger soccer players. It can be concluded that the frequency with which fundamental tactical principles are performed varies between the gaming categories, which implies that there is valuation of defensive security and a progressive increase in “offensive coverage” caused by increased confidence and security in offensive actions. PMID:28828091

  16. Investigation of Pupils' Levels of MVPA and VPA during Physical Education Units Focused on Direct Instruction and Tactical Games Models

    ERIC Educational Resources Information Center

    Harvey, Stephen; Smith, Lindsey; Fairclough, Stuart; Savory, Louise; Kerr, Catherine

    2015-01-01

    We investigated the moderate to vigorous physical activity (MVPA) and vigorous physical activity (VPA) levels of pupils during coeducational physical education units focused on direct instruction and tactical games models (TGM). Thirty-two children (11-12 years, 17 girls) were randomly assigned to either a direct instruction (control) or TGM…

  17. Gender and School-Level Differences in Students' Moderate and Vigorous Physical Activity Levels When Taught Basketball through the Tactical Games Model

    ERIC Educational Resources Information Center

    Harvey, Stephen; Smith, Megan L.; Song, Yang; Robertson, David; Brown, Renee; Smith, Lindsey R.

    2016-01-01

    The Tactical Games Model (TGM) prefaces the cognitive components of physical education (PE), which has implications for physical activity (PA) accumulation. PA recommendations suggest students reach 50% moderate-vigorous physical activity (MVPA). However, this criterion does not indicate the contribution from vigorous physical activity (VPA).…

  18. Differential Learning as a Key Training Approach to Improve Creative and Tactical Behavior in Soccer

    ERIC Educational Resources Information Center

    Santos, Sara; Coutinho, Diogo; Gonçalves, Bruno; Schöllhorn, Wolfgang; Sampaio, Jaime; Leite, Nuno

    2018-01-01

    Purpose: The aim of this study was to identify the effects of a differential-learning program, embedded in small-sided games, on the creative and tactical behavior of youth soccer players. Forty players from under-13 (U13) and under-15 (U15) were allocated into control and experimental groups and were tested using a randomized pretest to posttest…

  19. Effect of Pitch Size on Technical-Tactical Actions of the Goalkeeper in Small-Sided Games

    PubMed Central

    Jara, Daniel; Ortega, Enrique; Gómez, Miguel-Ángel; de Baranda, Pilar Sainz

    2018-01-01

    Abstract The aim of this paper was to determine how the size of the pitch affected technical and tactical actions of the goalkeeper when playing small-sided games. The participants were 13 male youth players, including 3 goalkeepers. Three different pitch sizes were used (62 x 44 m; 50 x 35 m; 32 x 23 m). On each pitch, the players played three matches of 8 minutes, with 5-minute breaks between matches. Numerous variables were recorded and examined: defensive and offensive technical and tactical actions, opponent’s shooting zone, length and zone of the offensive action, and goal zone where the shoot was directed. An ad hoc observational tool was used. A descriptive analysis was described. The Fisher’s exact test was used when the expected distribution was below 5 or included values below 1%. Statistical significance was set at p < 0.05. The results showed that the technical-tactical actions of the goalkeeper differed among pitch sizes. In defensive actions, when the pitch was larger, the 1-on-1 situations took precedence, whereas when the pitch was smaller, the proportion of blocks increased. In offensive actions, the goalkeepers did not show a wide variety of actions when the pitch was larger, but when the pitch was smaller, passes with a hand or foot increased. These results show that the size should be taken into account when planning and designing tasks. PMID:29922387

  20. Game Sense: Pedagogy for Performance, Participation and Enjoyment. Routledge Studies in Physical Education and Youth Sport

    ERIC Educational Resources Information Center

    Light, Richard

    2012-01-01

    Game Sense is an exciting and innovative approach to coaching and physical education that places the "game" at the heart of the session. It encourages the player to develop skills in a realistic context, to become more tactically aware, to make better decisions and to have more fun. "Game Sense" is a comprehensive,…

  1. Relationship between Procedural Tactical Knowledge and Specific Motor Skills in Young Soccer Players

    PubMed Central

    Aquino, Rodrigo; Marques, Renato Francisco R.; Petiot, Grégory Hallé; Gonçalves, Luiz Guilherme C.; Moraes, Camila; Santiago, Paulo Roberto P.; Puggina, Enrico Fuini

    2016-01-01

    The purpose of this study was to investigate the association between offensive tactical knowledge and the soccer-specific motor skills performance. Fifteen participants were submitted to two evaluation tests, one to assess their technical and tactical analysis. The motor skills performance was measured through four tests of technical soccer skills: ball control, shooting, passing and dribbling. The tactical performance was based on a tactical assessment system called FUT-SAT (Analyses of Procedural Tactical Knowledge in Soccer). Afterwards, technical and tactical evaluation scores were ranked with and without the use of the cluster method. A positive, weak correlation was perceived in both analyses (rho = 0.39, not significant p = 0.14 (with cluster analysis); and rho = 0.35; not significant p = 0.20 (without cluster analysis)). We can conclude that there was a weak association between the technical and the offensive tactical knowledge. This shows the need to reflect on the use of such tests to assess technical skills in team sports since they do not take into account the variability and unpredictability of game actions and disregard the inherent needs to assess such skill performance in the game. PMID:29910300

  2. German War Gaming

    DTIC Science & Technology

    2012-07-01

    This game became known as ajedrez in Spanish, xadres in Portuguese, and zatrikion in Greek. The game was introduced to Western Europe generally by...six companies, one or two cavalry squadrons, and a quarter or a half of a battery.59 A large game en - compassed the tactical exercise of forces up

  3. Home advantage in soccer--A matter of expectations, goal setting and tactical decisions of coaches?

    PubMed

    Staufenbiel, Kathrin; Lobinger, Babett; Strauss, Bernd

    2015-01-01

    In soccer, home teams win about 67% of decided games. The causes for this home advantage are still unresolved. There is a shortage of research on the psychological states of actors involved. In this study, we examined soccer coaches' expectations, goal setting and tactical decisions in relation to game location. Soccer coaches (N = 297) with different expertise levels participated in an experimental, online management game and were randomly assigned to one of two groups, "home game (HG)" or "away game." Participants received information on the game for which they were asked to make decisions in multiple points. The only differing information between groups was game location. Regardless of expertise, HG coaches had higher expectations to win, set more challenging goals and decided for more offensive and courageous playing tactics. Possible consequences of these findings concerning home advantage in soccer are discussed.

  4. Tactical Infrasound

    DTIC Science & Technology

    2005-05-01

    received briefings on a variety of infra - sonic sensor systenis. Materials were also received from the 2001 and 2002 Infrasonic Technology Workshops and...Systems to Tactical Acoustic Sys- tems One issue to be considered in the evaluation of a p)otential tactical infra - sonic system is the ability to...Communication range Fixed Fixed 5 km 7.4 A Design Approach for a Future Tactical Infra - sonic Sensor System This section describes a procedure used to

  5. Skill and tactical development during a sport education season.

    PubMed

    Hastie, P A

    1998-12-01

    The purpose of this study was to examine the development of skill competence and tactical sophistication during a games unit conducted following the features of sport education provided by Siedentop (1994). One team of six players was followed through a 30-lesson season of "Ultimate." Using Gréhaigne, Godbout, and Bouthier's (1997) formula for an efficiency index, together with a number of other measures of skill and tactical competence, it was determined that these students made significant improvements in selection and execution dimensions of the game. Furthermore, lower skilled students did not feel marginalized within their teams and believed they had equal opportunities for improvement. The key reasons for developing competence in this setting were the sufficient length of the season to allow for significant practice opportunities and the consistent team membership throughout season, which allowed all players to develop a sense of usefulness. This curriculum model provides one way students can develop skills through a system of game playing, provided sport education units are structured to prevent the more skillful players from dominating the games.

  6. Review of the Instruments Most Frequently Employed to Assess Tactics in Physical Education and Youth Sports

    ERIC Educational Resources Information Center

    Arias, Jose L.; Castejon, Francisco Javier

    2012-01-01

    Investigators' increased interest in teaching game tactics requires generalizable assessment instruments that are appropriate to whatever is needed by the tactic. This literature review aims to provide information about the instruments most frequently used to assess tactics in youth sports. We found that very few studies used instruments that…

  7. Tactical assessment in a squad of intelligent bots

    NASA Astrophysics Data System (ADS)

    Gołuński, Marcel; Wasiewicz, Piotr

    2010-09-01

    In this paper we explore the problem of communication and coordination in a team of intelligent game bots (aka embodied agents). It presents a tactical decision making system controlling the behavior of an autonomous bot followed by the concept of a team tactical decision making system controlling the team of intelligent bots. The algorithms to be introduced have been implemented in the Java language by means of Pogamut 2 framework, interfacing the bot logic with Unreal Tournament 2004 virtual environment.

  8. War gaming for strategic and tactical nuclear warfare. January 1970-January 1988 (citations from the NTIS data base). Report for January 1970-January 1988

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Not Available

    1988-01-01

    This bibliography contains citations concerning non-quick war gaming for strategic and tactical nuclear warfare. Analyses and comparative evaluations, based upon computerized simulations, are considered as are manuals and specification for the various computer programs employed. Stage 64 and Satan II and III are covered prominently. (This updated bibliography contains 356 citations, 36 of which are new entries to the previous edition.)

  9. Over-the-Line: An Alternative Striking/Fielding Game for Understanding

    ERIC Educational Resources Information Center

    Gorecki, Jennifer J.

    2004-01-01

    Over-the-Line is a striking/fielding game designed from the perspective of the Games for Understanding tactical model to serve as an alternative to traditional kickball, softball, and baseball. Over-the-Line can be modified for developmental appropriateness and tasks can increase in complexity as tactical awareness is attained. This article shares…

  10. Structuring Time and Questioning to Achieve Tactical Awareness in Games Lessons

    ERIC Educational Resources Information Center

    McNeill, Michael C.; Fry, Joan M.; Wright, Steven C.; Tan, Clara W. K.; Rossi, Tony

    2008-01-01

    Background: A paradigm shift in educational policy to create problem solvers and critical thinkers produced the games concept approach (GCA) in Singapore's Revised Syllabus for Physical Education (1999). A pilot study (2001) conducted on 11 primary school student teachers (STs) using this approach identified time management and questioning as two…

  11. Using Instruments for Tactical Assessment in Physical Education and Extra-Curricular Sports

    ERIC Educational Resources Information Center

    Arias-Estero, José; Castejón, Francisco

    2014-01-01

    The aim was to analyse the features concerning the applicational purpose and strategy of the most common instruments used to assess game tactics both in Physical Education (PE) and in extra-curricular sport contexts. The review focused on two instruments: the Game Performance Assessment Instrument (GPAI) and the Team Sport Assessment Procedure…

  12. Teaching Spatial Awareness In Small-Sided Games

    ERIC Educational Resources Information Center

    Phillips, David; Hannon, James C.; Molina, Sergio

    2015-01-01

    This article supports the use of strategy and tactics at games stage three (how to teach basic offensive and defensive strategy using small-sided games) as a best practices in physical education. Potential learning through game stages three and four (full-sided games) is only possible when teachers have advanced content knowledge to teach the…

  13. Simulations and Games as Subversive Activities.

    ERIC Educational Resources Information Center

    Christopher, Elizabeth M.

    1999-01-01

    Compares the advantages and disadvantages of using simulation games as a teaching tool. Describes some tactics to turn disadvantages into advantages, and concludes by describing the role of the game leader as crucial to learning outcomes. (Author/AEF)

  14. A mechanism design approach to bandwidth allocation in tactical data networks

    NASA Astrophysics Data System (ADS)

    Mour, Ankur

    The defense sector is undergoing a phase of rapid technological advancement, in the pursuit of its goal of information superiority. This goal depends on a large network of complex interconnected systems - sensors, weapons, soldiers - linked through a maze of heterogeneous networks. The sheer scale and size of these networks prompt behaviors that go beyond conglomerations of systems or `system-of-systems'. The lack of a central locus and disjointed, competing interests among large clusters of systems makes this characteristic of an Ultra Large Scale (ULS) system. These traits of ULS systems challenge and undermine the fundamental assumptions of today's software and system engineering approaches. In the absence of a centralized controller it is likely that system users may behave opportunistically to meet their local mission requirements, rather than the objectives of the system as a whole. In these settings, methods and tools based on economics and game theory (like Mechanism Design) are likely to play an important role in achieving globally optimal behavior, when the participants behave selfishly. Against this background, this thesis explores the potential of using computational mechanisms to govern the behavior of ultra-large-scale systems and achieve an optimal allocation of constrained computational resources Our research focusses on improving the quality and accuracy of the common operating picture through the efficient allocation of bandwidth in tactical data networks among self-interested actors, who may resort to strategic behavior dictated by self-interest. This research problem presents the kind of challenges we anticipate when we have to deal with ULS systems and, by addressing this problem, we hope to develop a methodology which will be applicable for ULS system of the future. We build upon the previous works which investigate the application of auction-based mechanism design to dynamic, performance-critical and resource-constrained systems of interest

  15. War-Gaming Network-Centric Warfare

    DTIC Science & Technology

    2001-01-01

    games as well. 6 2 N A V A L W A R C O L L E G E R E V I E W War games are also classified...traditional gaming . All war games , whether they involve fighting sail R U B E L 6 3 Until a tactical network of units, each of them exercising a great degree... gaming and simulation. R U B E L 6 5 The principal requirements for achieving network-centric warfare are a network and shared awareness. By a

  16. How Physics is Used in Video Games

    ERIC Educational Resources Information Center

    Bourg, David M.

    2004-01-01

    Modern video games use physics to achieve realistic behaviour and special effects. Everything from billiard balls, to flying debris, to tactical fighter jets is simulated in games using fundamental principles of dynamics. This article explores several examples of how physics is used in games. Further, this article describes some of the more…

  17. Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer

    PubMed Central

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-01-01

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668

  18. Big data and tactical analysis in elite soccer: future challenges and opportunities for sports science.

    PubMed

    Rein, Robert; Memmert, Daniel

    2016-01-01

    Until recently tactical analysis in elite soccer were based on observational data using variables which discard most contextual information. Analyses of team tactics require however detailed data from various sources including technical skill, individual physiological performance, and team formations among others to represent the complex processes underlying team tactical behavior. Accordingly, little is known about how these different factors influence team tactical behavior in elite soccer. In parts, this has also been due to the lack of available data. Increasingly however, detailed game logs obtained through next-generation tracking technologies in addition to physiological training data collected through novel miniature sensor technologies have become available for research. This leads however to the opposite problem where the shear amount of data becomes an obstacle in itself as methodological guidelines as well as theoretical modelling of tactical decision making in team sports is lacking. The present paper discusses how big data and modern machine learning technologies may help to address these issues and aid in developing a theoretical model for tactical decision making in team sports. As experience from medical applications show, significant organizational obstacles regarding data governance and access to technologies must be overcome first. The present work discusses these issues with respect to tactical analyses in elite soccer and propose a technological stack which aims to introduce big data technologies into elite soccer research. The proposed approach could also serve as a guideline for other sports science domains as increasing data size is becoming a wide-spread phenomenon.

  19. Mental Rotation of Tactical Instruction Displays Affects Information Processing Demand and Execution Accuracy in Basketball

    ERIC Educational Resources Information Center

    Koopmann, Till; Steggemann-Weinrich, Yvonne; Baumeister, Jochen; Krause, Daniel

    2017-01-01

    Purpose: In sports games, coaches often use tactic boards to present tactical instructions during time-outs (e.g., 20 s to 60 s in basketball). Instructions should be presented in a way that enables fast and errorless information processing for the players. The aim of this study was to test the effect of different orientations of visual tactical…

  20. Jamming in Mobile Networks: A Game-Theoretic Approach

    DTIC Science & Technology

    2013-03-01

    general treatment of multiplayer differential games was presented by Starr and Ho [16], Leitmann [36], Vaisbord and Zhukovskiy [65], Zhukovskiy and...REPORT Jamming in mobile networks: A game -theoretic approach. 14. ABSTRACT 16. SECURITY CLASSIFICATION OF: In this paper, we address the problem of...model the intrusion as a pursuit-evasion game between a mobile jammer and a team of agents. First, we consider a differential game -theoretic approach

  1. On Tradeoffs between Trust and Survivability using a Game Theoretic Approach

    DTIC Science & Technology

    2016-04-13

    On Tradeoffs between Trust and Survivability using a Game Theoretic Approach Jin-Hee Cho and Ananthram Swami U.S. Army Research Laboratory...introduces a game theoretic approach, namely Aoyagi’s game theory based on positive collusion of players. This approach improves group trust by...communication and networking field [17]. We employ a game theoretic approach, namely Aoyagi’s game theory [2], to introduce the concept of positive

  2. Middle and Elementary School Students’ Changes in Self-Determined Motivation in a Basketball Unit Taught using the Tactical Games Model

    PubMed Central

    Harvey, Stephen; Gil-Arias, Alexander; Smith, Megan Lorraine; Smith, Lindsey Rachel

    2017-01-01

    Abstract Studies examining student motivation levels suggest that this is a significant factor in students’ engagement in physical education and may be positively affected when teachers employ alternative pedagogical models such as game-centered approaches (GCAs). The aim of this study was to investigate changes in self-determined motivation of students as they participated in a GCA-basketball unit taught using the Tactical Games Model (TGM). Participants were 173 students (84 girls), 79 middle school (45 girls) and 94 (39 girls) elementary school students from four seventh and five fourth/fifth grade co-educational classes. Two teachers taught 32 (middle) and 33 (elementary) level one TGM basketball lessons. Need satisfaction and self-determined motivation data were collected using a previously validated instrument, while lesson context and teacher behavior data were recorded using systematic observation instruments. Repeated measures MANOVAs were employed to examine pre-posttest differences. Results revealed a significant main effect for time in need satisfaction for both middle (relatedness increased) and elementary school students (autonomy decreased) and a significant main effect in self-determined motivation for middle school students only (introjected regulation, external regulation, and amotivation all increased). Approximately 48%/42% (middle/elementary) of lesson time was game play, 22%/22% skill practice, 17%/17% management, and 13%/19% knowledge. The primary teacher behaviors used were instruction, management, specific observation, corrective feedback and modelling. Results indicate that it is important for future research to pay greater attention to the contextual factors associated with the application of the TGM, such as the students’ previous exposure to TGM lessons, and the teachers’ training and experience in utilizing the TGM. Indeed, results of the present study demonstrate that a longer-term commitment to the TGM is necessary to reduce

  3. Middle and Elementary School Students' Changes in Self-Determined Motivation in a Basketball Unit Taught using the Tactical Games Model.

    PubMed

    Harvey, Stephen; Gil-Arias, Alexander; Smith, Megan Lorraine; Smith, Lindsey Rachel

    2017-10-01

    Studies examining student motivation levels suggest that this is a significant factor in students' engagement in physical education and may be positively affected when teachers employ alternative pedagogical models such as game-centered approaches (GCAs). The aim of this study was to investigate changes in self-determined motivation of students as they participated in a GCA-basketball unit taught using the Tactical Games Model (TGM). Participants were 173 students (84 girls), 79 middle school (45 girls) and 94 (39 girls) elementary school students from four seventh and five fourth/fifth grade co-educational classes. Two teachers taught 32 (middle) and 33 (elementary) level one TGM basketball lessons. Need satisfaction and self-determined motivation data were collected using a previously validated instrument, while lesson context and teacher behavior data were recorded using systematic observation instruments. Repeated measures MANOVAs were employed to examine pre-posttest differences. Results revealed a significant main effect for time in need satisfaction for both middle (relatedness increased) and elementary school students (autonomy decreased) and a significant main effect in self-determined motivation for middle school students only (introjected regulation, external regulation, and amotivation all increased). Approximately 48%/42% (middle/elementary) of lesson time was game play, 22%/22% skill practice, 17%/17% management, and 13%/19% knowledge. The primary teacher behaviors used were instruction, management, specific observation, corrective feedback and modelling. Results indicate that it is important for future research to pay greater attention to the contextual factors associated with the application of the TGM, such as the students' previous exposure to TGM lessons, and the teachers' training and experience in utilizing the TGM. Indeed, results of the present study demonstrate that a longer-term commitment to the TGM is necessary to reduce controlling

  4. The Commonality Between Approaches to Determine Jump Fatigue During Basketball Activity in Junior Players: In-Game Versus Across-Game Decrements.

    PubMed

    Scanlan, Aaron T; Fox, Jordan L; Borges, Nattai R; Dalbo, Vincent J

    2017-02-01

    Declines in high-intensity activity during game play (in-game approach) and performance tests measured pre- and postgame (across-game approach) have been used to assess player fatigue in basketball. However, a direct comparison of these approaches is not available. Consequently, this study examined the commonality between in- and across-game jump fatigue during simulated basketball game play. Australian, state-level, junior male basketball players (n = 10; 16.6 ± 1.1 y, 182.4 ± 4.3 cm, 68.3 ± 10.2 kg) completed 4 × 10-min standardized quarters of simulated basketball game play. In-game jump height during game play was measured using video analysis, while across-game jump height was determined pre-, mid-, and postgame play using an in-ground force platform. Jump height was determined using the flight-time method, with jump decrement calculated for each approach across the first half, second half, and entire game. A greater jump decrement was apparent for the in-game approach than for the across-game approach in the first half (37.1% ± 11.6% vs 1.7% ± 6.2%; P = .005; d = 3.81, large), while nonsignificant, large differences were evident between approaches in the second half (d = 1.14) and entire game (d = 1.83). Nonsignificant associations were evident between in-game and across-game jump decrement, with shared variances of 3-26%. Large differences and a low commonality were observed between in- and across-game jump fatigue during basketball game play, suggesting that these approaches measure different constructs. Based on our findings, it is not recommended that basketball coaches use these approaches interchangeably to monitor player fatigue across the season.

  5. Radar Detection Models in Computer Supported Naval War Games

    DTIC Science & Technology

    1979-06-08

    revealed a requirement for the effective centralized manage- ment of computer supported war game development and employment in the U.S. Navy. A...considerations and supports the requirement for centralized Io 97 management of computerized war game development . Therefore it is recommended that a central...managerial and fiscal authority be estab- lished for computerized tactical war game development . This central authority should ensure that new games

  6. Tactical Application of Gaming Technologies for Improved Battlespace Management

    DTIC Science & Technology

    2007-01-01

    the Digital Scene Matching Area Correlation (DSMAC) and the Global Positioning Satellite (GPS) System are coupled to the guidance systems to...Game Engine technology is driven by a huge market of consumers and the technology continues to improve each year. Commercially available Game...has largely been due to the emergence of a new class of middleware called “physics engines”. Used in games such as Gran Turismo 4 (GT4), these

  7. Communication networks for the tactical edge

    NASA Astrophysics Data System (ADS)

    Evans, Joseph B.; Pennington, Steven G.; Ewy, Benjamin J.

    2017-04-01

    Information at the tactical level is increasingly critical in today's conflicts. The proliferation of commercial tablets and smart phones has created the ability for extensive information sharing at the tactical edge, beyond the traditional tactical voice communications and location information. This is particularly the case in Gray Zone conflicts, in which tactical decision making and actions are intertwined with information sharing and exploitation. Networking of tactical devices is the key to this information sharing. In this work, we detail and analyze two network models at different parts of the Gray Zone spectrum, and explore a number of networking options including Named Data Networking. We also compare networking approaches in a variety of realistic operating environments. Our results show that Named Data Networking is a good match for the disrupted networking environments found in many tactical situations

  8. Current Approaches to Tactical Performance Analyses in Soccer Using Position Data.

    PubMed

    Memmert, Daniel; Lemmink, Koen A P M; Sampaio, Jaime

    2017-01-01

    Tactical match performance depends on the quality of actions of individual players or teams in space and time during match-play in order to be successful. Technological innovations have led to new possibilities to capture accurate spatio-temporal information of all players and unravel the dynamics and complexity of soccer matches. The main aim of this article is to give an overview of the current state of development of the analysis of position data in soccer. Based on the same single set of position data of a high-level 11 versus 11 match (Bayern Munich against FC Barcelona) three different promising approaches from the perspective of dynamic systems and neural networks will be presented: Tactical performance analysis revealed inter-player coordination, inter-team and inter-line coordination before critical events, as well as team-team interaction and compactness coefficients. This could lead to a multi-disciplinary discussion on match analyses in sport science and new avenues for theoretical and practical implications in soccer.

  9. Organizational Commitment through Organizational Socialization Tactics

    ERIC Educational Resources Information Center

    Filstad, Cathrine

    2011-01-01

    Purpose: The aim of this paper is to investigate how organizational socialization tactics affect newcomers' organizational commitment and learning processes. Design/methodology/approach: A survey was conducted using a measurement tool based on Van Maanen and Schein's theory on organizational socialization tactics and Kuvaas' measurement tools of…

  10. Automated Intelligent Training with a Tactical Decision Making Serious Game

    DTIC Science & Technology

    2014-01-01

    tactical skills, but only if experiential events are accompanied with guided feedback. Practice alone is not sufficient for learning; it must be...micro-adaptation occurs within events (Shute, 1993). Micro-adaptation is a major component of InGEAR’s pedagogical strategy, with feedback tailored

  11. The Impact of Game Sense Pedagogy on Australian Rugby Coaches' Practice: A Question of Pedagogy

    ERIC Educational Resources Information Center

    Light, Richard Lawrence; Robert, John Evans

    2010-01-01

    Background: Recent developments in games and sport teaching such as that of Teaching Games for Understanding, Play Practice and Game Sense suggest that they can make a significant contribution toward the development of tactical understanding, ability to read the game, decision-making and a general "sense of the game", yet empirical…

  12. Game Mastering in Collaborative Serious Games: A Novel Approach for Instructor Support in Multiplayer Serious Games

    ERIC Educational Resources Information Center

    Wendel, Viktor; Krepp, Stefan; Gutjahr, Michael Oliver; Göbel, Stefan; Steinmetz, Ralf

    2015-01-01

    In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative…

  13. Issues in training the female player

    PubMed Central

    Kirkendall, Donald T

    2007-01-01

    On the surface, the women's game appears to be similar to the men's game. On closer examination, there are subtle differences in the nature of how each gender plays the game, which are evident in the disparity between skills, tactics and fitness. The technical weaknesses of women include the first touch, dribbling, long passing and goal keeping. These skill limitations have dictated specific tactical approaches towards both attack and defence. Specific biological limitations inherent in the female player affect the pace and total work output in the women's game. Although it is unrealistic to expect the women's game to approach the work output of the men's game, specific training of skills and fitness will influence the tactical approach to the game. PMID:17504787

  14. Training and Tactical Operationally Responsive Space Operations

    NASA Astrophysics Data System (ADS)

    Sorensen, B.; Strunce, R., Jr.

    Current space assets managed by traditional space system control resources provide communication, navigation, intelligence, surveillance, and reconnaissance (ISR) capabilities using satellites that are designed for long life and high reliability. The next generation Operationally Responsive Space (ORS) systems are aimed at providing operational space capabilities which will provide flexibility and responsiveness to the tactical battlefield commander. These capabilities do not exist today. The ORS communication, navigation, and ISR satellites are being designed to replace or supplement existing systems in order to enhance the current space force. These systems are expected to rapidly meet near term space needs of the tactical forces. The ORS concept includes new tactical satellites specifically designed to support contingency operations such as increased communication bandwidth and ISR imagery over the theater for a limited period to support air, ground, and naval force mission. The Concept of Operations (CONOPS) that exists today specifies that in addition to operational control of the satellite, the tasking and scheduling of the ORS tactical satellite for mission data collection in support of the tactical warfighter will be accomplished within the Virtual Mission Operations Center (VMOC). This is very similar to what is currently being accomplished in a fixed Mission Operations Center on existing traditional ISR satellites. The VMOC is merely a distributed environment and the CONOPS remain virtually the same. As a result, there is a significant drawback to the current ORS CONOPS that does not account for the full potential of the ORS paradigm for supporting tactical forces. Although the CONOPS approach may be appropriate for experimental Tactical Satellites (TacSat), it ignores the issues associated with the In-Theater Commander's need to own and operate his dedicated TacSat for most effective warfighting as well as the Warfighter specific CONOPS. What is needed

  15. Complexity Thinking in PE: Game-Centred Approaches, Games as Complex Adaptive Systems, and Ecological Values

    ERIC Educational Resources Information Center

    Storey, Brian; Butler, Joy

    2013-01-01

    Background: This article draws on the literature relating to game-centred approaches (GCAs), such as Teaching Games for Understanding, and dynamical systems views of motor learning to demonstrate a convergence of ideas around games as complex adaptive learning systems. This convergence is organized under the title "complexity thinking"…

  16. A new approach for the solution of fuzzy games

    NASA Astrophysics Data System (ADS)

    Krishnaveni, G.; Ganesan, K.

    2018-04-01

    In this paper, a new approach is proposed to solve the games with imprecise entries in its payoff matrix. All these imprecise entries are assumed to be trapezoidal fuzzy numbers. Also the proposed approach provides fuzzy optimal solution of the fuzzy valued game without converting to classical version. A numerical example is provided.

  17. Differential-Game Examination of Optimal Time-Sequential Fire-Support Strategies

    DTIC Science & Technology

    1976-09-01

    77 004033 NPS-55Tw76091 NAVAL POSTGRADUATE SCHOOL 4Monterey, California i ’ DIFFERENTIAL- GAME EXAMINATION OF OPTIMAL TIME-SEQUENTIAL FIRE...CATALOG NUMBER NPS-55Tw76091 4. TITLE (and Subtitle) S. TYPE OF REPDRT & PERIOD COVERED Differential- Game Examination of Optimal Tir Technical Report...NOTES 19. KEY WORDS (Continue on reverse side If necessary and identify by block number) Differential Games Lanchester Theory of Combat Military Tactics

  18. The contribution of collective attack tactics in differentiating handball score efficiency.

    PubMed

    Rogulj, Nenad; Srhoj, Vatromir; Srhoj, Ljerka

    2004-12-01

    The prevalence of 19 elements of collective tactics in score efficient and score inefficient teams was analyzed in 90 First Croatian Handball League--Men games during the 1998-1999 season. Prediction variables were used to describe duration, continuity, system, organization and spatial direction of attacks. Analysis of the basic descriptive and distribution statistical parameters revealed normal distribution of all variables and possibility to use multivariate methods. Canonic discrimination analysis and analysis of variance showed the use of collective tactics elements on attacks to differ statistically significantly between the winning and losing teams. Counter-attacks and uninterrupted attacks predominate in winning teams. Other types of attacks such as long position attack, multiply interrupted attack, attack with one circle runner attack player/pivot, attack based on basic principles, attack based on group cooperation, attack based on independent action, attack based on group maneuvering, rightward directed attack and leftward directed attack predominate in losing teams. Winning teams were found to be clearly characterized by quick attacks against unorganized defense, whereas prolonged, interrupted position attacks against organized defense along with frequent and diverse tactical actions were characteristic of losing teams. The choice and frequency of using a particular tactical activity in position attack do not warrant score efficiency but usually are consequential to the limited anthropologic potential and low level of individual technical-tactical skills of the players in low-quality teams.

  19. Engaging in Distancing Tactics among Sport Fans: Effects on Self-Esteem and Emotional Responses.

    ERIC Educational Resources Information Center

    Bizman, Aharon; Yinon, Yoel

    2002-01-01

    Examines the effects of distancing tactics on self-esteem and emotions following a win or loss of one's favorite basketball team. Measures the self-esteem and emotional responses of basketball fans as they exited the sport arena after their team won or lost an official game. (CMK)

  20. Validation of a Video-based Game-Understanding Test Procedure in Badminton.

    ERIC Educational Resources Information Center

    Blomqvist, Minna T.; Luhtanen, Pekka; Laakso, Lauri; Keskinen, Esko

    2000-01-01

    Reports the development and validation of video-based game-understanding tests in badminton for elementary and secondary students. The tests included different sequences that simulated actual game situations. Players had to solve tactical problems by selecting appropriate solutions and arguments for their decisions. Results suggest that the test…

  1. Distributed tactical reasoning framework for intelligent vehicles

    NASA Astrophysics Data System (ADS)

    Sukthankar, Rahul; Pomerleau, Dean A.; Thorpe, Chuck E.

    1998-01-01

    In independent vehicle concepts for the Automated Highway System (AHS), the ability to make competent tactical-level decisions in real-time is crucial. Traditional approaches to tactical reasoning typically involve the implementation of large monolithic systems, such as decision trees or finite state machines. However, as the complexity of the environment grows, the unforeseen interactions between components can make modifications to such systems very challenging. For example, changing an overtaking behavior may require several, non-local changes to car-following, lane changing and gap acceptance rules. This paper presents a distributed solution to the problem. PolySAPIENT consists of a collection of autonomous modules, each specializing in a particular aspect of the driving task - classified by traffic entities rather than tactical behavior. Thus, the influence of the vehicle ahead on the available actions is managed by one reasoning object, while the implications of an approaching exit are managed by another. The independent recommendations form these reasoning objects are expressed in the form of votes and vetos over a 'tactical action space', and are resolved by a voting arbiter. This local independence enables PolySAPIENT reasoning objects to be developed independently, using a heterogenous implementation. PolySAPIENT vehicles are implemented in the SHIVA tactical highway simulator, whose vehicles are based on the Carnegie Mellon Navlab robots.

  2. Supporting tactical intelligence using collaborative environments and social networking

    NASA Astrophysics Data System (ADS)

    Wollocko, Arthur B.; Farry, Michael P.; Stark, Robert F.

    2013-05-01

    Modern military environments place an increased emphasis on the collection and analysis of intelligence at the tactical level. The deployment of analytical tools at the tactical level helps support the Warfighter's need for rapid collection, analysis, and dissemination of intelligence. However, given the lack of experience and staffing at the tactical level, most of the available intelligence is not exploited. Tactical environments are staffed by a new generation of intelligence analysts who are well-versed in modern collaboration environments and social networking. An opportunity exists to enhance tactical intelligence analysis by exploiting these personnel strengths, but is dependent on appropriately designed information sharing technologies. Existing social information sharing technologies enable users to publish information quickly, but do not unite or organize information in a manner that effectively supports intelligence analysis. In this paper, we present an alternative approach to structuring and supporting tactical intelligence analysis that combines the benefits of existing concepts, and provide detail on a prototype system embodying that approach. Since this approach employs familiar collaboration support concepts from social media, it enables new-generation analysts to identify the decision-relevant data scattered among databases and the mental models of other personnel, increasing the timeliness of collaborative analysis. Also, the approach enables analysts to collaborate visually to associate heterogeneous and uncertain data within the intelligence analysis process, increasing the robustness of collaborative analyses. Utilizing this familiar dynamic collaboration environment, we hope to achieve a significant reduction of time and skill required to glean actionable intelligence in these challenging operational environments.

  3. Students and Teacher Responses to a Unit of Student-Designed Games

    ERIC Educational Resources Information Center

    Casey, Ashley; Hastie, Peter A.

    2011-01-01

    Background: Despite the support in primary education that student-designed games enhance student contextualisation of skills and tactics, there has been little support in secondary education, nor any empirical research exploring these claims. This paper attempts to rekindle these beliefs and explores the use of student-designed games in an English…

  4. Analysis of Physiological, Technical, and Tactical Analysis during a Friendly Football Match of Elite U19.

    PubMed

    Ortega, Juan Ignacio; Evangelio, Carlos; Clemente, Filipe Manuel; Martins, Fernando Manuel Lourenço; González-Víllora, Sixto

    2016-06-16

    The main objective was to analyze a friendly match of youth elite soccer players identifying the variance of tactical and physiological response parameters during the game. In addition, detecting the impact of both halves on player performance. For the purposes of this study twenty-two U19 players were analyzed playing 11v11. Activity profile, heart rate (HR and HRmax), grouped in five different zones were analyzed via Bluetooth technology, technical performance was analyzed by the Team Sport Assessment Procedure (TSAP), and tactical performance was measured by Social Network Analysis. A comparison of heart rate responses showed significant main effects in the halves (p = 0.001; η p 2 = 0.623). A comparison between tactical position and technical performance had significant main effects (p = 0.001; η p 2 = 0.390). Tactical position showed statistically significant effects on tactical prominence (p = 0.002; η p 2 = 0.296). Therefore, fatigue is a component distinguished in technical/tactical parameters, such as volume of play and efficiency index. Results suggest that fatigue effects may constrain technical performance and, for that reason, the use of instruments to monitor the fatigue effect during matches may be suggested.

  5. Analysis of Physiological, Technical, and Tactical Analysis during a Friendly Football Match of Elite U19

    PubMed Central

    Ortega, Juan Ignacio; Evangelio, Carlos; Clemente, Filipe Manuel; Martins, Fernando Manuel Lourenço; González-Víllora, Sixto

    2016-01-01

    The main objective was to analyze a friendly match of youth elite soccer players identifying the variance of tactical and physiological response parameters during the game. In addition, detecting the impact of both halves on player performance. For the purposes of this study twenty-two U19 players were analyzed playing 11v11. Activity profile, heart rate (HR and HRmax), grouped in five different zones were analyzed via Bluetooth technology, technical performance was analyzed by the Team Sport Assessment Procedure (TSAP), and tactical performance was measured by Social Network Analysis. A comparison of heart rate responses showed significant main effects in the halves (p = 0.001; ηp2 = 0.623). A comparison between tactical position and technical performance had significant main effects (p = 0.001; ηp2 = 0.390). Tactical position showed statistically significant effects on tactical prominence (p = 0.002; ηp2 = 0.296). Therefore, fatigue is a component distinguished in technical/tactical parameters, such as volume of play and efficiency index. Results suggest that fatigue effects may constrain technical performance and, for that reason, the use of instruments to monitor the fatigue effect during matches may be suggested. PMID:29910283

  6. Industrial Partnership Prosperity Game{trademark}

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Boyak, K.; Berman, M.; Beck, D.

    1998-02-01

    Prosperity Games TM are an outgrowth and adaptation move/countermove and seminar War Games. Prosperity Games TM are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games TM are unique in that both the game format and the player contributions vary from game to game. This report documents the Industry Partnership Prosperity Game sponsored by the Technology Partnerships and Commercialization Centermore » at Sandia National Laboratories. Players came from the Sandia line organizations, the Sandia business development and technology partnerships organizations, the US Department of Energy, academia, and industry The primary objectives of this game were to: explore ways to increase industry partnerships to meet long-term Sandia goals; improve Sandia business development and marketing strategies and tactics; improve the process by which Sandia develops long-term strategic alliances. The game actions and recommendations of these players provided valuable insights as to what Sandia can do to meet these objectives.« less

  7. Comparison of Three Instructional Approaches to Enhance Tactical Knowledge in Volleyball among University Students

    ERIC Educational Resources Information Center

    Vande Broek, Gert; Boen, Filip; Claessens, Manu; Feys, Jos; Ceux, Tanja

    2011-01-01

    This study investigated the decision-making process of three instructional groups (i.e., teacher-centered, student-centered with tactical questioning and student-centered without tactical questioning) in practical courses in volleyball among university students. All students (N = 122) performed a Tactical Awareness task on the correctness of the…

  8. The effect of small-sided games with different levels of opposition on the tactical behaviour of young footballers with different levels of sport expertise.

    PubMed

    Práxedes, Alba; Moreno, Alberto; Gil-Arias, Alexander; Claver, Fernando; Del Villar, Fernando

    2018-01-01

    To optimize players' tactical abilities, coaches need to design training sessions with representative learning tasks, such as, small-sided games. Moreover, it is necessary to adapt the complexity of the tasks to the skill level of the athletes to maximally improve their perceptual, visual and attentive abilities. The objective of this study was to analyze the effect of two teaching programs, each utilizing modified games with varied levels of opposition, on decision-making and action execution in young players with different levels of sports expertise. 19 football players (U12), separated into two ability groups (Average versus Low skill-level), participated in a series of training sessions that were spread over 4 phases: Pre-intervention 1, Intervention 1 (teaching program based on modified games with numerical superiority in attack), Pre-intervention 2 and Intervention 2 (teaching program based on modified games with numerical equality). Each intervention phase lasted 14 sessions. Decision-making and the execution of pass action during league matches over the same period were evaluated using the Game Performance Evaluation Tool (GPET). The Average skill-level group showed significant differences after the first intervention in decision-making and execution of the pass action (decision-making, p = .015; execution, p = .031), but not after the second intervention (decision-making, p = 1.000; execution, p = 1.000). For the Low skill-level group, significant differences were only observed in the execution of passing between the first and last phases (p = .014). These findings seem to indicate that for groups with an average level of expertise, training with numerical superiority in attack provides players with more time to make better decisions and to better execute actions. However, for lower-level groups programs may take longer to facilitate improvement. Nevertheless, numerical equality did not result in improvement for either group.

  9. Effects of the Sports Level, Format of the Game and Task Condition on Heart Rate Responses, Technical and Tactical Performance of Youth Basketball Players

    PubMed Central

    Clemente, Filipe Manuel; González-Víllora, Sixto; Delextrat, Anne; Martins, Fernando Manuel Lourenço; Vicedo, Juan Carlos Pastor

    2017-01-01

    Abstract The aim of this study was to analyze the effect of different small-sided and conditioning games (SSCG) with different tactical contents on heart rate responses, technical performance and collective organization of youth basketball players of different performance levels. Twenty male basketball players from U14 (13.7 ± 0.8 years old; 4.2 ± 1.4 years of practice) and U16 (15.3 ± 1.1 years old; 6.4 ± 2.1 years of practice) participated in this research study. The two-way MANOVA revealed that the sports level (p = 0.009; ηp2 = 0.151), format (p = 0.001; ηp2 = 0.246) and task condition (p = 0.023; ηp2 = 0.104; small effect size) had significant main effects on heart rate responses. It was also found that the format (p = 0.001; ηp2 = 0.182) had significant main effects on technical performance. A smaller format significantly increased the heart rate, volume of play, efficiency index and collective density during attacking plays. The SSCG with attacking content statistically increased the heart rate, efficiency index and performance score. Therefore, this study revealed that different SSCGs with tactical content influenced the physiological responses of youth players. PMID:28828085

  10. Modelling Ball Circulation in Invasion Team Sports: A Way to Promote Learning Games through Understanding

    ERIC Educational Resources Information Center

    Grehaigne, Jean-Francis; Caty, Didier; Godbout, Paul

    2010-01-01

    Background: Sport Education and "Tactical decision learning model" (TDLM) are two curriculum models used by physical education teachers in France to help students in the development of a tactical intelligence of game play in the didactics of team sports. Purpose: Identify prototypic configurations of play in the sense that they represent…

  11. Tactical Damage Control Resuscitation.

    PubMed

    Fisher, Andrew D; Miles, Ethan A; Cap, Andrew P; Strandenes, Geir; Kane, Shawn F

    2015-08-01

    Recently the Committee on Tactical Combat Casualty Care changed the guidelines on fluid use in hemorrhagic shock. The current strategy for treating hemorrhagic shock is based on early use of components: Packed Red Blood Cells (PRBCs), Fresh Frozen Plasma (FFP) and platelets in a 1:1:1 ratio. We suggest that lack of components to mimic whole blood functionality favors the use of Fresh Whole Blood in managing hemorrhagic shock on the battlefield. We present a safe and practical approach for its use at the point of injury in the combat environment called Tactical Damage Control Resuscitation. We describe pre-deployment preparation, assessment of hemorrhagic shock, and collection and transfusion of fresh whole blood at the point of injury. By approaching shock with goal-directed therapy, it is possible to extend the period of survivability in combat casualties. Reprint & Copyright © 2015 Association of Military Surgeons of the U.S.

  12. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    PubMed

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  13. THE CIDOC CRM GAME: A Serious Game Approach to Ontology Learning

    NASA Astrophysics Data System (ADS)

    Guillem, A.; Bruseker, G.

    2017-08-01

    Formal ontologies such as CIDOC CRM (Conceptual Reference Model) form part of the central strategy for the medium and longterm integration of cultural heritage data to allow for its greater valorization and dissemination. Despite this, uptake of CIDOC CRM at the ground level of Cultural Heriage (CH) practice is limited. Part of the reason behind this lack of uptake lies in the fact that ontologies are considered too complicated and abstract for application in real life scenarios. This paper presents the rationale behind and the design of a CIDOC CRM game, the intent of which is to provide a learning mechanism to allow learners of wide backgrounds and interests to approach CIDOC CRM in a hands-on and interactive fashion. The CIDOC CRM game consist of decks of cards and game boards that allow players to engage with the concepts of a formal ontology in relation to real data in an entertaining and informative way. It is argued that the CIDOC CRM Game can form an important part of introducing the basic elements of formal ontology and this standard to a wider audience in order to aid wider understanding and adoption of the same.

  14. The Effect of Teaching Games of Understanding as a Coaching Instruction had on Adjust, Cover and Heart Rate among Malaysian and Indian Junior Hockey Players.

    PubMed

    Nathan, Sanmuga

    2017-06-20

    The field hockey coaching process across both Malaysia and India favours a traditional, coach-centred approach of mastering technical skills in terms of game play parameters, fitness, intensity, and load training, whereas a tactical- and player-centred pedagogical approach still takes a backseat. On the other hand, the Teaching Games for Understanding (TGfU) model offers tactical-cognitive instruction and is gaining international recognition for its ability to produce intelligent players via a problem-solving approach in game play. Therefore, the purpose of this quasi-experimental study was to investigate the effect of TGfU compared to skill mastery instruction, termed as Skill Drill Technical (SDT), among Malaysian and Indian elite junior hockey players in term of the game play attributes of adjust and cover in 5 vs. 5 small-sided game play and game play intensity via heart rate (HR) at different points of game play. A total of n = 60 players with an average age of 15 ± 1.03 was selected via simple random sampling from both countries involved in this study and assigned equally to groups, with 15 per group for TGfU and for SDT across Malaysia and India. Gathered data were analysed using the ANOVA and ANCOVA techniques. Findings indicated that there were no significant differences for adjust in 5 vs. 5 game play between TGfU and SDT across Malaysia and India after the intervention. For cover, there was significant improvement for Malaysian players using the TGfU model compared to SDT. In contrast, there was no significant difference between these two models among the Indian players after the intervention. There was significant difference between these two models in terms of warm-up HR across the two countries, and HR was higher via TGfU. For HR immediately after the 5 vs. 5 game play intervention and HR after three minutes' recovery, Indian players with TGfU recorded a higher and significant difference compared to SDT. However, findings indicated no significant

  15. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    PubMed Central

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  16. Implementing a Tactical Approach through Action Research

    ERIC Educational Resources Information Center

    Gubacs-Collins, Klara

    2007-01-01

    Background: Influenced by the original observations of Bunker and Thorpe, physical education theorists began to question the effectiveness of a traditional model for teaching games and have increasingly begun to believe that concentrating only on specific motor responses (techniques) fails to take into account the contextual nature of games. Games…

  17. Students as Game Designers vs. "Just" Players: Comparison of Two Different Approaches to Location-Based Games Implementation into School Curricula

    ERIC Educational Resources Information Center

    Slussareff, Michaela; Bohácková, Petra

    2016-01-01

    This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…

  18. Soft-assembled Multilevel Dynamics of Tactical Behaviors in Soccer

    PubMed Central

    Ric, Angel; Torrents, Carlota; Gonçalves, Bruno; Sampaio, Jaime; Hristovski, Robert

    2016-01-01

    This study aimed to identify the tactical patterns and the timescales of variables during a soccer match, allowing understanding the multilevel organization of tactical behaviors, and to determine the similarity of patterns performed by different groups of teammates during the first and second halves. Positional data from 20 professional male soccer players from the same team were collected using high frequency global positioning systems (5 Hz). Twenty-nine categories of tactical behaviors were determined from eight positioning-derived variables creating multivariate binary (Boolean) time-series matrices. Hierarchical principal component analysis (PCA) was used to identify the multilevel structure of tactical behaviors. The sequential reduction of each set level of principal components revealed a sole principal component as the slowest collective variable, forming the global basin of attraction of tactical patterns during each half of the match. In addition, the mean dwell time of each positioning-derived variable helped to understand the multilevel organization of collective tactical behavior during a soccer match. This approach warrants further investigations to analyze the influence of task constraints on the emergence of tactical behavior. Furthermore, PCA can help coaches to design representative training tasks according to those tactical patterns captured during match competitions and to compare them depending on situational variables. PMID:27761120

  19. Air-to-air combat analysis - Review of differential-gaming approaches

    NASA Technical Reports Server (NTRS)

    Ardema, M. D.

    1981-01-01

    The problem of evaluating the combat performance of fighter/attack aircraft is discussed, and the mathematical nature of the problem is examined. The following approaches to air combat analysis are reviewed: (1) differential-turning differential game and (2) coplanar differential game. Selected numerical examples of these approaches are presented. The relative advantages and disadvantages of each are analyzed, and it is concluded that air combat analysis is an extremely difficult mathematical problem and that no one method of approach is best for all purposes. The paper concludes with a discussion of how the two approaches might be used in a complementary manner.

  20. Leading Change Step-by-Step: Tactics, Tools, and Tales

    ERIC Educational Resources Information Center

    Spiro, Jody

    2010-01-01

    "Leading Change Step-by-Step" offers a comprehensive and tactical guide for change leaders. Spiro's approach has been field-tested for more than a decade and proven effective in a wide variety of public sector organizations including K-12 schools, universities, international agencies and non-profits. The book is filled with proven tactics for…

  1. Enabling information management systems in tactical network environments

    NASA Astrophysics Data System (ADS)

    Carvalho, Marco; Uszok, Andrzej; Suri, Niranjan; Bradshaw, Jeffrey M.; Ceccio, Philip J.; Hanna, James P.; Sinclair, Asher

    2009-05-01

    Net-Centric Information Management (IM) and sharing in tactical environments promises to revolutionize forward command and control capabilities by providing ubiquitous shared situational awareness to the warfighter. This vision can be realized by leveraging the tactical and Mobile Ad hoc Networks (MANET) which provide the underlying communications infrastructure, but, significant technical challenges remain. Enabling information management in these highly dynamic environments will require multiple support services and protocols which are affected by, and highly dependent on, the underlying capabilities and dynamics of the tactical network infrastructure. In this paper we investigate, discuss, and evaluate the effects of realistic tactical and mobile communications network environments on mission-critical information management systems. We motivate our discussion by introducing the Advanced Information Management System (AIMS) which is targeted for deployment in tactical sensor systems. We present some operational requirements for AIMS and highlight how critical IM support services such as discovery, transport, federation, and Quality of Service (QoS) management are necessary to meet these requirements. Our goal is to provide a qualitative analysis of the impact of underlying assumptions of availability and performance of some of the critical services supporting tactical information management. We will also propose and describe a number of technologies and capabilities that have been developed to address these challenges, providing alternative approaches for transport, service discovery, and federation services for tactical networks.

  2. Using virtual reality and game technology to assist command and control

    NASA Astrophysics Data System (ADS)

    Riead, Lorien H.; Straub, James; Mangino, Joseph

    2017-04-01

    Recent improvements in virtual reality hardware have brought this technology to the point where easily-obtained commercial equipment can conceivably provide an affordable and relatively unexplored alternative to the traditional monitor and keyboard view of the tactical space. In addition, commercially available game engines provide several advantages for tactical applications. Using these technologies, we have created a concept of a low-cost display that allows for real-time immersive planning and strategy, with suggestions for further exploration.

  3. LG based decision aid for naval tactical action officer's (TAO) workstation

    NASA Astrophysics Data System (ADS)

    Stilman, Boris; Yakhnis, Vladimir; Umanskiy, Oleg; Boyd, Ron

    2005-05-01

    In the increasingly NetCentric battlespace of the 21st century, Stilman Advanced Strategies Linguistic Geometry software has the potential to revolutionize the way that the Navy fights in two key areas: as a Tactical Decision Aid and for creating a relevant Common Operating Picture. Incorporating STILMAN's software into a prototype Tactical Action Officers (TAO) workstation as a Tactical Decision Aid (TDA) will allow warfighters to manage their assets more intelligently and effectively. This prototype workstation will be developed using human-centered design principles and will be an open, component-based architecture for combat control systems for future small surface combatants. It will integrate both uninhabited vehicles and onboard sensors and weapon systems across a squadron of small surface combatants. In addition, the hypergame representation of complex operations provides a paradigm for the presentation of a common operating picture to operators and personnel throughout the command hierarchy. In the hypergame technology there are game levels that span the range from the tactical to the global strategy level, with each level informing the others. This same principle will be applied to presenting the relevant common operating picture to operators. Each operator will receive a common operating picture that is appropriate for their level in the command hierarchy. The area covered by this operating picture and the level of detail contained within it will be dependent upon the specific tasks the operator is performing (supervisory vice tactical control) and the level of the operator (or command personnel) within the command hierarchy. Each level will inform the others to keep the picture concurrent and up-to-date.

  4. Schrödinger Approach to Mean Field Games

    NASA Astrophysics Data System (ADS)

    Swiecicki, Igor; Gobron, Thierry; Ullmo, Denis

    2016-03-01

    Mean field games (MFG) provide a theoretical frame to model socioeconomic systems. In this Letter, we study a particular class of MFG that shows strong analogies with the nonlinear Schrödinger and Gross-Pitaevskii equations introduced in physics to describe a variety of physical phenomena. Using this bridge, many results and techniques developed along the years in the latter context can be transferred to the former, which provides both a new domain of application for the nonlinear Schrödinger equation and a new and fruitful approach in the study of mean field games. Utilizing this approach, we analyze in detail a population dynamics model in which the "players" are under a strong incentive to coordinate themselves.

  5. A Learner-Centred Game-Design Approach: Impacts on Teachers' Creativity

    ERIC Educational Resources Information Center

    Frossard, Frederique; Barajas, Mario; Trifonova, Anna

    2012-01-01

    This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…

  6. Tactical visualization module

    NASA Astrophysics Data System (ADS)

    Kachejian, Kerry C.; Vujcic, Doug

    1999-07-01

    The Tactical Visualization Module (TVM) research effort will develop and demonstrate a portable, tactical information system to enhance the situational awareness of individual warfighters and small military units by providing real-time access to manned and unmanned aircraft, tactically mobile robots, and unattended sensors. TVM consists of a family of portable and hand-held devices being advanced into a next- generation, embedded capability. It enables warfighters to visualize the tactical situation by providing real-time video, imagery, maps, floor plans, and 'fly-through' video on demand. When combined with unattended ground sensors, such as Combat- Q, TVM permits warfighters to validate and verify tactical targets. The use of TVM results in faster target engagement times, increased survivability, and reduction of the potential for fratricide. TVM technology can support both mounted and dismounted tactical forces involved in land, sea, and air warfighting operations. As a PCMCIA card, TVM can be embedded in portable, hand-held, and wearable PCs. Thus, it leverages emerging tactical displays including flat-panel, head-mounted displays. The end result of the program will be the demonstration of the system with U.S. Army and USMC personnel in an operational environment. Raytheon Systems Company, the U.S. Army Soldier Systems Command -- Natick RDE Center (SSCOM- NRDEC) and the Defense Advanced Research Projects Agency (DARPA) are partners in developing and demonstrating the TVM technology.

  7. Mental Rotation of Tactical Instruction Displays Affects Information Processing Demand and Execution Accuracy in Basketball.

    PubMed

    Koopmann, Till; Steggemann-Weinrich, Yvonne; Baumeister, Jochen; Krause, Daniel

    2017-09-01

    In sports games, coaches often use tactic boards to present tactical instructions during time-outs (e.g., 20 s to 60 s in basketball). Instructions should be presented in a way that enables fast and errorless information processing for the players. The aim of this study was to test the effect of different orientations of visual tactical displays on observation time and execution performance. High affordances in visual-spatial transformation (e.g., mental rotation processes) might impede information processing and might decrease execution performance with regard to the instructed playing patterns. In a within-subjects design with 1 factor, 10 novice students were instructed with visual tactical instructions of basketball playing patterns with different orientations either showing the playing pattern with low spatial disparity to the players' on-court perspective (basket on top) or upside down (basket on bottom). The self-chosen time for watching the pattern before execution was significantly shorter and spatial accuracy in pattern execution was significantly higher when the instructional perspective and the real perspective on the basketball court had a congruent orientation. The effects might be explained by interfering mental rotation processes that are necessary to transform the instructional perspective into the players' actual perspective while standing on the court or imagining themselves standing on the court. According to these results, coaches should align their tactic boards to their players' on-court viewing perspective.

  8. Serious Use of a Serious Game for Language Learning

    ERIC Educational Resources Information Center

    Johnson, W. Lewis

    2010-01-01

    The Tactical Language and Culture Training System (TLCTS) helps learners acquire basic communicative skills in foreign languages and cultures. Learners acquire communication skills through a combination of interactive lessons and serious games. Artificial intelligence plays multiple roles in this learning environment: to process the learner's…

  9. The Pressures of Assessment in Undergraduate Courses and Their Effect on Student Behaviours.

    ERIC Educational Resources Information Center

    Norton, Lin S.; Tilley, Alice J.; Newstead, Stephen E.; Franklyn-Stokes, Arlene

    2001-01-01

    Examined essay-writing tactics ("rules of the game"), cheating behaviors, and approaches to studying in British psychology students. Found widespread occurrence of essay tactics and cheating, with a positive correlation between them. Essay tactics correlated positively with a deep approach to studying and fear of failure, while cheating…

  10. Pre-Service Teachers' Experiences Implementing a Hybrid Curriculum: Sport Education and Teaching Games for Understanding

    ERIC Educational Resources Information Center

    Stran, Margaret; Sinelnikov, Oleg; Woodruff, Elizabeth

    2012-01-01

    A hybrid Sport Education (SE) and Teaching Games for Understanding (TGfU) pedagogical model shifts responsibilities to students and enhances game play by focusing on tactical problems. The purpose of this study was to (1) examine pre-service teachers' (PTs) perceptions teaching a SE-TGfU hybrid; and (2) identify facilitators and inhibitors that…

  11. A Game-Based Approach to an Entire Physical Chemistry Course

    ERIC Educational Resources Information Center

    Daubenfeld, Thorsten; Zenker, Dietmar

    2015-01-01

    We designed, implemented, and evaluated a game-based learning approach to increase student motivation and achievement for an undergraduate physical chemistry course. By focusing only on the most important game aspects, the implementation was realized with a production ratio of 1:8 (study load in hours divided by production effort in hours).…

  12. PlayIt: Game Based Learning Approach for Teaching Programming Concepts

    ERIC Educational Resources Information Center

    Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate

    2016-01-01

    This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…

  13. The game of go as a complex network

    NASA Astrophysics Data System (ADS)

    Georgeot, B.; Giraud, O.

    2012-03-01

    We study the game of go from a complex network perspective. We construct a directed network using a suitable definition of tactical moves including local patterns, and study this network for different datasets of professional and amateur games. The move distribution follows Zipf's law and the network is scale free, with statistical peculiarities different from other real directed networks, such as, e.g., the World Wide Web. These specificities reflect in the outcome of ranking algorithms applied to it. The fine study of the eigenvalues and eigenvectors of matrices used by the ranking algorithms singles out certain strategic situations. Our results should pave the way to a better modelization of board games and other types of human strategic scheming.

  14. A conceptual framework of game-informed principles for health professions education.

    PubMed

    Ellaway, Rachel H

    2016-01-01

    Games have been used for training purposes for many years, but their use remains somewhat underdeveloped and under-theorized in health professional education. This paper considers the basis for using serious games (games that have an explicit educational purpose) in health professional education in terms of their underlying concepts and design principles. These principles can be understood as a series of game facets: competition and conflict, chance and luck, experience and performance, simulation and make-believe, tactics and strategies, media, symbols and actions, and complexity and difficulty. Games are distinct and bound in ways that other health professional education activities are not. The differences between games and simulation can be understood in terms of the interconnected concepts of isomorphism (convergence with real-world practice) and anisomorphism (divergence from real-world practice). Gaming facets can extend the instructional design repertoire in health professional education.

  15. Generalization of Tactics in Tag Rugby from Practice to Games in Middle School Physical Education

    ERIC Educational Resources Information Center

    Lee, Myung-Ah; Ward, Phillip

    2009-01-01

    Background: Many of the issues relating to game performance of students found in the physical education literature can be considered a failure of generalization from practices to games, and from games to games. However, no study in secondary physical education has examined generalization effects as a result of effective game pedagogy in the…

  16. Small Combat Arms Unit Leader Training Techniques: Rules of Play for Two Player/Multiplayer Infantry Mapboard Games.

    DTIC Science & Technology

    1979-01-01

    exercises for leadership training. Initial efforts led to the development of a mapboard game. The ’board game’ initially developed was a two-sided, free ... play map exercise for teaching infantry tactics to small unit leaders at the platoon level organizations. It was found, however, that for the benefits

  17. The scientific learning approach using multimedia-based maze game to improve learning outcomes

    NASA Astrophysics Data System (ADS)

    Setiawan, Wawan; Hafitriani, Sarah; Prabawa, Harsa Wara

    2016-02-01

    The objective of curriculum 2013 is to improve the quality of education in Indonesia, which leads to improving the quality of learning. The scientific approach and supported empowerment media is one approach as massaged of curriculum 2013. This research aims to design a labyrinth game based multimedia and apply in the scientific learning approach. This study was conducted in one of the Vocational School in Subjects of Computer Network on 2 (two) classes of experimental and control. The method used Mix Method Research (MMR) which combines qualitative in multimedia design, and quantitative in the study of learning impact. The results of a survey showed that the general of vocational students like of network topology material (68%), like multimedia (74%), and in particular, like interactive multimedia games and flash (84%). Multimediabased maze game developed good eligibility based on media and material aspects of each value 840% and 82%. Student learning outcomes as a result of using a scientific approach to learning with a multimediabased labyrinth game increase with an average of gain index about (58%) and higher than conventional multimedia with index average gain of 0.41 (41%). Based on these results the scientific approach to learning by using multimediabased labyrinth game can improve the quality of learning and increase understanding of students. Multimedia of learning based labyrinth game, which developed, got a positive response from the students with a good qualification level (75%).

  18. Batter's Choice: Lessons for Teaching Tactics in a Modified Striking/Fielding Game

    ERIC Educational Resources Information Center

    Sinclair, Christina

    2004-01-01

    When played in their standard form, striking/fielding games are often a favorite among elementary students; yet they allow for only limited participation, which is contradictory to quality physical education. This article presents a sequence of lessons leading to Batter's Choice, a modified striking/fielding game, designed to maximize the…

  19. Advocates and critics for tactical behaviors in UGV navigation

    NASA Astrophysics Data System (ADS)

    Hussain, Talib S.; Vidaver, Gordon; Berliner, Jeffrey

    2005-05-01

    Critical to the development of unmanned ground vehicle platforms is the incorporation of adaptive tactical behaviors for the planning of high-level navigation and tactical actions. BBN Technologies recently completed a simulation-based project for the Army Research Lab (ARL) in which we applied an evolutionary computation approach to navigating through a terrain to capture flag objectives while faced with one or more mobile enemies. Our Advocates and Critics for Tactical Behaviors (ACTB) system evolves plans for the vehicle that control its movement goals (in the form of waypoints), and its future actions (e.g., pointing cameras). We apply domain-specific, state-dependent genetic operators called advocates that promote specific tactical behaviors (e.g., adapt a plan to stay closer to walls). We define the fitness function as a weighted sum of a number of independent, domain-specific, state-dependent evaluation components called critics. Critics reward plans based upon specific tactical criteria, such as minimizing risk of exposure or time to the flags. Additionally, the ACTB system provides the capability for a human commander to specify the "rules of engagement" under which the vehicle will operate. The rules of engagement determine the planning emphasis required under different tactical situations (e.g., discovery of an enemy), and provide a mechanism for automatically adapting the relative selection probabilities of the advocates, the weights of the critics, and the depth of planning in response to tactical events. The ACTB system demonstrated highly effective performance in a head-to-head testing event, held by ARL, against two competing tactical behavior systems.

  20. Gaming Against Violence: A Grassroots Approach to Teen Dating Violence.

    PubMed

    Crecente, Drew

    2014-08-01

    Teen dating violence is a pervasive problem that affects millions of adolescents worldwide. Although there have been various approaches to addressing this problem, using videogames had not been employed before 2008, when Jennifer Ann's Group, an Atlanta, GA-based nonprofit organization, created an annual competition. The Life.Love. Game Design Challenge rewards game developers for creating videogames about teen dating violence without using any violence in the games themselves. The resulting videogames have increased awareness about teen dating violence and provided educational information to assist adolescents, parents, and teachers in identifying abusive relationships.

  1. Marketing Tactics and Parents' Loyalty: The Mediating Role of School Image

    ERIC Educational Resources Information Center

    Li, Chung-Kai; Hung, Chia-Hung

    2009-01-01

    Purpose: This paper aims to investigate how marketing tactics can enhance parents' loyalty in the educational context. Building on extant research, it proposes an integrated framework in which perceived marketing tactics are related to school image, which in turn is related to parents' loyalty. Design/methodology/approach: Five marketing tactics…

  2. Applying a gaming approach to IP strategy.

    PubMed

    Gasnier, Arnaud; Vandamme, Luc

    2010-02-01

    Adopting an appropriate IP strategy is an important but complex area, particularly in the pharmaceutical and biotechnology sectors, in which aspects such as regulatory submissions, high competitive activity, and public health and safety information requirements limit the amount of information that can be protected effectively through secrecy. As a result, and considering the existing time limits for patent protection, decisions on how to approach IP in these sectors must be made with knowledge of the options and consequences of IP positioning. Because of the specialized nature of IP, it is necessary to impart knowledge regarding the options and impact of IP to decision-makers, whether at the level of inventors, marketers or strategic business managers. This feature review provides some insight on IP strategy, with a focus on the use of a new 'gaming' approach for transferring the skills and understanding needed to make informed IP-related decisions; the game Patentopolis is discussed as an example of such an approach. Patentopolis involves interactive activities with IP-related business decisions, including the exploitation and enforcement of IP rights, and can be used to gain knowledge on the impact of adopting different IP strategies.

  3. Analysis of Tactical, Decisional and Executional Behaviour according to the Level of Expertise in Squash

    PubMed Central

    Catalán-Eslava, María; González-Víllora, Sixto; Pastor-Vicedo, Juan C.; Contreras-Jordán, Onofre R.

    2018-01-01

    Abstract The objective of this study was to analyse the differences in tactical principles, decision-making and execution of the return shot and drop shot of squash players at different levels of proficiency. The sample was composed of 80 players, divided into four levels of expertise (first national category, second national category, autonomous regional level and provincial level). The Squash Performance Evaluation Tool was used for recording the level of decision-making and execution. The results revealed that reading of the context of the game improved as the level of the player’s expertise of both the return shot and the drop shot increased. The correlation between correct decision-making and better quality execution for both the return shot and the drop shot in squash also improved with the player’s level of expertise. According to these results, improvements in situational tactical principles and the application of tactical principles, correct decision-making and high-quality execution are essential to develop the athletic performance level among squash players. PMID:29599875

  4. An evolutionary game approach for determination of the structural conflicts in signed networks

    PubMed Central

    Tan, Shaolin; Lü, Jinhu

    2016-01-01

    Social or biochemical networks can often divide into two opposite alliances in response to structural conflicts between positive (friendly, activating) and negative (hostile, inhibiting) interactions. Yet, the underlying dynamics on how the opposite alliances are spontaneously formed to minimize the structural conflicts is still unclear. Here, we demonstrate that evolutionary game dynamics provides a felicitous possible tool to characterize the evolution and formation of alliances in signed networks. Indeed, an evolutionary game dynamics on signed networks is proposed such that each node can adaptively adjust its choice of alliances to maximize its own fitness, which yet leads to a minimization of the structural conflicts in the entire network. Numerical experiments show that the evolutionary game approach is universally efficient in quality and speed to find optimal solutions for all undirected or directed, unweighted or weighted signed networks. Moreover, the evolutionary game approach is inherently distributed. These characteristics thus suggest the evolutionary game dynamic approach as a feasible and effective tool for determining the structural conflicts in large-scale on-line signed networks. PMID:26915581

  5. Online Pedagogical Tutorial Tactics Optimization Using Genetic-Based Reinforcement Learning.

    PubMed

    Lin, Hsuan-Ta; Lee, Po-Ming; Hsiao, Tzu-Chien

    2015-01-01

    Tutorial tactics are policies for an Intelligent Tutoring System (ITS) to decide the next action when there are multiple actions available. Recent research has demonstrated that when the learning contents were controlled so as to be the same, different tutorial tactics would make difference in students' learning gains. However, the Reinforcement Learning (RL) techniques that were used in previous studies to induce tutorial tactics are insufficient when encountering large problems and hence were used in offline manners. Therefore, we introduced a Genetic-Based Reinforcement Learning (GBML) approach to induce tutorial tactics in an online-learning manner without basing on any preexisting dataset. The introduced method can learn a set of rules from the environment in a manner similar to RL. It includes a genetic-based optimizer for rule discovery task by generating new rules from the old ones. This increases the scalability of a RL learner for larger problems. The results support our hypothesis about the capability of the GBML method to induce tutorial tactics. This suggests that the GBML method should be favorable in developing real-world ITS applications in the domain of tutorial tactics induction.

  6. Online Pedagogical Tutorial Tactics Optimization Using Genetic-Based Reinforcement Learning

    PubMed Central

    Lin, Hsuan-Ta; Lee, Po-Ming; Hsiao, Tzu-Chien

    2015-01-01

    Tutorial tactics are policies for an Intelligent Tutoring System (ITS) to decide the next action when there are multiple actions available. Recent research has demonstrated that when the learning contents were controlled so as to be the same, different tutorial tactics would make difference in students' learning gains. However, the Reinforcement Learning (RL) techniques that were used in previous studies to induce tutorial tactics are insufficient when encountering large problems and hence were used in offline manners. Therefore, we introduced a Genetic-Based Reinforcement Learning (GBML) approach to induce tutorial tactics in an online-learning manner without basing on any preexisting dataset. The introduced method can learn a set of rules from the environment in a manner similar to RL. It includes a genetic-based optimizer for rule discovery task by generating new rules from the old ones. This increases the scalability of a RL learner for larger problems. The results support our hypothesis about the capability of the GBML method to induce tutorial tactics. This suggests that the GBML method should be favorable in developing real-world ITS applications in the domain of tutorial tactics induction. PMID:26065018

  7. Colonel Blotto Games and Lancaster's Equations: A Novel Military Modeling Combination

    NASA Technical Reports Server (NTRS)

    Collins, Andrew J.; Hester, Patrick T.

    2012-01-01

    Military strategists face a difficult task when engaged in a battle against an adversarial force. They have to predict both what tactics their opponent will employ and the outcomes of any resultant conflicts in order to make the best decision about their actions. Game theory has been the dominant technique used by analysts to investigate the possible actions that an enemy will employ. Traditional game theory can be augmented by use of Lanchester equations, a set of differential equations used to determine the outcome of a conflict. This paper demonstrates a novel combination of game theory and Lanchester equations using Colonel Blotto games. Colonel Blotto games, which are one of the oldest applications of game theory to the military domain, look at the allocation of troops and resources when fighting across multiple areas of operation. This paper demonstrates that employing Lanchester equations within a game overcomes some of practical problems faced when applying game theory.

  8. Tactical physical preparation: the case for a movement-based approach.

    PubMed

    Kechijian, Doug; Rush, Stephen

    2012-01-01

    Progressive injury prevention and physical preparation programs are needed in military special operations to optimize mission success and Operator quality of life and longevity. While physical risk is inherent in Special Operations, non-traumatic injuries resulting from overuse, poor biomechanics, and arbitrary exercise selection can be alleviated with proper medical care and patient education. An integrated approach to physical readiness that recognizes the continuity between rehabilitation and performance training is advocated to ensure that physiological adaptations do not come at the expense of orthopedic health or movement proficiency. Movement quality should be regularly evaluated and enforced throughout the training process to minimize preventable injuries and avoid undermining previous rehabilitative care. While fitness and proper movement are not substitutes for Operator specific tasks, they are foundational to many tactically-relevant skills. In light of how much is at stake, sports medicine care in the military, especially special operations, should parallel that which is practiced in professional and collegiate athletics. 2012.

  9. Closed loop supply chain network design with fuzzy tactical decisions

    NASA Astrophysics Data System (ADS)

    Sherafati, Mahtab; Bashiri, Mahdi

    2016-09-01

    One of the most strategic and the most significant decisions in supply chain management is reconfiguration of the structure and design of the supply chain network. In this paper, a closed loop supply chain network design model is presented to select the best tactical and strategic decision levels simultaneously considering the appropriate transportation mode in activated links. The strategic decisions are made for a long term; thus, it is more satisfactory and more appropriate when the decision variables are considered uncertain and fuzzy, because it is more flexible and near to the real world. This paper is the first research which considers fuzzy decision variables in the supply chain network design model. Moreover, in this study a new fuzzy optimization approach is proposed to solve a supply chain network design problem with fuzzy tactical decision variables. Finally, the proposed approach and model are verified using several numerical examples. The comparison of the results with other existing approaches confirms efficiency of the proposed approach. Moreover the results confirms that by considering the vagueness of tactical decisions some properties of the supply chain network will be improved.

  10. An interactive in-game approach to user adjustment of stereoscopic 3D settings

    NASA Astrophysics Data System (ADS)

    Tawadrous, Mina; Hogue, Andrew; Kapralos, Bill; Collins, Karen

    2013-03-01

    Given the popularity of 3D film, content developers have been creating customizable stereoscopic 3D experiences for the user to enjoy at home. Stereoscopic 3D game developers often offer a `white box' approach whereby far too many controls and settings are exposed to the average consumer who may have little knowledge or interest to correctly adjust these settings. Improper settings can lead to users being uncomfortable or unimpressed with their own user-defined stereoscopic 3D experience. We have begun investigating interactive approaches to in-game adjustment of the various stereoscopic 3D parameters to reduce the reliance on the user doing so and thefore creating a more pleasurable stereoscopic 3D experience. In this paper, we describe a preliminary technique for interactively calibrating the various stereoscopic 3D parameters and we compare this interface with the typical slider-based control interface game developers utilize in commercial S3D games. Inspired by standard testing methodologies experienced at an optometrist, we've created a split-screen game with the same stereoscopic 3D game running in both screens, but with different interaxial distances. We expect that the interactive nature of the calibration will impact the final game experience providing us with an indication of whether in-game, interactive, S3D parameter calibration is a mechanism that game developers should adopt.

  11. A Computer-Based Game That Promotes Mathematics Learning More than a Conventional Approach

    ERIC Educational Resources Information Center

    McLaren, Bruce M.; Adams, Deanne M.; Mayer, Richard E.; Forlizzi, Jodi

    2017-01-01

    Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The…

  12. Fluctuations in Activity Demands Across Game Quarters in Professional and Semiprofessional Male Basketball.

    PubMed

    Scanlan, Aaron T; Tucker, Patrick S; Dascombe, Ben J; Berkelmans, Daniel M; Hiskens, Matthew I; Dalbo, Vincent J

    2015-11-01

    Examination of activity demands and stoppage durations across game periods provides useful insight concerning fatigue, tactical strategies, and playing pace in team sports such as basketball. Therefore, the aims of this study were to quantify and compare game activity fluctuations across quarters in professional and semiprofessional basketball players. Video-based time-motion analyses were conducted across multiple games. Frequencies, total durations (in seconds), total distances (in meters), and mean velocities (in meters per second) were calculated for low-intensity movement (≤3 m·s), high-intensity movement (>3 m·s), shuffling, and dribbling activity. Frequencies were determined for jumping and upper-body activity; stoppage durations were also calculated. Separate repeated-measures analysis of variance and Cohen's d were used to identify significant differences and quantify the effect sizes between game quarters for all outcome measures, respectively. Pearson correlation analyses were performed to determine the relationship between stoppage duration and all activity measures. The results showed significantly (p ≤ 0.05) reduced dribbling (3.09 ± 0.03 m·s vs. 2.81 ± 0.01 m·s) and total (2.22 ± 0.04 m·s vs. 2.09 ± 0.03 m·s) activity velocities during the third compared with the first quarter in professional players. Furthermore, effect size analyses showed greater decreases in high-intensity (professional: d = 1.7-5.4; semiprofessional: d = 0.3-1.7), shuffling (professional: d = 2.3-3.2; semiprofessional: d = 1.4-2.1), and total (professional: d = 1.0-4.9; semiprofessional: d = 0.3-0.8) activity and increases in dribbling (professional: d = 1.4-4.7; semiprofessional: d = 2.5-2.8) with game progression in professional players. In semiprofessional players, stoppage duration was significantly (p ≤ 0.05) related to various low-intensity (R = 0.64-0.72), high-intensity (R = 0.65-0.72), and total (R = 0.63-0.73) activity measures. Although not directly

  13. 3-D negotiation. Playing the whole game.

    PubMed

    Lax, David A; Sebenius, James K

    2003-11-01

    What stands between you and the yes you want? According to negotiation experts David Lax and James Sebenius, executives face obstacles in three common and complementary dimensions. The first dimension is tactics, or interactions at the bargaining table. The second is deal design, or the ability to draw up a deal at the table that creates lasting value. And the third is setup, which includes the structure of the negotiation itself. Each dimension is crucial in the bargaining process, but most executives fixate on only the first two: 1-D negotiators focus on improving their interpersonal skills at the negotiating table--courting their clients, using culturally sensitive language, and so on. 2-D negotiators focus on diagnosing underlying sources of value in a deal and then recrafting the terms to satisfy all parties. In this article, the authors explore the often-neglected third dimension. Instead of just playing the game at the bargaining table, 3-D negotiators reshape the scope and sequence of the game itself to achieve the desired outcome. They scan widely to identify elements outside of the deal on the table that might create a more favorable structure for it. They map backward from their ideal resolution to the current setup of the deal and carefully choose which players to approach and when. And they manage and frame the flow of information among the parties involved to improve their odds of getting to yes. Lax and Sebenius describe the tactics 3-D negotiators use--such as bringing new, previously unconsidered players into a negotiation--and cite examples from business and foreign affairs. Negotiators need to act in all three dimensions, the authors argue, to create and claim value for the long term.

  14. Decision support models for solid waste management: Review and game-theoretic approaches

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Karmperis, Athanasios C., E-mail: athkarmp@mail.ntua.gr; Army Corps of Engineers, Hellenic Army General Staff, Ministry of Defence; Aravossis, Konstantinos

    Highlights: ► The mainly used decision support frameworks for solid waste management are reviewed. ► The LCA, CBA and MCDM models are presented and their strengths, weaknesses, similarities and possible combinations are analyzed. ► The game-theoretic approach in a solid waste management context is presented. ► The waste management bargaining game is introduced as a specific decision support framework. ► Cooperative and non-cooperative game-theoretic approaches to decision support for solid waste management are discussed. - Abstract: This paper surveys decision support models that are commonly used in the solid waste management area. Most models are mainly developed within three decisionmore » support frameworks, which are the life-cycle assessment, the cost–benefit analysis and the multi-criteria decision-making. These frameworks are reviewed and their strengths and weaknesses as well as their critical issues are analyzed, while their possible combinations and extensions are also discussed. Furthermore, the paper presents how cooperative and non-cooperative game-theoretic approaches can be used for the purpose of modeling and analyzing decision-making in situations with multiple stakeholders. Specifically, since a waste management model is sustainable when considering not only environmental and economic but also social aspects, the waste management bargaining game is introduced as a specific decision support framework in which future models can be developed.« less

  15. The Coaching Cycle: A Coaching-by-Gaming Approach in Serious Games

    ERIC Educational Resources Information Center

    Alklind Taylor, Anna-Sofia; Backlund, Per; Niklasson, Lars

    2012-01-01

    Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have…

  16. Lightweight Tactical Client: A Capability-Based Approach to Command Post Computing

    DTIC Science & Technology

    2015-12-01

    bundles these capabilities together is proposed: a lightweight tactical client. In order to avoid miscommunication in the future, it is... solutions and almost definitely rules out most terminal-based thin clients. UNCLASSIFIED Approved for public release

  17. Educational games for brain health: revealing their unexplored potential through a neurocognitive approach.

    PubMed

    Fissler, Patrick; Kolassa, Iris-Tatjana; Schrader, Claudia

    2015-01-01

    Educational games link the motivational nature of games with learning of knowledge and skills. Here, we go beyond effects on these learning outcomes. We review two lines of evidence which indicate the currently unexplored potential of educational games to promote brain health: First, gaming with specific neurocognitive demands (e.g., executive control), and second, educational learning experiences (e.g., studying foreign languages) improve brain health markers. These markers include cognitive ability, brain function, and brain structure. As educational games allow the combination of specific neurocognitive demands with educational learning experiences, they seem to be optimally suited for promoting brain health. We propose a neurocognitive approach to reveal this unexplored potential of educational games in future research.

  18. Educational games for brain health: revealing their unexplored potential through a neurocognitive approach

    PubMed Central

    Fissler, Patrick; Kolassa, Iris-Tatjana; Schrader, Claudia

    2015-01-01

    Educational games link the motivational nature of games with learning of knowledge and skills. Here, we go beyond effects on these learning outcomes. We review two lines of evidence which indicate the currently unexplored potential of educational games to promote brain health: First, gaming with specific neurocognitive demands (e.g., executive control), and second, educational learning experiences (e.g., studying foreign languages) improve brain health markers. These markers include cognitive ability, brain function, and brain structure. As educational games allow the combination of specific neurocognitive demands with educational learning experiences, they seem to be optimally suited for promoting brain health. We propose a neurocognitive approach to reveal this unexplored potential of educational games in future research. PMID:26257697

  19. A Course on Serious Game Design and Development Using an Online Problem-Based Learning Approach

    ERIC Educational Resources Information Center

    Kapralos, Bill; Fisher, Stephanie; Clarkson, Jessica; van Oostveen, Roland

    2015-01-01

    Purpose: The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and…

  20. Socci: Diversify Your Sportfolio

    ERIC Educational Resources Information Center

    Culhane, Joseph D.; Davis, Timothy D.; Johnson, Scott; Vidoni, Carla

    2008-01-01

    An increasingly popular, nontraditional sport called Socci (pronounced "SOCKee") offers physical educators an effective means of teaching tactics and strategies through the tactical games approach. This novel sport also challenges students to apply the tactical knowledge they have learned from participating in traditional sports such as…

  1. The Art and Science of Tactics

    DTIC Science & Technology

    1977-01-01

    THE ART AND SCIENCE OF TACTICS by MAJOR ROBERT A. DOUGHTY, US ARMY E stablishing the nature of tactics has been a pastime of professional...tactics in the US Army have implicitly begun to assume that tactics is more an exact science than an " art and science ." As one recent military writer...and 19th centuries generally agreed that tactics was more an art than it was a science . Many agreed with the terse definition given by Antoine

  2. Educational Game Development Approach to a particular case: the donor's evaluation.

    PubMed

    Borro Escribano, B; del Blanco, A; Torrente, J; Borro Mate, J M; Fernandez Manjon, B

    2015-01-01

    Serious games are a current trend nowadays. Almost every sector has used serious games in recent years for different educational purposes. The eLearning research team of the Complutense University of Madrid main focus of research is the development of low-cost serious games. During the past 10 years, we have been working with and developing serious games, paying special attention to those related to healthcare. From all these studies, a methodology was defined-the Educational Game Development Approach (EGDA)-to design, develop, and evaluate game-like simulations or serious games in healthcare. We present the application of the EGDA to a particular case, the development of a serious game representing the donor's evaluation in an intensive care unit from the point of view of a hospital coordinator following the EGDA methodology. In this simulation, we changed the strategy of selection of teaching cases by exponentially increasing the number of teaching cases. This kind of educational content provides several benefits to students as they learn while playing; they receive immediate feedback of mistakes and correct moves and an objective assessment. These simulations allow the students to practice in a risk-free environment. Moreover, the addition of game elements increases engagement and promotes the retention of important information. A game-like simulation has been developed through the use of this methodology. This simulation represents a complex medical procedure. Copyright © 2015 Elsevier Inc. All rights reserved.

  3. What Skills and Tactics Are Needed to Play Adult Pick-Up Basketball Games?

    ERIC Educational Resources Information Center

    Wang, Jianyu; Liu, Wenhao; Moffit, Jeffrey

    2010-01-01

    The purpose of this study was to examine skill levels and performance patterns of regular players of pick-up basketball games. By a survey, 65 participants were identified as regular players and participated in the study. An observational instrument used to analyze game performance of the participants was developed and both content and construct…

  4. Local Positioning Systems in (Game) Sports

    PubMed Central

    Leser, Roland; Baca, Arnold; Ogris, Georg

    2011-01-01

    Position data of players and athletes are widely used in sports performance analysis for measuring the amounts of physical activities as well as for tactical assessments in game sports. However, positioning sensing systems are applied in sports as tools to gain objective information of sports behavior rather than as components of intelligent spaces (IS). The paper outlines the idea of IS for the sports context with special focus to game sports and how intelligent sports feedback systems can benefit from IS. Henceforth, the most common location sensing techniques used in sports and their practical application are reviewed, as location is among the most important enabling techniques for IS. Furthermore, the article exemplifies the idea of IS in sports on two applications. PMID:22163725

  5. Pre-Service PE Teachers' Occupational Socialization Experiences on Teaching Games for Understanding

    ERIC Educational Resources Information Center

    Li, Chung; Cruz, Alberto

    2008-01-01

    Background: Teaching Games for Understanding has been promoted as an innovative curriculum model in the past decade in Hong Kong. It focuses on developing pupils' tactical awareness and decision making capability through integrating the cognitive and contextual dimensions of learning in physical education. Aims: This article reports a qualitative…

  6. Multi-trophic resource selection function enlightens the behavioural game between wolves and their prey.

    PubMed

    Courbin, Nicolas; Fortin, Daniel; Dussault, Christian; Fargeot, Viviane; Courtois, Réhaume

    2013-09-01

    1. Habitat selection strategies translate into movement tactics, which reckon with the predator-prey spatial game. Strategic habitat selection analysis can therefore illuminate behavioural games. Cover types at potential encounter sites (i.e. intersections between movement paths of predator and prey) can be compared with cover types available (i) within the area of home-range-overlap (HRO) between predator and prey; and (ii) along the path (MP) of each species. Unlike the HRO scale, cover-type availability at MP scale differs between interacting species due to species-specific movement decisions. Scale differences in selection could therefore inform on divergences in fitness rewarding actions between predators and prey. 2. We used this framework to evaluate the spatial game between GPS-collared wolves (Canis lupus) versus caribou (Rangifer tarandus), and wolf versus moose (Alces alces). 3. Changes in cover-type availability between HRO and MP revealed differences in how each species fine-tuned its movements to habitat features. In contrast to caribou, wolves increased their encounter rate with regenerating cuts along their paths (MP) relative to the HRO level. As a consequence, wolves were less likely to cross caribou paths in areas with higher percentage of regenerating cuts than expected based on the availability along their paths, whereas caribou had a higher risk of intersecting wolf paths by crossing these areas, relative to random expectation along their paths. Unlike for caribou, availability of mixed and deciduous areas decreased from HRO to MP level for wolves and moose. Overall, wolves displayed stronger similarities in movement decisions with moose than with caribou, thereby revealing the focus of wolves on moose. 4. Our study reveals how differences in fine-scale movement tactics between species create asymmetric relative encounter probabilities between predators and prey, given their paths. Increase in relative risk of encounter for prey and decrease

  7. A Process Approach to Public Speaking: The Use of Exercises and Games.

    ERIC Educational Resources Information Center

    Berryman, Cynthia L.

    The use of exercises and games in teaching the process of public speaking provides a novel and effective approach for teacher and student. This paper justifies a process orientation to public-speaking instruction and offers practical exercises, games, and activities for teaching the major rhetorical aspects involved in the process of public…

  8. War-gaming application for future space systems acquisition part 1: program and technical baseline war-gaming modeling and simulation approaches

    NASA Astrophysics Data System (ADS)

    Nguyen, Tien M.; Guillen, Andy T.

    2017-05-01

    This paper describes static Bayesian game models with "Pure" and "Mixed" games for the development of an optimum Program and Technical Baseline (PTB) solution for affordable acquisition of future space systems. The paper discusses System Engineering (SE) frameworks and analytical and simulation modeling approaches for developing the optimum PTB solutions from both the government and contractor perspectives.

  9. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  10. Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Komoski, Stephanie E; Carr, Philip M; Ward, Dianne S

    2012-07-01

    Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.

  11. Stochastic Game Approach to Guidance Design

    DTIC Science & Technology

    1988-09-09

    maneuverable aircraft, which can employ also electronic counter measures, is formulated as an imper- fect information zero-sum pursuit-evasion game played...on Differential Game Applications [36]. However, some other examples which included " electronic jinking", indicated that in an ECM environment a mixed...radius, b) missile/target maneuver ratio, c) nonlinear maneuver similarity parameter (aE T2 max d) normalized end- game duration, e ) ini’tial end- game

  12. Tactical resource allocation and elective patient admission planning in care processes.

    PubMed

    Hulshof, Peter J H; Boucherie, Richard J; Hans, Erwin W; Hurink, Johann L

    2013-06-01

    Tactical planning of resources in hospitals concerns elective patient admission planning and the intermediate term allocation of resource capacities. Its main objectives are to achieve equitable access for patients, to meet production targets/to serve the strategically agreed number of patients, and to use resources efficiently. This paper proposes a method to develop a tactical resource allocation and elective patient admission plan. These tactical plans allocate available resources to various care processes and determine the selection of patients to be served that are at a particular stage of their care process. Our method is developed in a Mixed Integer Linear Programming (MILP) framework and copes with multiple resources, multiple time periods and multiple patient groups with various uncertain treatment paths through the hospital, thereby integrating decision making for a chain of hospital resources. Computational results indicate that our method leads to a more equitable distribution of resources and provides control of patient access times, the number of patients served and the fraction of allocated resource capacity. Our approach is generic, as the base MILP and the solution approach allow for including various extensions to both the objective criteria and the constraints. Consequently, the proposed method is applicable in various settings of tactical hospital management.

  13. Mediating Peer Teaching for Learning Games: An Action Research Intervention Across Three Consecutive Sport Education Seasons.

    PubMed

    Farias, Cláudio; Mesquita, Isabel; Hastie, Peter A; O'Donovan, Toni

    2018-03-01

    The purpose of this study was to provide an integrated analysis of a teacher's peer-teaching mediation strategies, the student-coaches' instruction, and the students' gameplay development across 3 consecutive seasons of sport education. Twenty-six 7th-grade students participated in 3 consecutive sport education seasons of invasion games (basketball, handball, and soccer). The research involved 3 action research cycles, 1 per season, and each cycle included the processes of planning, acting and monitoring, reflecting, and fact finding. Data collection consisted of videotape and audiotape records of all 47 lessons, a reflective field diary kept by the first author in the role of teacher-researcher, and a total of 24 semistructured focus-group interviews. Trustworthiness criteria for assuring the quality of qualitative research included extensive data triangulation, stakeholders' crosschecking, and collaborative interpretational analysis. Through the application of systematic preparation strategies, student-coaches were able to successfully conduct team instruction that resulted in students' tactical development and improved performance. Aspects such as the study of predominant configurations of players' gameplay and similar tactical principles across games within the same category prevented a setback in the complexity of the learning content addressed at the beginning of each season. Players also showed an increasing ability to adapt gameplay to game conditions. While sport education has the capacity to develop competent players, different levels of teacher guidance and learners' instructional responsibility are necessary when teaching tactics.

  14. Students' Game Performance Improvements during a Hybrid Sport Education-Step-Game-Approach Volleyball Unit

    ERIC Educational Resources Information Center

    Araújo, Rui; Mesquita, Isabel; Hastie, Peter; Pereira, Cristiana

    2016-01-01

    The purpose of this study was to examine a hybrid combination of sport education and the step-game-approach (SGA) on students' gameplay performance in volleyball, taking into account their sex and skill-level. Seventeen seventh-grade students (seven girls, 10 boys, average age 11.8) participated in a 25-lesson volleyball season, in which the…

  15. Integration of Lead Discovery Tactics and the Evolution of the Lead Discovery Toolbox.

    PubMed

    Leveridge, Melanie; Chung, Chun-Wa; Gross, Jeffrey W; Phelps, Christopher B; Green, Darren

    2018-06-01

    There has been much debate around the success rates of various screening strategies to identify starting points for drug discovery. Although high-throughput target-based and phenotypic screening has been the focus of this debate, techniques such as fragment screening, virtual screening, and DNA-encoded library screening are also increasingly reported as a source of new chemical equity. Here, we provide examples in which integration of more than one screening approach has improved the campaign outcome and discuss how strengths and weaknesses of various methods can be used to build a complementary toolbox of approaches, giving researchers the greatest probability of successfully identifying leads. Among others, we highlight case studies for receptor-interacting serine/threonine-protein kinase 1 and the bromo- and extra-terminal domain family of bromodomains. In each example, the unique insight or chemistries individual approaches provided are described, emphasizing the synergy of information obtained from the various tactics employed and the particular question each tactic was employed to answer. We conclude with a short prospective discussing how screening strategies are evolving, what this screening toolbox might look like in the future, how to maximize success through integration of multiple tactics, and scenarios that drive selection of one combination of tactics over another.

  16. Children's responses to mothers' and fathers' emotionality and tactics in marital conflict in the home.

    PubMed

    Cummings, E Mark; Goeke-Morey, Marcie C; Papp, Lauren M; Dukewich, Tammy L

    2002-12-01

    Addressing a gap in methodological approaches to the study of links between marital conflict and children, 51 couples were trained to complete home diary reports on everyday marital conflicts and children's responses. Parental negative emotionality and destructive conflict tactics related to children's insecure emotional and behavioral responses. Parental positive emotionality and constructive conflict tactics were linked with children's secure emotional responding. When parents' emotions and tactics were considered in the same model, negative emotionality was more consistently related to children's negative reactions than were destructive conflict tactics, whereas constructive conflict tactics were more consistently related to children's positive reactions than parents' positive emotionality. Differences in children's responding as a function of specific parental negative emotions (anger, sadness, fear) and parent gender were identified.

  17. A Systemic-Constructivist Approach to the Facilitation and Debriefing of Simulations and Games

    ERIC Educational Resources Information Center

    Kriz, Willy Christian

    2010-01-01

    This article introduces some basic concepts of a systemic-constructivist perspective. These show that gaming simulation corresponds closely to a systemic-constructivist approach to learning and instruction. Some quality aspects of facilitating and debriefing simulation games are described from a systemic-constructivist point of view. Finally, a…

  18. Game movement demands and physical profiles of junior, senior and elite male and female rugby sevens players.

    PubMed

    Clarke, Anthea C; Anson, Judith M; Pyne, David B

    2017-04-01

    To inform recruitment, selection, training and testing of male and female rugby sevens players game running movement patterns and physical characteristics were quantified across junior, senior, and elite playing levels. Anthropometric and physical testing (40 m sprint, vertical jump, Yo-Yo IR1) occurred prior to players' national championships or international tournaments (n = 110 players), while game movements were obtained via GPS (n = 499 game files). The game movements of male players were similar across playing levels except for number of impacts >10 g which were 2 to 4-fold higher in elite (25.0 ± 11.2 impacts · game - 1 ; mean ± SD), than junior (6.3 ± 3.5) and senior (11.8 ± 6.6) players. In men, there were fewer substantial correlations between on- and off-field measures which may reflect similar physical attributes across playing levels, and that other (strength, technical or tactical) factors may better differentiate these players. In females, elite players had more favourable on- and off-field performance measures than juniors and seniors, with moderate to strong correlations between on- and off-field variables. Female players should benefit from additional fitness training, while male players need to balance fitness with other technical and tactical factors.

  19. The game as strategy for approach to sexuality with adolescents: theoretical-methodological reflections.

    PubMed

    Souza, Vânia de; Gazzinelli, Maria Flávia; Soares, Amanda Nathale; Fernandes, Marconi Moura; Oliveira, Rebeca Nunes Guedes de; Fonseca, Rosa Maria Godoy Serpa da

    2017-04-01

    To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis. Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015. the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction. By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.

  20. Two Different Approaches to Nonzero-Sum Stochastic Differential Games

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Rainer, Catherine

    2007-06-15

    We make the link between two approaches to Nash equilibria for nonzero-sum stochastic differential games: the first one using backward stochastic differential equations and the second one using strategies with delay. We prove that, when both exist, the two notions of Nash equilibria coincide.

  1. A Markov game theoretic data fusion approach for cyber situational awareness

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Chen, Genshe; Cruz, Jose B., Jr.; Haynes, Leonard; Kruger, Martin; Blasch, Erik

    2007-04-01

    This paper proposes an innovative data-fusion/ data-mining game theoretic situation awareness and impact assessment approach for cyber network defense. Alerts generated by Intrusion Detection Sensors (IDSs) or Intrusion Prevention Sensors (IPSs) are fed into the data refinement (Level 0) and object assessment (L1) data fusion components. High-level situation/threat assessment (L2/L3) data fusion based on Markov game model and Hierarchical Entity Aggregation (HEA) are proposed to refine the primitive prediction generated by adaptive feature/pattern recognition and capture new unknown features. A Markov (Stochastic) game method is used to estimate the belief of each possible cyber attack pattern. Game theory captures the nature of cyber conflicts: determination of the attacking-force strategies is tightly coupled to determination of the defense-force strategies and vice versa. Also, Markov game theory deals with uncertainty and incompleteness of available information. A software tool is developed to demonstrate the performance of the high level information fusion for cyber network defense situation and a simulation example shows the enhanced understating of cyber-network defense.

  2. A Game-Theoretic Approach to Branching Time Abstract-Check-Refine Process

    NASA Technical Reports Server (NTRS)

    Wang, Yi; Tamai, Tetsuo

    2009-01-01

    Since the complexity of software systems continues to grow, most engineers face two serious problems: the state space explosion problem and the problem of how to debug systems. In this paper, we propose a game-theoretic approach to full branching time model checking on three-valued semantics. The three-valued models and logics provide successful abstraction that overcomes the state space explosion problem. The game style model checking that generates counter-examples can guide refinement or identify validated formulas, which solves the system debugging problem. Furthermore, output of our game style method will give significant information to engineers in detecting where errors have occurred and what the causes of the errors are.

  3. Application of Game Theory Approaches in Routing Protocols for Wireless Networks

    NASA Astrophysics Data System (ADS)

    Javidi, Mohammad M.; Aliahmadipour, Laya

    2011-09-01

    An important and essential issue for wireless networks is routing protocol design that is a major technical challenge due to the function of the network. Game theory is a powerful mathematical tool that analyzes the strategic interactions among multiple decision makers and the results of researches show that applied game theory in routing protocol lead to improvement the network performance through reduce overhead and motivates selfish nodes to collaborate in the network. This paper presents a review and comparison for typical representatives of routing protocols designed that applied game theory approaches for various wireless networks such as ad hoc networks, mobile ad hoc networks and sensor networks that all of them lead to improve the network performance.

  4. Serious Game Evaluation as a Meta-Game

    ERIC Educational Resources Information Center

    Hall, Lynne; Jones, Susan Jane; Aylett, Ruth; Hall, Marc; Tazzyman, Sarah; Paiva, Ana; Humphries, Lynne

    2013-01-01

    Purpose: This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach: In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the…

  5. Learning Biology through Innovative Curricula: A Comparison of Game- and Nongame-Based Approaches

    ERIC Educational Resources Information Center

    Sadler, Troy D.; Romine, William L.; Menon, Deepika; Ferdig, Richard E.; Annetta, Leonard

    2015-01-01

    This study explored student learning in the context of innovative biotechnology curricula and the effects of gaming as a central element of the learning experience. The quasi-experimentally designed study compared learning outcomes between two curricular approaches: One built around a computer-based game, and the other built around a narrative…

  6. Adversarial reasoning and resource allocation: the LG approach

    NASA Astrophysics Data System (ADS)

    Stilman, Boris; Yakhnis, Vladimir; Umanskiy, Oleg; Boyd, Ron

    2005-05-01

    Many existing automated tools purporting to model the intelligent enemy utilize a fixed battle plan for the enemy while using flexible decisions of human players for the friendly side. According to the Naval Studies Board, "It is an open secret and a point of distress ... that too much of the substantive content of such M&S has its origin in anecdote, ..., or a narrow construction tied to stereotypical current practices of 'doctrinally correct behavior.'" Clearly, such runs lack objectivity by being heavily skewed in favor of the friendly forces. Presently, the military branches employ a variety of game-based simulators and synthetic environments, with manual (i.e., user-based) decision-making, for training and other purposes. However, without an ability to automatically generate the best strategies, tactics, and COA, the games serve mostly to display the current situation rather than form a basis for automated decision-making and effective training. We solve the problem of adversarial reasoning as a gaming problem employing Linguistic Geometry (LG), a new type of game theory demonstrating significant increase in size in gaming problems solvable in real and near-real time. It appears to be a viable approach for solving such practical problems as mission planning and battle management. Essentially, LG may be structured into two layers: game construction and game solving. Game construction includes construction of a game called an LG hypergame based on a hierarchy of Abstract Board Games (ABG). Game solving includes resource allocation for constructing an advantageous initial game state and strategy generation to reach a desirable final game state in the course of the game.

  7. Collaboration between human and nonhuman players in Night Vision Tactical Trainer-Shadow

    NASA Astrophysics Data System (ADS)

    Berglie, Stephen T.; Gallogly, James J.

    2016-05-01

    The Night Vision Tactical Trainer - Shadow (NVTT-S) is a U.S. Army-developed training tool designed to improve critical Manned-Unmanned Teaming (MUMT) communication skills for payload operators in Unmanned Aerial Sensor (UAS) crews. The trainer is composed of several Government Off-The-Shelf (GOTS) simulation components and takes the trainee through a series of escalating engagements using tactically relevant, realistically complex, scenarios involving a variety of manned, unmanned, aerial, and ground-based assets. The trainee is the only human player in the game and he must collaborate, from his web-based mock operating station, with various non-human players via spoken natural language over simulated radio in order to execute the training missions successfully. Non-human players are modeled in two complementary layers - OneSAF provides basic background behaviors for entities while NVTT provides higher level models that control entity actions based on intent extracted from the trainee's spoken natural dialog with game entities. Dialog structure is modeled based on Army standards for communication and verbal protocols. This paper presents an architecture that integrates the U.S. Army's Night Vision Image Generator (NVIG), One Semi- Automated Forces (OneSAF), a flight dynamics model, as well as Commercial Off The Shelf (COTS) speech recognition and text to speech products to effect an environment with sufficient entity counts and fidelity to enable meaningful teaching and reinforcement of critical communication skills. It further demonstrates the model dynamics and synchronization mechanisms employed to execute purpose-built training scenarios, and to achieve ad-hoc collaboration on-the-fly between human and non-human players in the simulated environment.

  8. How Game Location Affects Soccer Performance: T-Pattern Analysis of Attack Actions in Home and Away Matches.

    PubMed

    Diana, Barbara; Zurloni, Valentino; Elia, Massimiliano; Cavalera, Cesare M; Jonsson, Gudberg K; Anguera, M Teresa

    2017-01-01

    The influence of game location on performance has been widely examined in sport contexts. Concerning soccer, game-location affects positively the secondary and tertiary level of performance; however, there are fewer evidences about its effect on game structure (primary level of performance). This study aimed to detect the effect of game location on a primary level of performance in soccer. In particular, the objective was to reveal the hidden structures underlying the attack actions, in both home and away matches played by a top club (Serie A 2012/2013-First Leg). The methodological approach was based on systematic observation, supported by digital recordings and T-pattern analysis. Data were analyzed with THEME 6.0 software. A quantitative analysis, with nonparametric Mann-Whitney test and descriptive statistics, was carried out to test the hypotheses. A qualitative analysis on complex patterns was performed to get in-depth information on the game structure. This study showed that game tactics were significantly different, with home matches characterized by a more structured and varied game than away matches. In particular, a higher number of different patterns, with a higher level of complexity and including more unique behaviors was detected in home matches than in the away ones. No significant differences were found in the number of events coded per game between the two conditions. THEME software, and the corresponding T-pattern detection algorithm, enhance research opportunities by going further than frequency-based analyses, making this method an effective tool in supporting sport performance analysis and training.

  9. How Game Location Affects Soccer Performance: T-Pattern Analysis of Attack Actions in Home and Away Matches

    PubMed Central

    Diana, Barbara; Zurloni, Valentino; Elia, Massimiliano; Cavalera, Cesare M.; Jonsson, Gudberg K.; Anguera, M. Teresa

    2017-01-01

    The influence of game location on performance has been widely examined in sport contexts. Concerning soccer, game-location affects positively the secondary and tertiary level of performance; however, there are fewer evidences about its effect on game structure (primary level of performance). This study aimed to detect the effect of game location on a primary level of performance in soccer. In particular, the objective was to reveal the hidden structures underlying the attack actions, in both home and away matches played by a top club (Serie A 2012/2013—First Leg). The methodological approach was based on systematic observation, supported by digital recordings and T-pattern analysis. Data were analyzed with THEME 6.0 software. A quantitative analysis, with nonparametric Mann–Whitney test and descriptive statistics, was carried out to test the hypotheses. A qualitative analysis on complex patterns was performed to get in-depth information on the game structure. This study showed that game tactics were significantly different, with home matches characterized by a more structured and varied game than away matches. In particular, a higher number of different patterns, with a higher level of complexity and including more unique behaviors was detected in home matches than in the away ones. No significant differences were found in the number of events coded per game between the two conditions. THEME software, and the corresponding T-pattern detection algorithm, enhance research opportunities by going further than frequency-based analyses, making this method an effective tool in supporting sport performance analysis and training. PMID:28878712

  10. Designing Science Learning with Game-Based Approaches

    ERIC Educational Resources Information Center

    Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina

    2014-01-01

    Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…

  11. Game-theoretic approach to joint transmitter adaptation and power control in wireless systems.

    PubMed

    Popescu, Dimitrie C; Rawat, Danda B; Popescu, Otilia; Saquib, Mohamad

    2010-06-01

    Game theory has emerged as a new mathematical tool in the analysis and design of wireless communication systems, being particularly useful in studying the interactions among adaptive transmitters that attempt to achieve specific objectives without cooperation. In this paper, we present a game-theoretic approach to the problem of joint transmitter adaptation and power control in wireless systems, where users' transmissions are subject to quality-of-service requirements specified in terms of target signal-to-interference-plus-noise ratios (SINRs) and nonideal vector channels between transmitters and receivers are explicitly considered. Our approach is based on application of separable games, which are a specific class of noncooperative games where the players' cost is a separable function of their strategic choices. We formally state a joint codeword and power adaptation game, which is separable, and we study its properties in terms of its subgames, namely, the codeword adaptation subgame and the power adaptation subgame. We investigate the necessary conditions for an optimal Nash equilibrium and show that this corresponds to an ensemble of user codewords and powers, which maximizes the sum capacity of the corresponding multiaccess vector channel model, and for which the specified target SINRs are achieved with minimum transmitted power.

  12. A game theoretic approach to a finite-time disturbance attenuation problem

    NASA Technical Reports Server (NTRS)

    Rhee, Ihnseok; Speyer, Jason L.

    1991-01-01

    A disturbance attenuation problem over a finite-time interval is considered by a game theoretic approach where the control, restricted to a function of the measurement history, plays against adversaries composed of the process and measurement disturbances, and the initial state. A zero-sum game, formulated as a quadratic cost criterion subject to linear time-varying dynamics and measurements, is solved by a calculus of variation technique. By first maximizing the quadratic cost criterion with respect to the process disturbance and initial state, a full information game between the control and the measurement residual subject to the estimator dynamics results. The resulting solution produces an n-dimensional compensator which expresses the controller as a linear combination of the measurement history. A disturbance attenuation problem is solved based on the results of the game problem. For time-invariant systems it is shown that under certain conditions the time-varying controller becomes time-invariant on the infinite-time interval. The resulting controller satisfies an H(infinity) norm bound.

  13. On Finding the C in CBT: The Challenges of Applying Gambling-Related Cognitive Approaches to Video-Gaming.

    PubMed

    Delfabbro, Paul; King, Daniel

    2013-11-14

    Many similarities have been drawn between the activities of gambling and video-gaming. Both are repetitive activities with intermittent reinforcement, decision-making opportunities, and elements of risk-taking. As a result, it might be tempting to believe that cognitive strategies that are used to treat problem gambling might also be applied to problematic video gaming. In this paper, we argue that many cognitive approaches to gambling that typically involve a focus on erroneous beliefs about probabilities and randomness are not readily applicable to video gaming. Instead, we encourage a focus on other clusters of cognitions that relate to: (a) the salience and over-valuing of gaming rewards, experiences, and identities, (b) maladaptive and inflexible rules about behaviour, (c) the use of video-gaming to maintain self-esteem, and (d) video-gaming for social status and recognition. This theoretical discussion is advanced as a starting point for the development of more refined cognitive treatment approaches for problematic video gaming.

  14. On finding the C in CBT: the challenges of applying gambling-related cognitive approaches to video-gaming.

    PubMed

    Delfabbro, Paul; King, Daniel

    2015-03-01

    Many similarities have been drawn between the activities of gambling and video-gaming. Both are repetitive activities with intermittent reinforcement, decision-making opportunities, and elements of risk-taking. As a result, it might be tempting to believe that cognitive strategies that are used to treat problem gambling might also be applied to problematic video gaming. In this paper, we argue that many cognitive approaches to gambling that typically involve a focus on erroneous beliefs about probabilities and randomness are not readily applicable to video gaming. Instead, we encourage a focus on other clusters of cognitions that relate to: (a) the salience and over-valuing of gaming rewards, experiences, and identities, (b) maladaptive and inflexible rules about behaviour, (c) the use of video-gaming to maintain self-esteem, and (d) video-gaming for social status and recognition. This theoretical discussion is advanced as a starting point for the development of more refined cognitive treatment approaches for problematic video gaming.

  15. Game Theoretic Approaches to Protect Cyberspace

    DTIC Science & Technology

    2010-04-20

    security problems. 3.1 Definitions Game A description of the strategic interaction between opposing, or co-operating, interests where the con ...that involves probabilistic transitions through several states of the system. The game pro - gresses as a sequence of states. The game begins with a...eventually leads to a discretized model. The reaction functions uniquely minimize the strictly con - vex cost functions. After discretization, this

  16. Serious games for Geophysics

    NASA Astrophysics Data System (ADS)

    Lombardo, Valerio; Rubbia, Giuliana

    2015-04-01

    Childhood stage is indispensable in the education of human beings and especially critical to arise scientific interest in children. We discuss the participatory design of a didactic videogame, i.e. a "serious" game to teach geophysics and Earth sciences to high and low-school students. Geophysics is the application of the laws and techniques of physics to uncover knowledge about the earth's dynamic processes and subsurface structure. It explores phenomena such as earthquakes, volcanoes, tsunamis to improve our understanding of the earth's physical processes and our ability to predict reoccurrences. Effective mitigation of risks from catastrophic geologic hazards requires knowledge and understanding of local geology and geologic processes. Scientific outreach can be defined as discourse activity, whose main objective is to communicate some knowledge previously produced in scientific contexts to a non-expert massive audience. One of the difficulties science educators need to overcome is to explain specific concepts from a given discipline in a language simple and understandable for their audience. Digital games today play a large role in young people's lives. Games are directly connected to the life of today's adolescents. Therefore, digital games should be included and broached as a subject in the classroom. The ardor and enthusiasm that digital games evoke in teenagers has indeed brought many researchers, school leaders and teachers to the question "how video games" can be used to engage young people and support their learning inside the classroom. Additionally, studies have shown that digital games can enhance various skills such as the ability to concentrate, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Thus, videogames become an effective didactic mechanism and should have a place in the classroom. The project aims to explore the potentials of entertainment technologies in educational processes

  17. Development and validation of the Perceived Game-Specific Soccer Competence Scale.

    PubMed

    Forsman, Hannele; Gråstén, Arto; Blomqvist, Minna; Davids, Keith; Liukkonen, Jarmo; Konttinen, Niilo

    2016-07-01

    The objective of this study was to create a valid, self-reported, game-specific soccer competence scale. A structural model of perceived competence, performance measures and motivation was tested as the basis for the scale. A total of 1321 soccer players (261 females, 1060 males) ranging from 12 to 15 years (13.4 ± 1.0 years) participated in the study. They completed the Perceived Game-Specific Soccer Competence Scale (PGSSCS), self-assessments of tactical skills and motivation, as well as technical and speed and agility tests. Results of factor analyses, tests of internal consistency and correlations between PGSSCS subscales, performance measures and motivation supported the reliability and validity of the PGSSCS. The scale can be considered a suitable instrument to assess perceived game-specific competence among young soccer players.

  18. Advanced Strategic and Tactical Relay Request Management for the Mars Relay Operations Service

    NASA Technical Reports Server (NTRS)

    Allard, Daniel A.; Wallick, Michael N.; Gladden, Roy E.; Wang, Paul; Hy, Franklin H.

    2013-01-01

    This software provides a new set of capabilities for the Mars Relay Operations Service (MaROS) in support of Strategic and Tactical relay, including a highly interactive relay request Web user interface, mission control over relay planning time periods, and mission management of allowed strategic vs. tactical request parameters. Together, these new capabilities expand the scope of the system to include all elements critical for Tactical relay operations. Planning of replay activities spans a time period that is split into two distinct phases. The first phase is called Strategic, which begins at the time that relay opportunities are identified, and concludes at the point that the orbiter generates the flight sequences for on board execution. Any relay request changes from this point on are called Tactical. Tactical requests, otherwise called Orbit - er Relay State Changes (ORSC), are highly restricted in terms of what types of changes can be made, and the types of parameters that can be changed may differ from one orbiter to the next. For example, one orbiter may be able to delay the start of a relay request, while another may not. The legacy approach to ORSC management involves exchanges of e-mail with "requests for change" and "acknowledgement of approval," with no other tracking of changes outside of e-mail folders. MaROS Phases 1 and 2 provided the infrastructure for strategic relay for all supported missions. This new version, 3.0, introduces several capabilities that fully expand the scope of the system to include tactical relay. One new feature allows orbiter users to manage and "lock" Planning Periods, which allows the orbiter team to formalize the changeover from Strategic to Tactical operations. Another major feature allows users to interactively submit tactical request changes via a Web user interface. A third new feature allows orbiter missions to specify allowed tactical updates, which are automatically incorporated into the tactical change process

  19. Unified approach for two-target game analysis

    NASA Technical Reports Server (NTRS)

    Shinar, J.; Davidovitz, A.

    1988-01-01

    A two-target differential game is defined from the outset by a qualitative (game-of-kind) formulation. The solution of such a game is the decomposition of the space of admissible initial conditions into zones of different outcomes: two winning zones, one for each player, the zone of nowinning (draw) and (if the intersection of the two target sets is not empty) a zone of eventual mutual winning (mutual kill). In this paper it is shown that the solution of any two-target game can be constructed, based on solving first two single-target pursuit-evasion games of kind (one for each target set) in a systematic way.

  20. Airborne Tactical Crossload Planner

    DTIC Science & Technology

    2017-12-01

    set out in the Airborne Standard Operating Procedure (ASOP). 14. SUBJECT TERMS crossload, airborne, optimization, integer linear programming ...they land to their respective sub-mission locations. In this thesis, we formulate and implement an integer linear program called the Tactical...to meet any desired crossload objectives. xiv We demonstrate TCP with two real-world tactical problems from recent airborne operations: one by the

  1. Space Creation Dynamics in Basketball Small-Sided Games.

    PubMed

    Bredt, Sarah G T; Morales, Juan C P; Andrade, André G P; Torres, Juliana O; Peixoto, Gustavo H; Greco, Pablo J; Praça, Gibson M; Chagas, Mauro H

    2018-02-01

    Space creation dynamics (SCDs) describe actions players perform to create a scoring opportunity. This study compared SCDs and types of offense during three different three versus three (3vs.3) basketball small-sided games (SSGs) played in half court: 3vs.3 with man-to-man defense in half playing area (3vs.3 HALF ), 3vs.3 with man-to-man defense in full playing area (3vs.3 FULL ), and 3vs.3 with reduced shot clock (3vs.3 RT ). We also investigated the efficacy of SCDs in all SSGs and the reliability of SCDs in 3vs.3 HALF . While the efficacy of SCDs did not differ among these SSGs, 3vs.3 RT presented significantly more "space creation with ball dribbled" and "shot clock violations," and less "on ball screens." 3vs.3 FULL presented no differences in the SCDs and types of offense compared with 3vs.3 HALF . Reliability within 3vs.3 HALF was higher for "space creation with ball dribbled," "space creation without the ball," "set offenses," "fast breaks," and "loss of ball during passing or dribbling." We concluded that 3vs.3 basketball SSGs with different rules can be used for training different tactical behaviors important to formal games, especially since the 3vs.3 HALF presented good reliability for many variables related to tactical behavior.

  2. Providing Sufficient Opportunity to Learn: A Response to Grehaigne, Caty and Godbout

    ERIC Educational Resources Information Center

    Slade, Dennis G.; Webb, Louisa A.; Martin, Andrew J.

    2015-01-01

    Background: Over the last 30 years, traditional skill-based game teaching models have gradually been supplemented by instruction under an inclusive banner of "Teaching Games for Understanding" (TGfU). This approach focuses on developing tactical understanding through modified games and a philosophy that places the learner rather than the…

  3. The Transfer of Learning from Play Practices to Game Play in Young Adult Soccer Players

    ERIC Educational Resources Information Center

    Holt, Josh E.; Ward, Phillip; Wallhead, Tristan L.

    2006-01-01

    Background: Physical educators and coaches face an ongoing problem of presenting fun and enjoyable practices that also provide efficient learning of technical and tactical sports skills. Effective instruction also promotes the transfer of learning from practice tasks to the real game. Play Practice (PP) describes a structure for teaching sports…

  4. A Collaborative Game-Based Learning Approach to Improving Students' Learning Performance in Science Courses

    ERIC Educational Resources Information Center

    Sung, Han-Yu; Hwang, Gwo-Jen

    2013-01-01

    In this study, a collaborative game-based learning environment is developed by integrating a grid-based Mindtool to facilitate the students to share and organize what they have learned during the game-playing process. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science…

  5. Game-Enhanced Simulation as an Approach to Experiential Learning in Business English

    ERIC Educational Resources Information Center

    Punyalert, Sansanee

    2017-01-01

    This dissertation aims to integrate various learning approaches, i.e., multiple literacies, experiential learning, game-enhanced learning, and global simulation, into an extracurricular module, in which it remodels traditional ways of teaching input, specifically, the lexical- and grammatical-only approaches of business English at a private…

  6. "Which Pathway Am I?" Using a Game Approach to Teach Students about Biochemical Pathways

    ERIC Educational Resources Information Center

    Ooi, Beng Guat; Sanger, Michael J.

    2009-01-01

    This game was designed to provide students with an alternative way to learn biochemical pathways through an interactive approach. In this game, students worked in pairs to help each other identify pathways taped to each other's backs by asking simple "yes or no" questions related to these pathways. This exercise was conducted after the traditional…

  7. A Monte-Carlo game theoretic approach for Multi-Criteria Decision Making under uncertainty

    NASA Astrophysics Data System (ADS)

    Madani, Kaveh; Lund, Jay R.

    2011-05-01

    Game theory provides a useful framework for studying Multi-Criteria Decision Making problems. This paper suggests modeling Multi-Criteria Decision Making problems as strategic games and solving them using non-cooperative game theory concepts. The suggested method can be used to prescribe non-dominated solutions and also can be used as a method to predict the outcome of a decision making problem. Non-cooperative stability definitions for solving the games allow consideration of non-cooperative behaviors, often neglected by other methods which assume perfect cooperation among decision makers. To deal with the uncertainty in input variables a Monte-Carlo Game Theory (MCGT) approach is suggested which maps the stochastic problem into many deterministic strategic games. The games are solved using non-cooperative stability definitions and the results include possible effects of uncertainty in input variables on outcomes. The method can handle multi-criteria multi-decision-maker problems with uncertainty. The suggested method does not require criteria weighting, developing a compound decision objective, and accurate quantitative (cardinal) information as it simplifies the decision analysis by solving problems based on qualitative (ordinal) information, reducing the computational burden substantially. The MCGT method is applied to analyze California's Sacramento-San Joaquin Delta problem. The suggested method provides insights, identifies non-dominated alternatives, and predicts likely decision outcomes.

  8. The Role of Nonlinear Pedagogy in Physical Education

    ERIC Educational Resources Information Center

    Chow, Jia Yi; Davids, Keith; Button, Chris; Shuttleworth, Rick; Renshaw, Ian; Araujo, Duarte

    2007-01-01

    In physical education, the Teaching Games for Understanding (TGfU) pedagogical strategy has attracted significant attention from theoreticians and educators for allowing the development of game education through a tactic-to-skill approach involving the use of modified games. However, some have proposed that as an educational framework, it lacks…

  9. Game theoretic approaches to operating room management.

    PubMed

    Marco, Alan P

    2002-05-01

    All interactions between people can be considered games with rules and outcomes. However, modern business practices demand that the players in the game go beyond traditional game theory and look at new ways to improve the outcome of the game. Choosing the right strategy is important to a player's success. A new business strategy, "co-opetition," can be used to increase the value of the game ("create a bigger pie") through cooperative behavior, whereas competition is used to divided the "pie." By looking at how the players adopt simultaneous roles such as complementor and competitor the stakeholders in the operating room (managers, surgeons, anesthesiologists, and nursing staff) can apply the principles of co-opetition to improve the overall success of their facility. Such stakeholders can utilize knowledge of how populations act in games to enhance cooperative play. Adopting such a perspective may lead to increases in the satisfaction and morale of those involved with the operating rooms. Increased morale should increase productivity and staff retention and reduce recruiting needs.

  10. An Intervention Based on Video Feedback and Questioning to Improve Tactical Knowledge in Expert Female Volleyball Players.

    PubMed

    Moreno, M Perla; Moreno, Alberto; García-González, Luis; Ureña, Aurelio; Hernández, César; Del Villar, Fernando

    2016-06-01

    This study applied an intervention program, based on video feedback and questioning, to expert female volleyball players to improve their tactical knowledge. The sample consisted of eight female attackers (26 ± 2.6 years old) from the Spanish National Volleyball Team, who were divided into an experimental group (n = 4) and a control group (n = 4). The video feedback and questioning program applied in the study was developed over eight reflective sessions and consisted of three phases: viewing of the selected actions, self-analysis and reflection by the attacker, and joint player-coach analysis. The attackers were videotaped in an actual game and four clips (situations) of each of the attackers were chosen for each reflective session. Two of the clips showed a correct action by the attacker, and two showed an incorrect decision. Tactical knowledge was measured by problem representation with a verbal protocol. The members of the experimental group showed adaptations in long-term memory, significantly improving their tactical knowledge. With respect to conceptual content, there was an increase in the total number of conditions verbalized by the players; with respect to conceptual sophistication, there was an increase in the indication of appropriate conditions with two or more details; and finally, with respect to conceptual structure, there was an increase in the use of double or triple conceptual structures. The intervention program, based on video feedback and questioning, in addition to on-court training sessions of expert volleyball players, appears to improve the athletes' tactical knowledge. © The Author(s) 2016.

  11. Tactical Behaviors in Men's 800-m Olympic and World-Championship Medalists: A Changing of the Guard.

    PubMed

    Sandford, Gareth N; Pearson, Simon; Allen, Sian V; Malcata, Rita M; Kilding, Andrew E; Ross, Angus; Laursen, Paul B

    2018-02-01

    To assess the longitudinal evolution of tactical behaviors used to medal in men's 800-m Olympic Games (OG) or world-championship (WC) events in the recent competition era (2000-2016). Thirteen OG and WC events were characterized for 1st- and 2nd-lap splits using available footage from YouTube. Positive pacing strategies were defined as a faster 1st lap. Season's best 800-m time and world ranking, reflective of an athlete's "peak condition," were obtained to determine relationships between adopted tactics and physical condition prior to the championships. Seven championship events provided coverage of all medalists to enable determination of average 100-m speed and sector pacing of medalists. From 2011 onward, 800-m OG and WC medalists showed a faster 1st lap by 2.2 ± 1.1 s (mean, ±90% confidence limits; large difference, very likely), contrasting a possibly faster 2nd lap from 2000 to 2009 (0.5, ±0.4 s; moderate difference). A positive pacing strategy was related to a higher world ranking prior to the championships (r = .94, .84-.98; extremely large, most likely). After 2011, the fastest 100-m sector from 800-m OG and WC medalists was faster than before 2009 by 0.5, ±0.2 m/s (large difference, most likely). A secular change in tactical racing behavior appears evident in 800-m championships; since 2011, medalists have largely run faster 1st laps and have faster 100-m sector-speed requirements. This finding may be pertinent for training, tactical preparation, and talent identification of athletes preparing for 800-m running at OGs and WCs.

  12. Game playing.

    PubMed

    Rosin, Christopher D

    2014-03-01

    Game playing has been a core domain of artificial intelligence research since the beginnings of the field. Game playing provides clearly defined arenas within which computational approaches can be readily compared to human expertise through head-to-head competition and other benchmarks. Game playing research has identified several simple core algorithms that provide successful foundations, with development focused on the challenges of defeating human experts in specific games. Key developments include minimax search in chess, machine learning from self-play in backgammon, and Monte Carlo tree search in Go. These approaches have generalized successfully to additional games. While computers have surpassed human expertise in a wide variety of games, open challenges remain and research focuses on identifying and developing new successful algorithmic foundations. WIREs Cogn Sci 2014, 5:193-205. doi: 10.1002/wcs.1278 CONFLICT OF INTEREST: The author has declared no conflicts of interest for this article. For further resources related to this article, please visit the WIREs website. © 2014 John Wiley & Sons, Ltd.

  13. Distributed Power Allocation for Wireless Sensor Network Localization: A Potential Game Approach.

    PubMed

    Ke, Mingxing; Li, Ding; Tian, Shiwei; Zhang, Yuli; Tong, Kaixiang; Xu, Yuhua

    2018-05-08

    The problem of distributed power allocation in wireless sensor network (WSN) localization systems is investigated in this paper, using the game theoretic approach. Existing research focuses on the minimization of the localization errors of individual agent nodes over all anchor nodes subject to power budgets. When the service area and the distribution of target nodes are considered, finding the optimal trade-off between localization accuracy and power consumption is a new critical task. To cope with this issue, we propose a power allocation game where each anchor node minimizes the square position error bound (SPEB) of the service area penalized by its individual power. Meanwhile, it is proven that the power allocation game is an exact potential game which has one pure Nash equilibrium (NE) at least. In addition, we also prove the existence of an ϵ -equilibrium point, which is a refinement of NE and the better response dynamic approach can reach the end solution. Analytical and simulation results demonstrate that: (i) when prior distribution information is available, the proposed strategies have better localization accuracy than the uniform strategies; (ii) when prior distribution information is unknown, the performance of the proposed strategies outperforms power management strategies based on the second-order cone program (SOCP) for particular agent nodes after obtaining the estimated distribution of agent nodes. In addition, proposed strategies also provide an instructional trade-off between power consumption and localization accuracy.

  14. Game Over?

    NASA Astrophysics Data System (ADS)

    Harteveld, Casper

    This level marks the ending of the book. After comparing the game design process to a children's book about designing a butterfly, it goes into how a balance is found when designing a game. To explain this, an analogy is made with the concept of Yin and Yang. This level further deals with the “so what” and “who cares” question of the Triadic Game Design (TGD) approach. It is concluded that it can be used as an “analytical lens,” “application tool,” or “puzzle frame” in the field of games. But to have a real impact on the actual practice, it is needed that people are familiar with the idea of TGD. Since game design is (generally) collaborative, it would be beneficial that more than one person knows about it. For this reason, a game-based workshop has been developed that can be employed at the beginning of a project. Besides making sure that a project runs smoothly during the design, considerations should also be made about what happens if the game is finished. From the observations of the “life after the design” it becomes clear that this is certainly an issue that should not be neglected. The main message of this level concerns, however, that although this book is “game over,” it is everything but “over” for the design and research of games. To bring the field to “the next level,” structural approaches are needed and TGD is one of them. With the insights of this approach in mind, people can start to “dance.” Because it takes two to tango, but it takes three to design a game with a meaningful purpose.

  15. Alternative reproductive tactics and the propensity of hybridization.

    PubMed

    Tynkkynen, K; Raatikainen, K J; Häkkilä, M; Haukilehto, E; Kotiaho, J S

    2009-12-01

    One explanation for hybridization between species is the fitness benefits it occasionally confers to the hybridizing individuals. This explanation is possible in species that have evolved alternative male reproductive tactics: individuals with inferior tactics might be more prone to hybridization provided it increases their reproductive success and fitness. Here we experimentally tested whether the propensity of hybridization in the wild depends on male reproductive tactic in Calopteryx splendens damselflies. Counter to our expectation, it was males adopting the superior reproductive tactic (territoriality) that had greatest propensity to hybridize than males adopting the inferior tactics (sneakers and floaters). Moreover, among the territorial males, the most ornamented males had greatest propensity to hybridize whereas the pattern was reversed in the sneaker males. Our results suggest that there is fluctuating selection on male mate discrimination against heterospecific females depending on both ornament size and the male's reproductive tactic.

  16. Joint Tactical Networks (JTN)

    DTIC Science & Technology

    2013-12-01

    Selected Acquisition Report (SAR) RCS: DD-A&T(Q&A)823-284 Joint Tactical Networks (JTN) As of FY 2015 President’s Budget... Respondents should be aware that notwithstanding any other provision of law, no person shall be subject to a penalty for failing to comply with a collection...to 00-00-2013 4. TITLE AND SUBTITLE Joint Tactical Networks (JTN) 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S

  17. A Microworld-Based Role-Playing Game Development Approach to Engaging Students in Interactive, Enjoyable, and Effective Mathematics Learning

    ERIC Educational Resources Information Center

    Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying

    2018-01-01

    In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…

  18. Mobility versus terrain: a game theoretic approach

    NASA Astrophysics Data System (ADS)

    Bednarz, David; Muench, Paul

    2016-05-01

    Mobility and terrain are two sides of the same coin. You cannot describe mobility unless you describe the terrain. For example, if my world is trench warfare, the tank may be the ideal vehicle. If my world is urban warfare, clearing buildings and such, the tank may not be an ideal vehicle, perhaps an anthropomorphic robot would be better. We seek a general framework for mobility that captures the relative value of different mobility strategies. Game theory is positively the right way to analyze the interactions of rational players who behave strategically. In this paper, we will describe the interactions between a mobility player, who is trying to make it from point A to point B with one chance to refuel, and a terrain player who is trying to minimize that probability by placing an obstacle somewhere along the path from A to B. In previous work [1], we used Monte Carlo methods to analyze this mobility game, and found optimal strategies for a discretized version of the game. Here we show the relationship of this game to a classic game of timing [2], and use solution methods from that literature to solve for optimal strategies in a continuous version of this mobility game.

  19. Dynamic Oligopolistic Games Under Uncertainty: A Stochastic Programming Approach

    DTIC Science & Technology

    2005-09-03

    and Algeria) compete in several gas markets (France, Italy, Netherlands, UK, FRGer, BelLux). This data set has also been used by Gurkan, Ozge and...observe that 3 the approach of Gurkan, Ozge and Robinson (1999) is primarily intended for single (rather than multi) period games. At the...the British electricity spot market. Journal of Political Economy 100. Gurkan, G., Ozge , A.Y., Robinson, S.M., 1999. Sample-path solution of

  20. Small-sided games in team sports training: a brief review.

    PubMed

    Halouani, Jamel; Chtourou, Hamdi; Gabbett, Tim; Chaouachi, Anis; Chamari, Karim

    2014-12-01

    Small-sided games (SSGs) incorporating skills, sport-specific movements, at intensities sufficient to promote aerobic adaptations, are being increasingly implemented in professional team sport environments. Small-sided games are often employed by coaches based on the premise that the greatest training benefits occur when training simulates the specific movement patterns and physiological demands of the sport. At present, there is relatively little information regarding how SSG can best be used to improve physical capacities and technical and tactical skills in team sports. It is possible that with some modifications (e.g., number of players, pitch size, coach encouragement, and wrestling), such games may be physiologically beneficial for athletes with relatively high initial aerobic fitness levels. For instance, it has been shown that 3-a-side soccer SSG resulted in higher intensity (i.e., greater overall distance, less jogging and walking, higher heart rate, and more tackling, dribbling, goal attempts, and passes) than 5-a-side SSG. Likewise, when player numbers were kept constant, a larger playing area increased the intensity of the SSG with a smaller playing area having the opposite effect. It has also been demonstrated that energy expenditure was similar between badminton and volleyball courts, but lower than that obtained in a basketball court. Moreover, it has been demonstrated in rugby that wrestling can increase the physical demands of SSG. Consistent coach encouragement can also increase training intensity, although most rule changes have trivial or no effect on exercise intensity. Further research is required to examine the optimal periodization strategies of SSG training for the long-term development of physiological capacity, technical skill, and tactical proficiency, while also minimizing the associated risk of injuries.

  1. Combinatorial games with a pass: a dynamical systems approach.

    PubMed

    Morrison, Rebecca E; Friedman, Eric J; Landsberg, Adam S

    2011-12-01

    By treating combinatorial games as dynamical systems, we are able to address a longstanding open question in combinatorial game theory, namely, how the introduction of a "pass" move into a game affects its behavior. We consider two well known combinatorial games, 3-pile Nim and 3-row Chomp. In the case of Nim, we observe that the introduction of the pass dramatically alters the game's underlying structure, rendering it considerably more complex, while for Chomp, the pass move is found to have relatively minimal impact. We show how these results can be understood by recasting these games as dynamical systems describable by dynamical recursion relations. From these recursion relations, we are able to identify underlying structural connections between these "games with passes" and a recently introduced class of "generic (perturbed) games." This connection, together with a (non-rigorous) numerical stability analysis, allows one to understand and predict the effect of a pass on a game.

  2. Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games

    ERIC Educational Resources Information Center

    Shelton, Brett E.; Scoresby, Jon

    2011-01-01

    We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…

  3. Game-Informed Learning: Applying Computer Game Processes to Higher Education

    ERIC Educational Resources Information Center

    Begg, Michael; Dewhurst, David; Macleod, Hamish

    2005-01-01

    The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…

  4. Behavioural Thermoregulatory Tactics in Lacustrine Brook Charr, Salvelinus fontinalis

    PubMed Central

    Bertolo, Andrea; Pépino, Marc; Adams, Julie; Magnan, Pierre

    2011-01-01

    The need to vary body temperature to optimize physiological processes can lead to thermoregulatory behaviours, particularly in ectotherms. Despite some evidence of within-population phenotypic variation in thermal behaviour, the occurrence of alternative tactics of this behaviour is rarely explicitly considered when studying natural populations. The main objective of this study was to determine whether different thermal tactics exist among individuals of the same population. We studied the behavioural thermoregulation of 33 adult brook charr in a stratified lake using thermo-sensitive radio transmitters that measured hourly individual temperature over one month. The observed behavioural thermoregulatory patterns were consistent between years and suggest the existence of four tactics: two “warm” tactics with both crepuscular and finer periodicities, with or without a diel periodicity, and two “cool” tactics, with or without a diel periodicity. Telemetry data support the above findings by showing that the different tactics are associated with different patterns of diel horizontal movements. Taken together, our results show a clear spatio-temporal segregation of individuals displaying different tactics, suggesting a reduction of niche overlap. To our knowledge, this is the first study showing the presence of behavioural thermoregulatory tactics in a vertebrate. PMID:21490935

  5. "Which pass is better?" Novel approaches to assess passing effectiveness in elite soccer.

    PubMed

    Rein, Robert; Raabe, Dominik; Memmert, Daniel

    2017-10-01

    Passing behaviour is a key property of successful performance in team sports. Previous investigations however have mainly focused on notational measurements like total passing frequencies which provide little information about what actually constitutes successful passing behaviour. Consequently, this has hampered the transfer of research findings into applied settings. Here we present two novel approaches to assess passing effectiveness in elite soccer by evaluating their effects on majority situations and space control in front of the goal. Majority situations are assessed by calculating the number of defenders between the ball carrier and the goal. Control of space is estimated using Voronoi-diagrams based on the player's positions on the pitch. Both methods were applied to position data from 103 German First division games from the 2011/2012, 2012/2013 and 2014/2015 seasons using a big data approach. The results show that both measures are significantly related to successful game play with respect to the number of goals scored and to the probability of winning a game. The results further show that on average passes from the mid-field into the attacking area are most effective. The presented passing efficiency measures thereby offer new opportunities for future applications in soccer and other sports disciplines whilst maintaining practical relevance with respect to tactical training regimes or game performances analysis. Copyright © 2017 Elsevier B.V. All rights reserved.

  6. Certification of tactics and strategies in aviation

    NASA Technical Reports Server (NTRS)

    Koelman, Hartmut

    1994-01-01

    The paper suggests that the 'tactics and strategies' notion is a highly suitable paradigm to describe the cognitive involvement of human operators in advanced aviation systems (far more suitable than classical functional analysis), and that the workload and situational awareness of operators are intimately associated with the planning and execution of their tactics and strategies. If system designers have muddled views about the collective tactics and strategies to be used during operation, they will produce sub-optimum designs. If operators use unproven and/or inappropriate tactics and strategies, the system may fail. The author wants to make a point that, beyond certification of people or system designs, there may be a need to go into more detail and examine (certify?) the set of tactics and strategies (i.e., the Operational Concept) which makes the people and systems perform as expected. The collective tactics and strategies determine the information flows and situational awareness which exists in organizations and composite human-machine systems. The available infrastructure and equipment (automation) enable these information flows and situational awareness, but are at the same time the constraining factor. Frequently, the tactics and strategies are driven by technology, whereas we would rather like to see a system designed to support an optimized Operational Concept, i.e., to support a sufficiently coherent, cooperative and modular set of anticipation and planning mechanisms. Again, in line with the view of MacLeod and Taylor (1993), this technology driven situation may be caused by the system designer's and operator job designer's over-emphasis on functional analysis (a mechanistic engineering concept), at the expense of a subject which does not seem to be well understood today: the role of the (human cognitive and/or automated) tactics and strategies which are embedded in composite human-machine systems. Research would be needed to arrive at a generally

  7. Developing an Educational Computer Game for Migratory Bird Identification Based on a Two-Tier Test Approach

    ERIC Educational Resources Information Center

    Chu, Hui-Chun; Chang, Shao-Chen

    2014-01-01

    Although educational computer games have been recognized as being a promising approach, previous studies have indicated that, without supportive models, students might only show temporary interest during the game-based learning process, and their learning performance is often not as good as expected. Therefore, in this paper, a two-tier test…

  8. Influence of game format and number of players on heart rate responses and physical demands in small-sided soccer games.

    PubMed

    Castellano, Julen; Casamichana, David; Dellal, Alexandre

    2013-05-01

    The aim of the study was to examine the extent to which changing the game format (possession play vs. regulation goals and goalkeepers vs. small goals only) and the number of players (3 vs. 3, 5 vs. 5 and 7 vs. 7) influenced the physiological and physical demands of small-sided games (SSGs) in soccer in semiprofessional players. Fourteen semiprofessional male soccer players were monitored with global positioning system and heart rate devices. Heart rate, player load, distance covered, running speed, and the number of accelerations were recorded for 9 different SSGs. The results show that changes both in game format and the number of players affect the players' physiological and physical demands. Possession play places greater physiological and physical demands on players, although reducing the number of players only increases the physiological load. In the 7 vs. 7 games, changing the game format did not alter the heart rate responses. Finally, in the possession play format, changing the number of players did not produce significant differences in heart rate responses, although physical demands did decrease in line with a reduction in the number of players. These results should help coaches to understand how modifying different aspects of SSGs has a differential effect on the players' physiological and physical demands. Moreover, coaches in semiprofessional and amateur teams have now consistent information to design and optimize their training time in mixing the technical, tactical, and physical aspects.

  9. Distraction sneakers decrease the expected level of aggression within groups: a game-theoretic model.

    PubMed

    Dubois, Frédérique; Giraldeau, Luc-Alain; Hamilton, Ian M; Grant, James W A; Lefebvre, Louis

    2004-08-01

    Hawk-dove games have been extensively used to predict the conditions under which group-living animals should defend their resources against potential usurpers. Typically, game-theoretic models on aggression consider that resource defense may entail energetic and injury costs. However, intruders may also take advantage of owners who are busy fighting to sneak access to unguarded resources, imposing thereby an additional cost on the use of the escalated hawk strategy. In this article we modify the two-strategy hawk-dove game into a three-strategy hawk-dove-sneaker game that incorporates a distraction-sneaking tactic, allowing us to explore its consequences on the expected level of aggression within groups. Our model predicts a lower proportion of hawks and hence lower frequencies of aggressive interactions within groups than do previous two-strategy hawk-dove games. The extent to which distraction sneakers decrease the frequency of aggression within groups, however, depends on whether they search only for opportunities to join resources uncovered by other group members or for both unchallenged resources and opportunities to usurp.

  10. Cyber threat model for tactical radio networks

    NASA Astrophysics Data System (ADS)

    Kurdziel, Michael T.

    2014-05-01

    The shift to a full information-centric paradigm in the battlefield has allowed ConOps to be developed that are only possible using modern network communications systems. Securing these Tactical Networks without impacting their capabilities has been a challenge. Tactical networks with fixed infrastructure have similar vulnerabilities to their commercial counterparts (although they need to be secure against adversaries with greater capabilities, resources and motivation). However, networks with mobile infrastructure components and Mobile Ad hoc Networks (MANets) have additional unique vulnerabilities that must be considered. It is useful to examine Tactical Network based ConOps and use them to construct a threat model and baseline cyber security requirements for Tactical Networks with fixed infrastructure, mobile infrastructure and/or ad hoc modes of operation. This paper will present an introduction to threat model assessment. A definition and detailed discussion of a Tactical Network threat model is also presented. Finally, the model is used to derive baseline requirements that can be used to design or evaluate a cyber security solution that can be scaled and adapted to the needs of specific deployments.

  11. Tactics for Improving Parenting Skills (TIPS).

    ERIC Educational Resources Information Center

    Algozzine, Bob, Ed.; Ysseldyke, Jim, Ed.

    This manual presents 99 one-sheet informational brochures designed to improve parenting skills. Each brochure is in a format suitable for duplicating, folding, and distributing. Each parenting "tactic" offers references to related brochures. Tactics are grouped under the following broad areas: (1) home/family involvement (e.g., accepting "The…

  12. Smoking, ADHD, and Problematic Video Game Use: A Structural Modeling Approach.

    PubMed

    Lee, Hyo Jin; Tran, Denise D; Morrell, Holly E R

    2018-05-01

    Problematic video game use (PVGU), or addiction-like use of video games, is associated with physical and mental health problems and problems in social and occupational functioning. Possible correlates of PVGU include frequency of play, cigarette smoking, and attention deficit hyperactivity disorder (ADHD). The aim of the current study was to explore simultaneously the relationships among these variables as well as test whether two separate measures of PVGU measure the same construct, using a structural modeling approach. Secondary data analysis was conducted on 2,801 video game users (M age  = 22.43 years, standard deviation [SD] age  = 4.7; 93 percent male) who completed an online survey. The full model fit the data well: χ 2 (2) = 2.017, p > 0.05; root mean square error of approximation (RMSEA) = 0.002 (90% CI [0.000-0.038]); comparative fit index (CFI) = 1.000; standardized root mean square residual (SRMR) = 0.004; and all standardized residuals <|0.1|. All freely estimated paths were statistically significant. ADHD symptomatology, smoking behavior, and hours of video game use explained 41.8 percent of variance in PVGU. Tracking these variables may be useful for PVGU prevention and assessment. Young's Internet Addiction Scale, adapted for video game use, and the Problem Videogame Playing Scale both loaded strongly onto a PVGU factor, suggesting that they measure the same construct, that studies using either measure may be compared to each other, and that both measures may be used as a screener of PVGU.

  13. Dynamics of tactical behaviour in association football when manipulating players' space of interaction.

    PubMed

    Ric, Angel; Torrents, Carlota; Gonçalves, Bruno; Torres-Ronda, Lorena; Sampaio, Jaime; Hristovski, Robert

    2017-01-01

    The analysis of positional data in association football allows the spatial distribution of players during matches to be described in order to improve the understanding of tactical-related constraints on the behavioural dynamics of players. The aim of this study was to identify how players' spatial restrictions affected the exploratory tactical behaviour and constrained the perceptual-motor workspace of players in possession of the ball, as well as inter-player passing interactions. Nineteen professional outfield male players were divided into two teams of 10 and 9 players, respectively. The game was played under three spatial constraints: a) players were not allowed to move out of their allocated zones, except for the player in possession of the ball; b) players were allowed to move to an adjacent zone, and; c) non-specific spatial constraints. Positional data was captured using a 5 Hz interpolated GPS tracking system and used to define the configuration states of players for each second in time. The configuration state comprised 37 categories derived from tactical actions, distance from the nearest opponent, distance from the target and movement speed. Notational analysis of players in possession of the ball allowed the mean time of ball possession and the probabilities of passing the ball between players to be calculated. The results revealed that the players' long-term exploratory behaviour decreased and their short-term exploration increased when restricting their space of interaction. Relaxing players' positional constraints seemed to increase the speed of ball flow dynamics. Allowing players to move to an adjacent sub-area increased the probabilities of interaction with the full-back during play build-up. The instability of the coordinative state defined by being free from opponents when players had the ball possession was an invariant feature under all three task constraints. By allowing players to move to adjacent sub-areas, the coordinative state became

  14. Dynamics of tactical behaviour in association football when manipulating players' space of interaction

    PubMed Central

    Torrents, Carlota; Gonçalves, Bruno; Torres-Ronda, Lorena; Sampaio, Jaime; Hristovski, Robert

    2017-01-01

    The analysis of positional data in association football allows the spatial distribution of players during matches to be described in order to improve the understanding of tactical-related constraints on the behavioural dynamics of players. The aim of this study was to identify how players’ spatial restrictions affected the exploratory tactical behaviour and constrained the perceptual-motor workspace of players in possession of the ball, as well as inter-player passing interactions. Nineteen professional outfield male players were divided into two teams of 10 and 9 players, respectively. The game was played under three spatial constraints: a) players were not allowed to move out of their allocated zones, except for the player in possession of the ball; b) players were allowed to move to an adjacent zone, and; c) non-specific spatial constraints. Positional data was captured using a 5 Hz interpolated GPS tracking system and used to define the configuration states of players for each second in time. The configuration state comprised 37 categories derived from tactical actions, distance from the nearest opponent, distance from the target and movement speed. Notational analysis of players in possession of the ball allowed the mean time of ball possession and the probabilities of passing the ball between players to be calculated. The results revealed that the players’ long-term exploratory behaviour decreased and their short-term exploration increased when restricting their space of interaction. Relaxing players’ positional constraints seemed to increase the speed of ball flow dynamics. Allowing players to move to an adjacent sub-area increased the probabilities of interaction with the full-back during play build-up. The instability of the coordinative state defined by being free from opponents when players had the ball possession was an invariant feature under all three task constraints. By allowing players to move to adjacent sub-areas, the coordinative state

  15. Games for Learning

    ERIC Educational Resources Information Center

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  16. Learning Entrepreneurship with Serious Games--A Classroom Approach

    ERIC Educational Resources Information Center

    Almeida, Fernando L. F.

    2017-01-01

    The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of transmitting educational content or training to the user. In the context of entrepreneurship, serious games appear…

  17. Combining Digital Archives Content with Serious Game Approach to Create a Gamified Learning Experience

    NASA Astrophysics Data System (ADS)

    Shih, D.-T.; Lin, C. L.; Tseng, C.-Y.

    2015-08-01

    This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of "The Digital ARt/ARchitecture Project". The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, "3D AR for Hukou Old " and "Hsinchu County History Museum AR Tour" which are in form of augmented reality (AR). By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in Hsinchu County.

  18. Departure Queue Prediction for Strategic and Tactical Surface Scheduler Integration

    NASA Technical Reports Server (NTRS)

    Zelinski, Shannon; Windhorst, Robert

    2016-01-01

    A departure metering concept to be demonstrated at Charlotte Douglas International Airport (CLT) will integrate strategic and tactical surface scheduling components to enable the respective collaborative decision making and improved efficiency benefits these two methods of scheduling provide. This study analyzes the effect of tactical scheduling on strategic scheduler predictability. Strategic queue predictions and target gate pushback times to achieve a desired queue length are compared between fast time simulations of CLT surface operations with and without tactical scheduling. The use of variable departure rates as a strategic scheduler input was shown to substantially improve queue predictions over static departure rates. With target queue length calibration, the strategic scheduler can be tuned to produce average delays within one minute of the tactical scheduler. However, root mean square differences between strategic and tactical delays were between 12 and 15 minutes due to the different methods the strategic and tactical schedulers use to predict takeoff times and generate gate pushback clearances. This demonstrates how difficult it is for the strategic scheduler to predict tactical scheduler assigned gate delays on an individual flight basis as the tactical scheduler adjusts departure sequence to accommodate arrival interactions. Strategic/tactical scheduler compatibility may be improved by providing more arrival information to the strategic scheduler and stabilizing tactical scheduler changes to runway sequence in response to arrivals.

  19. Debugging embedded computer programs. [tactical missile computers

    NASA Technical Reports Server (NTRS)

    Kemp, G. H.

    1980-01-01

    Every embedded computer program must complete its debugging cycle using some system that will allow real time debugging. Many of the common items addressed during debugging are listed. Seven approaches to debugging are analyzed to evaluate how well they treat those items. Cost evaluations are also included in the comparison. The results indicate that the best collection of capabilities to cover the common items present in the debugging task occurs in the approach where a minicomputer handles the environment simulation with an emulation of some kind representing the embedded computer. This approach can be taken at a reasonable cost. The case study chosen is an embedded computer in a tactical missile. Several choices of computer for the environment simulation are discussed as well as different approaches to the embedded emulator.

  20. Assessing Approaches to Teaching Systems Thinking: Reading Article vs. Game Play

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; O'Garra, T.; Lee, J.; Bachrach, E.; Bachman, G.; Orlove, B. S.

    2016-12-01

    Problem-solving in the complex domain of climate change requires consideration of the dynamics of systems as wholes. The long time frame, coupled with multiple interacting elements is challenging to teach through traditionally linear approaches, such as lectures or reading. On the other hand some have claimed that games are potentially useful in teaching system skills, due to their iterative, interacting, and problem solving character. In this experiment, we evaluated the impact of the EcoChains: Arctic Crisis card game on participants' mental models using a `fuzzy cognitive mapping' approach. The study population included 41 participants randomly assigned to the treatment/game play n=21 and the control/reading illustrated article: n=20. To obtain cognitive maps from participants, the first step was explaining how to draw a map, using an unrelated map as an example. Following the explanation, participants were handed large sheets of paper and asked to write down all the concepts they could think of related to: Arctic marine & sea-ice ecosystems, including the species & inhabitants of these ecosystems, all the different factors that negatively affect the health of Arctic marine & sea-ice ecosystems, its species & inhabitants, all the different factors that positively affect the health of Arctic marine & sea-ice ecosystems, its species & inhabitants. Once participants had drafted their list of concepts, they were asked to construct maps with the concepts in the center followed by arrows drawn between them to represent the direction of relationships between concepts. After the intervention - either playing the EcoChains card game or reading the illustrated article - participants were handed back their maps, together with a different colored pencil from the one they used previously, and asked to adjust the maps based on what they had learned from playing Ecochains/reading the article. Results indicate that both playing EcoChains and reading an illustrated article with

  1. Research Ethics Education in the STEM Disciplines: The Promises and Challenges of a Gaming Approach.

    PubMed

    Briggle, Adam; Holbrook, J Britt; Oppong, Joseph; Hoffmann, Joesph; Larsen, Elizabeth K; Pluscht, Patrick

    2016-02-01

    While education in ethics and the responsible conduct of research (RCR) is widely acknowledged as an essential component of graduate education, particularly in the STEM disciplines (science, technology, engineering, and math), little consensus exists on how best to accomplish this goal. Recent years have witnessed a turn toward the use of games in this context. Drawing from two NSF-funded grants (one completed and one on-going), this paper takes a critical look at the use of games in ethics and RCR education. It does so by: (a) setting the development of research and engineering ethics games in wider historical and theoretical contexts, which highlights their promise to solve important pedagogical problems; (b) reporting on some initial results from our own efforts to develop a game; and (c) reflecting on the challenges that arise in using games for ethics education. In our discussion of the challenges, we draw out lessons to improve this nascent approach to ethics education in the STEM disciplines .

  2. Machine Learning for Education: Learning to Teach

    DTIC Science & Technology

    2016-12-01

    such as commercial aviation, healthcare, and military operations. In the context of military applications, serious gaming – the training warfighters...problems. Playing these games not only allowed the warfighter to discover and learn new tactics, techniques, and procedures, but also allowed the...collecting information across relevant sample sizes have motivated a data-driven, game - based simulation approach. For example, industry and academia alike

  3. Cultivating Critical Game Makers in Digital Game-Based Learning: Learning from the Arts

    ERIC Educational Resources Information Center

    Denham, André R.; Guyotte, Kelly W.

    2018-01-01

    Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…

  4. Definitions of Tactical and Strategic: An Informal Study

    NASA Technical Reports Server (NTRS)

    Schutte, Paul C.

    2004-01-01

    Seventeen subject matter experts defined tactical and strategic within the aviation domain. They provided five verbs and a sentence describing both behaviors. The verbs for strategic behavior were Plan, Think, Arrange, Formulate, Intend, Devise, Anticipate, and Order. The verbs for tactical behavior were Act, Fly, Respond, Do, Avoid, Control, React, and Move. Verbs that were common to both were Get Information, Navigate, Know, Execute, Manage, Perceive, Understand, Direct, Concentrate, and Point. The responses highlight the difference between planning (strategic) and carrying out those plans (tactical). Tactical verbs are more action-oriented that change the state of the world after they have been accomplished. Strategic verbs are more prescriptive in that they do not change the state of the world but offer a procedure or program for changing the world. The pilot is in a tactical mode when actually moving the aircraft and in a strategic mode when thinking about moving it.

  5. An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games

    ERIC Educational Resources Information Center

    Baron, Tyler

    2017-01-01

    Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the…

  6. Remote gaming on resource-constrained devices

    NASA Astrophysics Data System (ADS)

    Reza, Waazim; Kalva, Hari; Kaufman, Richard

    2010-08-01

    Games have become important applications on mobile devices. A mobile gaming approach known as remote gaming is being developed to support games on low cost mobile devices. In the remote gaming approach, the responsibility of rendering a game and advancing the game play is put on remote servers instead of the resource constrained mobile devices. The games rendered on the servers are encoded as video and streamed to mobile devices. Mobile devices gather user input and stream the commands back to the servers to advance game play. With this solution, mobile devices with video playback and network connectivity can become game consoles. In this paper we present the design and development of such a system and evaluate the performance and design considerations to maximize the end user gaming experience.

  7. A new method for assessing squash tactics using 15 court areas for ball locations.

    PubMed

    Vučković, Goran; James, Nic; Hughes, Mike; Murray, Stafford; Milanović, Zoran; Perš, Janez; Sporiš, Goran

    2014-04-01

    Tactics in squash have typically been assessed using the frequency of different shot types played at different locations on the court either without reference to other relevant information or on the basis of the preceding shot. This paper presents a new squash specific method for categorizing court locations in which the ball was played, a novel techniques for assessing the reliability of this method and presents typical shots responses in these new areas controlled for preceding shot as well as the time between shots and the handedness of the players. Twelve games were viewed using the SAGIT/Squash software and 2907 shots viewed a second time from a video image taken from behind the court with an overall agreement of 88.90% for the court location data and 99.52% for shot type. 3192 shots from 9 matches from the 2003 World Team Championships were analyzed in SAGIT/Squash. In the court areas analyzed between 2 and 7 shot responses were predominant suggesting tactical patterns were evident. This was supported by differences evident between shot responses played from the two back corners where the backhand side was characterized by a predominance of straight drives whereas straight and crosscourt drives were played on the forehand side. These results tended to confirm that tactics i.e., consistent shot types, are played although these are only apparent when factors that determine shot selection are accounted for. This paper has controlled for some of these factors but others need to be considered e.g., if individual player profiles are to be ascertained. Copyright © 2014 Elsevier B.V. All rights reserved.

  8. Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach

    PubMed Central

    Hale, Alexander R; Grand, Ann; McNulty, Cliodna Ann Miriam

    2017-01-01

    Background e-Bug is a pan-European educational resource for junior and senior school children, which contains activities covering prudent antibiotic use and the spread, treatment, and prevention of infection. Teaching resources for children aged 7-15 years are complemented by a student website that hosts games and interactive activities for the children to continue their learning at home. Objective The aim of this study was to appraise young people’s opinions of 3 antibiotic games on the e-Bug student website, exploring children’s views and suggestions for improvements, and analyzing change in their knowledge around the learning outcomes covered. The 3 games selected for evaluation all contained elements and learning outcomes relating to antibiotics, the correct use of antibiotics, and bacteria and viruses. Methods A mixed methodological approach was undertaken, wherein 153 pupils aged 9-11 years in primary schools and summer schools in the Bristol and Gloucestershire area completed a questionnaire with antibiotic and microbe questions, before and after playing 3 e-Bug games for a total of 15 minutes. The after questionnaire also contained open-ended and Likert scale questions. In addition, 6 focus groups with 48 students and think-aloud sessions with 4 students who had all played the games were performed. Results The questionnaire data showed a significant increase in knowledge for 2 out of 7 questions (P=.01 and P<.001), whereas all questions showed a small level of increase. The two areas of significant knowledge improvement focused around the use of antibiotics for bacterial versus viral infections and ensuring the course of antibiotics is completed. Qualitative data showed that the e-Bug game “Body Busters” was the most popular, closely followed by “Doctor Doctor,” and “Microbe Mania” the least popular. Conclusions This study shows that 2 of the e-Bug antibiotic educational games are valuable. “Body Busters” effectively increased antibiotic

  9. SMART Fires: A COTS Approach to Tactical Fire Support Using a Smartphone

    DTIC Science & Technology

    2011-09-01

    Battalion Landing Team C2 Command and Control C2PC Command and Control Personal Computer CAC Common Access Card COC Combat Operation Center COIN...functionality to way-points. It is currently available on the iTunes App Store for $5.99 (Tactical NAV, 2010). 11 MILS are a unit...download on both the iTunes App Store and the Android Marketplace. Apps for the Army (A4A) also created a repository for the applications submitted, along

  10. Analysis of interference performance of tactical radio network

    NASA Astrophysics Data System (ADS)

    Nie, Hao; Cai, Xiaoxia; Chen, Hong

    2017-08-01

    Mobile Ad hoc network has a strong military background for its development as the core technology of the backbone network of US tactical Internet. And which tactical radio network, is the war in today's tactical use of the Internet more mature form of networking, mainly used in brigade and brigade following forces. This paper analyzes the typical protocol AODV in the tactical radio network, and then carries on the networking. By adding the interference device to the whole network, the battlefield environment is simulated, and then the throughput, delay and packet loss rate are analyzed, and the performance of the whole network and the single node before and after the interference is obtained.

  11. Can Learning Motivation Predict Learning Achievement? A Case Study of a Mobile Game-Based English Learning Approach

    ERIC Educational Resources Information Center

    Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun

    2017-01-01

    This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…

  12. Learning Behavior and Achievement Analysis of a Digital Game-Based Learning Approach Integrating Mastery Learning Theory and Different Feedback Models

    ERIC Educational Resources Information Center

    Yang, Kai-Hsiang

    2017-01-01

    It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…

  13. A Knowledge Engineering Approach to Developing Educational Computer Games for Improving Students' Differentiating Knowledge

    ERIC Educational Resources Information Center

    Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen

    2013-01-01

    Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…

  14. Constructionist Gaming: Understanding the Benefits of Making Games for Learning.

    PubMed

    Kafai, Yasmin B; Burke, Quinn

    2015-10-02

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions-namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures.

  15. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    PubMed Central

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

  16. Games Children Play: How Games and Sport Help Children Develop.

    ERIC Educational Resources Information Center

    Brooking-Payne, Kim

    This book presents games for children, teenagers, and adults, explaining how each game can help children develop in a holistic way. It begins by discussing tips for teaching games, how to deal with children who break the rules, and what type of equipment to use. The book provides help on how to approach play within each of the different age…

  17. Quantification and Analysis of Offensive Situations in Different Formats of Sided Games In Soccer

    PubMed Central

    Garcia, Jorge Diaz-Cidoncha; Román, Ignacio Refoyo; Calleja-González, Julio; Dellal, Alexandre

    2014-01-01

    There has been a lot of research that enabled soccer to improve: its technique, tactics and strategy through analysis and training. Nevertheless, players’ need to interact with each other turns any defending or attacking situation into complex solutions with a wide range of variables to be considered, in which the player is never isolated and must make the move that has the most positive impact on play. Fifty-four sided games played in three different formats (5v5, 7v7 and 9v9) and with two age groups (U9 and U14) were filmed at three soccer clubs in Spain in order to identify the most relevant attacking moves, from a technical and tactical perspective. This study used the observational method; it is descriptive and is applied through well-prepared systematic quantitative observation in a natural environment. A key part of the method involved viewing the match recordings and logging moves that had been categorised beforehand. Cohen’s Kappa analysis showed that the results for the most representative variables presented a substantial degree of concordance (0.61–0.80). The results show that there were significant variations depending on the game format, and the following study will present a description and analysis of the aspects that had considerable influence on attacking moves in different formats of sided games (5v5, 7v7 and 9v9). The study also presents various practical applications for the area of training and analysing both youth and professional soccer. PMID:25713680

  18. Real-time artificial intelligence issues in the development of the adaptive tactical navigator

    NASA Technical Reports Server (NTRS)

    Green, Peter E.; Glasson, Douglas P.; Pomarede, Jean-Michel L.; Acharya, Narayan A.

    1987-01-01

    Adaptive Tactical Navigation (ATN) is a laboratory prototype of a knowledge based system to provide navigation system management and decision aiding in the next generation of tactical aircraft. ATN's purpose is to manage a set of multimode navigation equipment, dynamically selecting the best equipment to use in accordance with mission goals and phase, threat environment, equipment malfunction status, and battle damage. ATN encompasses functions as diverse as sensor data interpretation, diagnosis, and planning. Real time issues that were identified in ATN and the approaches used to address them are addressed. Functional requirements and a global architecture for the ATN system are described. Decision making with time constraints are discussed. Two subproblems are identified; making decisions with incomplete information and with limited resources. Approaches used in ATN to address real time performance are described and simulation results are discussed.

  19. Corrugated QWIP for Tactical Army Applications

    DTIC Science & Technology

    2008-12-01

    1 CORRUGATED QWIP FOR TACTICAL ARMY APPLICATIONS David. P. Forrai, Darrel W. Endres L-3 Communications Cincinnati Electronics Mason, OH 45040...Directorate (NVESD) have been developing the corrugated quantum well infrared photodetector (C- QWIP ) technology for applications in tactical LWIR...imaging. The C- QWIP was invented at ARL and shows promise to overcome some of the limitations in commercially available QWIPs . The C- QWIP uses micro

  20. An improved game-theoretic approach to uncover overlapping communities

    NASA Astrophysics Data System (ADS)

    Sun, Hong-Liang; Ch'Ng, Eugene; Yong, Xi; Garibaldi, Jonathan M.; See, Simon; Chen, Duan-Bing

    How can we uncover overlapping communities from complex networks to understand the inherent structures and functions? Chen et al. firstly proposed a community game (Game) to study this problem, and the overlapping communities have been discovered when the game is convergent. It is based on the assumption that each vertex of the underlying network is a rational game player to maximize its utility. In this paper, we investigate how similar vertices affect the formation of community game. The Adamic-Adar Index (AA Index) has been employed to define the new utility function. This novel method has been evaluated on both synthetic and real-world networks. Experimental study shows that it has significant improvement of accuracy (from 4.8% to 37.6%) compared with the Game on 10 real networks. It is more efficient on Facebook networks (FN) and Amazon co-purchasing networks than on other networks. This result implicates that “friend circles of friends” of Facebook are valuable to understand the overlapping community division.

  1. Cognitive representations and cognitive processing of team-specific tactics in soccer.

    PubMed

    Lex, Heiko; Essig, Kai; Knoblauch, Andreas; Schack, Thomas

    2015-01-01

    Two core elements for the coordination of different actions in sport are tactical information and knowledge about tactical situations. The current study describes two experiments to learn about the memory structure and the cognitive processing of tactical information. Experiment 1 investigated the storage and structuring of team-specific tactics in humans' long-term memory with regard to different expertise levels. Experiment 2 investigated tactical decision-making skills and the corresponding gaze behavior, in presenting participants the identical match situations in a reaction time task. The results showed that more experienced soccer players, in contrast to less experienced soccer players, possess a functionally organized cognitive representation of team-specific tactics in soccer. Moreover, the more experienced soccer players reacted faster in tactical decisions, because they needed less fixations of similar duration as compared to less experienced soccer players. Combined, these experiments offer evidence that a functionally organized memory structure leads to a reaction time and a perceptual advantage in tactical decision-making in soccer. The discussion emphasizes theoretical and applied implications of the current results of the study.

  2. Cognitive Representations and Cognitive Processing of Team-Specific Tactics in Soccer

    PubMed Central

    Lex, Heiko; Essig, Kai; Knoblauch, Andreas; Schack, Thomas

    2015-01-01

    Two core elements for the coordination of different actions in sport are tactical information and knowledge about tactical situations. The current study describes two experiments to learn about the memory structure and the cognitive processing of tactical information. Experiment 1 investigated the storage and structuring of team-specific tactics in humans’ long-term memory with regard to different expertise levels. Experiment 2 investigated tactical decision-making skills and the corresponding gaze behavior, in presenting participants the identical match situations in a reaction time task. The results showed that more experienced soccer players, in contrast to less experienced soccer players, possess a functionally organized cognitive representation of team-specific tactics in soccer. Moreover, the more experienced soccer players reacted faster in tactical decisions, because they needed less fixations of similar duration as compared to less experienced soccer players. Combined, these experiments offer evidence that a functionally organized memory structure leads to a reaction time and a perceptual advantage in tactical decision-making in soccer. The discussion emphasizes theoretical and applied implications of the current results of the study. PMID:25714486

  3. A preference-ordered discrete-gaming approach to air-combat analysis

    NASA Technical Reports Server (NTRS)

    Kelley, H. J.; Lefton, L.

    1978-01-01

    An approach to one-on-one air-combat analysis is described which employs discrete gaming of a parameterized model featuring choice between several closed-loop control policies. A preference-ordering formulation due to Falco is applied to rational choice between outcomes: win, loss, mutual capture, purposeful disengagement, draw. Approximate optimization is provided by an active-cell scheme similar to Falco's obtained by a 'backing up' process similar to that of Kopp. The approach is designed primarily for short-duration duels between craft with large-envelope weaponry. Some illustrative computations are presented for an example modeled using constant-speed vehicles and very rough estimation of energy shifts.

  4. A Method for Evaluation of Microcomputers for Tactical Applications.

    DTIC Science & Technology

    1980-06-01

    application. The computational requirements of a tactical application are specified in terms of performance parameters. The presently marketed microcomputer...computational requirements of a tactical application are specified in terms of performance parameters. The presently marketed microcomputer and multi...also to provide a method to evaluate microcomputer systems for tactical applications, i.e., Command Control Communications (C 3), weapon systems, etc

  5. Quantum games of opinion formation based on the Marinatto-Weber quantum game scheme

    NASA Astrophysics Data System (ADS)

    Deng, Xinyang; Deng, Yong; Liu, Qi; Shi, Lei; Wang, Zhen

    2016-06-01

    Quantization has become a new way to investigate classical game theory since quantum strategies and quantum games were proposed. In the existing studies, many typical game models, such as the prisoner's dilemma, battle of the sexes, Hawk-Dove game, have been extensively explored by using quantization approach. Along a similar method, here several game models of opinion formations will be quantized on the basis of the Marinatto-Weber quantum game scheme, a frequently used scheme of converting classical games to quantum versions. Our results show that the quantization can fascinatingly change the properties of some classical opinion formation game models so as to generate win-win outcomes.

  6. Ice Flows: A Game-based Learning approach to Science Communication

    NASA Astrophysics Data System (ADS)

    Le Brocq, Anne

    2017-04-01

    Game-based learning allows people to become immersed in an environment, and learn how the system functions and responds to change through playing a game. Science and gaming share a similar characteristic: they both involve learning and understanding the rules of the environment you are in, in order to achieve your objective. I will share experiences of developing and using the educational game "Ice Flows" for science communication. The game tasks the player with getting a penguin to its destination, through controlling the size of the ice sheet via ocean temperature and snowfall. Therefore, the game aims to educate the user about the environmental controls on the behaviour of the ice sheet, whilst they are enjoying playing a game with penguins. The game was funded by a NERC Large Grant entitled "Ice shelves in a warming world: Filchner Ice Shelf system, Antarctica", so uses data from the Weddell Sea sector of the West Antarctic Ice Sheet to generate unique levels. The game will be easily expandable to other regions of Antarctica and beyond, with the ultimate aim of giving a full understanding to the user of different ice flow regimes across the planet.

  7. A Game Approach to Teach Environmentally Benign Manufacturing in the Supply Chain

    ERIC Educational Resources Information Center

    Qualters, Donna M.; Isaacs, Jacqueline A.; Cullinane, Thomas P.; Laird, Jay; McDonald, Ann

    2008-01-01

    Multidisciplinary models of education are needed to prepare students for their role in a global work environment. Combined with this need is the reality of the new Millennial Generation entering the educational system with a different approach to learning. This paper introduces an interactive, educational engineering game designed to appeal to the…

  8. An Approach to Scoring Collaboration in Online Game Environments

    ERIC Educational Resources Information Center

    Scoular, Claire; Care, Esther; Awwal, Nafisa

    2017-01-01

    With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…

  9. Tactical Synthesis Of Efficient Global Search Algorithms

    NASA Technical Reports Server (NTRS)

    Nedunuri, Srinivas; Smith, Douglas R.; Cook, William R.

    2009-01-01

    Algorithm synthesis transforms a formal specification into an efficient algorithm to solve a problem. Algorithm synthesis in Specware combines the formal specification of a problem with a high-level algorithm strategy. To derive an efficient algorithm, a developer must define operators that refine the algorithm by combining the generic operators in the algorithm with the details of the problem specification. This derivation requires skill and a deep understanding of the problem and the algorithmic strategy. In this paper we introduce two tactics to ease this process. The tactics serve a similar purpose to tactics used for determining indefinite integrals in calculus, that is suggesting possible ways to attack the problem.

  10. A General Bayesian Network Approach to Analyzing Online Game Item Values and Its Influence on Consumer Satisfaction and Purchase Intention

    NASA Astrophysics Data System (ADS)

    Lee, Kun Chang; Park, Bong-Won

    Many online game users purchase game items with which to play free-to-play games. Because of a lack of research into which there is no specified framework for categorizing the values of game items, this study proposes four types of online game item values based on an analysis of literature regarding online game characteristics. It then proposes to investigate how online game users perceive satisfaction and purchase intention from the proposed four types of online game item values. Though regression analysis has been used frequently to answer this kind of research question, we propose a new approach, a General Bayesian Network (GBN), which can be performed in an understandable way without sacrificing predictive accuracy. Conventional techniques, such as regression analysis, do not provide significant explanation for this kind of problem because they are fixed to a linear structure and are limited in explaining why customers are likely to purchase game items and if they are satisfied with their purchases. In contrast, the proposed GBN provides a flexible underlying structure based on questionnaire survey data and offers robust decision support on this kind of research question by identifying its causal relationships. To illustrate the validity of GBN in solving the research question in this study, 327 valid questionnaires were analyzed using GBN with what-if and goal-seeking approaches. The experimental results were promising and meaningful in comparison with regression analysis results.

  11. Tactical behaviour of winning athletes in major championship 1500-m and 5000-m track finals.

    PubMed

    Aragón, Sonia; Lapresa, Daniel; Arana, Javier; Anguera, M Teresa; Garzón, Belén

    2016-01-01

    This article analyses the tactics employed by middle-distance (1500-m) and long-distance (5000-m) runners from an observational methodology perspective. The subject of investigation has received little attention from specialists in the field of athletics, with most research focusing on physiological studies of athlete performance. Using an ad hoc observation tool and a database containing systematically recorded data we detected time patterns (T-patterns) within the data recorded using the Theme software program (version 5.0), and analysed the tactics employed by winners of the men's 1500-m and 5000-m finals of the World Championships in Athletics [Edmonton 2001, Paris 2003, Helsinki 2005 (1500-m final only), Osaka 2007 (1500-m final only), Berlin 2009 and Daegu 2011], the European Athletics Championships (Munich 2002, Göteborg 2006, and Barcelona 2010) and the Olympic Games (Sydney 2000, Athens 2004, Beijing 2008 and London 2012). T-pattern detection and investigation of the relationship between category systems corresponding to the criteria comprising the observation tool revealed both similarities (starting lane and lane used during race, runner's position during race and sprint zone and lane) and differences (variations in pace, zones in which changes of pace occur, sprint initiation zone and winner's position at the start of the sprint) between the two disciplines.

  12. Biotic games and cloud experimentation as novel media for biophysics education

    NASA Astrophysics Data System (ADS)

    Riedel-Kruse, Ingmar; Blikstein, Paulo

    2014-03-01

    First-hand, open-ended experimentation is key for effective formal and informal biophysics education. We developed, tested and assessed multiple new platforms that enable students and children to directly interact with and learn about microscopic biophysical processes: (1) Biotic games that enable local and online play using galvano- and photo-tactic stimulation of micro-swimmers, illustrating concepts such as biased random walks, Low Reynolds number hydrodynamics, and Brownian motion; (2) an undergraduate course where students learn optics, electronics, micro-fluidics, real time image analysis, and instrument control by building biotic games; and (3) a graduate class on the biophysics of multi-cellular systems that contains a cloud experimentation lab enabling students to execute open-ended chemotaxis experiments on slimemolds online, analyze their data, and build biophysical models. Our work aims to generate the equivalent excitement and educational impact for biophysics as robotics and video games have had for mechatronics and computer science, respectively. We also discuss how scaled-up cloud experimentation systems can support MOOCs with true lab components and life-science research in general.

  13. Photogrammetric point cloud compression for tactical networks

    NASA Astrophysics Data System (ADS)

    Madison, Andrew C.; Massaro, Richard D.; Wayant, Clayton D.; Anderson, John E.; Smith, Clint B.

    2017-05-01

    We report progress toward the development of a compression schema suitable for use in the Army's Common Operating Environment (COE) tactical network. The COE facilitates the dissemination of information across all Warfighter echelons through the establishment of data standards and networking methods that coordinate the readout and control of a multitude of sensors in a common operating environment. When integrated with a robust geospatial mapping functionality, the COE enables force tracking, remote surveillance, and heightened situational awareness to Soldiers at the tactical level. Our work establishes a point cloud compression algorithm through image-based deconstruction and photogrammetric reconstruction of three-dimensional (3D) data that is suitable for dissimination within the COE. An open source visualization toolkit was used to deconstruct 3D point cloud models based on ground mobile light detection and ranging (LiDAR) into a series of images and associated metadata that can be easily transmitted on a tactical network. Stereo photogrammetric reconstruction is then conducted on the received image stream to reveal the transmitted 3D model. The reported method boasts nominal compression ratios typically on the order of 250 while retaining tactical information and accurate georegistration. Our work advances the scope of persistent intelligence, surveillance, and reconnaissance through the development of 3D visualization and data compression techniques relevant to the tactical operations environment.

  14. Personal Area Networks in Tactical Mobile Devices

    DTIC Science & Technology

    2014-08-01

    TECHNICAL DOCUMENT 2047 August 2014 Personal Area Networks in Tactical Mobile Devices Brian Visser...Tactical Mobile Devices Brian Visser Approved for public release. SSC Pacific San Diego, CA 92152-5001 SB...consistent power source, which is normally not available to patrols. In addition to the lack of computer resources, robust network infrastructure

  15. Organizational Socialization of Women in the Italian Army: Learning Processes and Proactive Tactics

    ERIC Educational Resources Information Center

    Atzori, Milena; Lombardi, Luigi; Fraccaroli, Franco; Battistelli, Adalgisa; Zaniboni, Sara

    2008-01-01

    Purpose: This study aims to examine the organizational socialization of women soldiers in the Italian Army. Design/methodology/approach: Following an interactionist interpretation of socialization, a model was tested to determine the influence of organizational socialization tactics, proactive behaviours, supervisor support on organizational…

  16. Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.

    PubMed

    Boot, Walter R; Sumner, Anna; Towne, Tyler J; Rodriguez, Paola; Anders Ericsson, K

    2017-04-01

    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior performance of one of the highest scoring players of the video game Space Fortress (Towne, Boot, & Ericsson, ). This analysis revealed how certain behaviors contributed to his exceptional performance. In this study, we recruited a participant for a similar training regimen, but we collected concurrent and retrospective verbal protocol data throughout training. Protocol analysis revealed insights into strategies, errors, mental representations, and shifting game priorities. We argue that these insights into the developing representations that guided skilled performance could only easily have been derived from the tools of the Expert Performance Approach. We propose that the described approach could be applied to understand performance and skill acquisition in many different video games (and other short- to medium-term skill acquisition paradigms) and help reveal mechanisms of transfer from gameplay to other measures of laboratory and real-world performance. Copyright © 2016 Cognitive Science Society, Inc.

  17. Gamers' insights into the phenomenology of normal gaming and game "addiction": A mixed methods study.

    PubMed

    Colder Carras, Michelle; Porter, Anne Marie; Van Rooij, Antonius J; King, Daniel; Lange, Amanda; Carras, Matthew; Labrique, Alain

    2018-02-01

    In response to calls for further research into the phenomenology of Internet gaming disorder (IGD), we used a community-engaged consensus development approach to evaluate how members of the "gamer culture" describe problematic gaming and the relationship of these descriptions to the proposed IGD criteria. Two focus groups of gamers were recruited at a video game convention. Participants were asked to submit suggestions for signs of game "addiction". Participants discussed and ranked the criteria in order of conceptual importance. The rankings were analyzed quantitatively, and then a multidisciplinary team compared the ranked criteria to the DSM-5 IGD proposed criteria. The strongest agreement between participants' rankings and IGD symptomatology was found for harms/functional impairment due to gaming, continued use despite problems, unsuccessful attempts to control gaming, and loss of interest in previous hobbies and entertainment. There was less support for other IGD criteria. Participants also offered new content domains. These findings suggest that collaborative knowledge-building approaches may help researchers and policymakers understand the characteristics and processes specific to problematic video game play and improve content validity of IGD criteria. Future efforts may benefit from multi-stakeholder approaches to refine IGD criteria and inform theory, measurement and intervention.

  18. A Game Theoretic Approach for Balancing Energy Consumption in Clustered Wireless Sensor Networks.

    PubMed

    Yang, Liu; Lu, Yinzhi; Xiong, Lian; Tao, Yang; Zhong, Yuanchang

    2017-11-17

    Clustering is an effective topology control method in wireless sensor networks (WSNs), since it can enhance the network lifetime and scalability. To prolong the network lifetime in clustered WSNs, an efficient cluster head (CH) optimization policy is essential to distribute the energy among sensor nodes. Recently, game theory has been introduced to model clustering. Each sensor node is considered as a rational and selfish player which will play a clustering game with an equilibrium strategy. Then it decides whether to act as the CH according to this strategy for a tradeoff between providing required services and energy conservation. However, how to get the equilibrium strategy while maximizing the payoff of sensor nodes has rarely been addressed to date. In this paper, we present a game theoretic approach for balancing energy consumption in clustered WSNs. With our novel payoff function, realistic sensor behaviors can be captured well. The energy heterogeneity of nodes is considered by incorporating a penalty mechanism in the payoff function, so the nodes with more energy will compete for CHs more actively. We have obtained the Nash equilibrium (NE) strategy of the clustering game through convex optimization. Specifically, each sensor node can achieve its own maximal payoff when it makes the decision according to this strategy. Through plenty of simulations, our proposed game theoretic clustering is proved to have a good energy balancing performance and consequently the network lifetime is greatly enhanced.

  19. A Game Theoretic Approach for Balancing Energy Consumption in Clustered Wireless Sensor Networks

    PubMed Central

    Lu, Yinzhi; Xiong, Lian; Tao, Yang; Zhong, Yuanchang

    2017-01-01

    Clustering is an effective topology control method in wireless sensor networks (WSNs), since it can enhance the network lifetime and scalability. To prolong the network lifetime in clustered WSNs, an efficient cluster head (CH) optimization policy is essential to distribute the energy among sensor nodes. Recently, game theory has been introduced to model clustering. Each sensor node is considered as a rational and selfish player which will play a clustering game with an equilibrium strategy. Then it decides whether to act as the CH according to this strategy for a tradeoff between providing required services and energy conservation. However, how to get the equilibrium strategy while maximizing the payoff of sensor nodes has rarely been addressed to date. In this paper, we present a game theoretic approach for balancing energy consumption in clustered WSNs. With our novel payoff function, realistic sensor behaviors can be captured well. The energy heterogeneity of nodes is considered by incorporating a penalty mechanism in the payoff function, so the nodes with more energy will compete for CHs more actively. We have obtained the Nash equilibrium (NE) strategy of the clustering game through convex optimization. Specifically, each sensor node can achieve its own maximal payoff when it makes the decision according to this strategy. Through plenty of simulations, our proposed game theoretic clustering is proved to have a good energy balancing performance and consequently the network lifetime is greatly enhanced. PMID:29149075

  20. A Gaming Approach to the Acid Rain Problem.

    ERIC Educational Resources Information Center

    Baba, Norio; And Others

    1984-01-01

    Describes an educational microcomputer gaming system for dealing with the acid rain problem in Western Europe and discusses its objectives, rules, problems, and future perspectives. Usefulness of gaming as an operational aid in formulating appropriate energy policies worldwide is emphasized. (MBR)

  1. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach.

    PubMed

    Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping

    2017-01-01

    In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger

  2. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach

    PubMed Central

    Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping

    2017-01-01

    In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger

  3. Why the Constraints-Led Approach Is Not Teaching Games for Understanding: A Clarification

    ERIC Educational Resources Information Center

    Renshaw, Ian; Araújo, Duarte; Button, Chris; Chow, Jia Yi; Davids, Keith; Moy, Brendan

    2016-01-01

    Background: There is some apparent confusion regarding similarities and differences between two popular physical education (PE) pedagogical frameworks, that is, the Constraints-Led Approach (CLA) and Teaching Games for Understanding (TGfU). Purpose: Our aim in this commentary is to detail important theoretical and pedagogical concepts that…

  4. Effects of Two Instructional Approaches on Skill Development, Knowledge, and Game Performance

    ERIC Educational Resources Information Center

    Pritchard, Tony; Hawkins, Andrew; Wiegand, Robert; Metzler, Jonathan N.

    2008-01-01

    Two instructional approaches that have been of interest in promoting sport have been the Sport Education Model (SEM) and the Traditional Style (TS) of teaching physical education. The purpose of this study was to investigate how SEM and TS would affect skill development, knowledge, and game performance for volleyball at the secondary level. A 2 x…

  5. Rapid Planning and Quick Decision Making during Tactical Operations

    DTIC Science & Technology

    1993-01-01

    impact of a change in doctrine and the need for sound doctrine. On one hand, a major change in doctrine requires a significant institutional investment ...Shmanskiy’s Fundementals of Tactical Command and Control. Ivanov, et al, in particular offers a very precise approach to estimating the time available for a...heuristics, and groupthink. 4 4 Entrapment, according to Tanouye, is the temptation to "protect your investment and avoid embarrassment by staying the

  6. AirLand Battle and Tactical Command and Control Automation,

    DTIC Science & Technology

    1987-01-07

    Army Tactical Command and Control System (ATCCS) are the primary subjects of the last period. The precepts of AirLand Battle doctrine are examined to...AirLand Battle and the Army Tactical Command and Control System (ATCCS) are thE primary subjects of the last period. The precepts of AirLand Battle...centralized control is identified. AirLand Battle and the Army Tactical Command and Control System (ATCCS) are the primary subjects of the last

  7. Polymorphic Evolutionary Games.

    PubMed

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  8. How we see electronic games.

    PubMed

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger's concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc's exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

  9. How we see electronic games

    PubMed Central

    Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances. PMID:27077016

  10. Tactical missile aerodynamics

    NASA Technical Reports Server (NTRS)

    Hemsch, Michael J. (Editor); Nielsen, Jack N. (Editor)

    1986-01-01

    The present conference on tactical missile aerodynamics discusses autopilot-related aerodynamic design considerations, flow visualization methods' role in the study of high angle-of-attack aerodynamics, low aspect ratio wing behavior at high angle-of-attack, supersonic airbreathing propulsion system inlet design, missile bodies with noncircular cross section and bank-to-turn maneuvering capabilities, 'waverider' supersonic cruise missile concepts and design methods, asymmetric vortex sheding phenomena from bodies-of-revolution, and swept shock wave/boundary layer interaction phenomena. Also discussed are the assessment of aerodynamic drag in tactical missiles, the analysis of supersonic missile aerodynamic heating, the 'equivalent angle-of-attack' concept for engineering analysis, the vortex cloud model for body vortex shedding and tracking, paneling methods with vorticity effects and corrections for nonlinear compressibility, the application of supersonic full potential method to missile bodies, Euler space marching methods for missiles, three-dimensional missile boundary layers, and an analysis of exhaust plumes and their interaction with missile airframes.

  11. Linear game non-contextuality and Bell inequalities—a graph-theoretic approach

    NASA Astrophysics Data System (ADS)

    Rosicka, M.; Ramanathan, R.; Gnaciński, P.; Horodecki, K.; Horodecki, M.; Horodecki, P.; Severini, S.

    2016-04-01

    We study the classical and quantum values of a class of one- and two-party unique games, that generalizes the well-known XOR games to the case of non-binary outcomes. In the bipartite case the generalized XOR (XOR-d) games we study are a subclass of the well-known linear games. We introduce a ‘constraint graph’ associated to such a game, with the constraints defining the game represented by an edge-coloring of the graph. We use the graph-theoretic characterization to relate the task of finding equivalent games to the notion of signed graphs and switching equivalence from graph theory. We relate the problem of computing the classical value of single-party anti-correlation XOR games to finding the edge bipartization number of a graph, which is known to be MaxSNP hard, and connect the computation of the classical value of XOR-d games to the identification of specific cycles in the graph. We construct an orthogonality graph of the game from the constraint graph and study its Lovász theta number as a general upper bound on the quantum value even in the case of single-party contextual XOR-d games. XOR-d games possess appealing properties for use in device-independent applications such as randomness of the local correlated outcomes in the optimal quantum strategy. We study the possibility of obtaining quantum algebraic violation of these games, and show that no finite XOR-d game possesses the property of pseudo-telepathy leaving the frequently used chained Bell inequalities as the natural candidates for such applications. We also show this lack of pseudo-telepathy for multi-party XOR-type inequalities involving two-body correlation functions.

  12. Internet gaming addiction: current perspectives.

    PubMed

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  13. Relationships among Taiwanese Children's Computer Game Use, Academic Achievement and Parental Governing Approach

    ERIC Educational Resources Information Center

    Yeh, Duen-Yian; Cheng, Ching-Hsue

    2016-01-01

    This study examined the relationships among children's computer game use, academic achievement and parental governing approach to propose probable answers for the doubts of Taiwanese parents. 355 children (ages 11-14) were randomly sampled from 20 elementary schools in a typically urbanised county in Taiwan. Questionnaire survey (five questions)…

  14. Knowledge discovery through games and game theory

    NASA Astrophysics Data System (ADS)

    Smith, James F., III; Rhyne, Robert D.

    2001-03-01

    A fuzzy logic based expert system has been developed that automatically allocates electronic attack (EA) resources in real-time over many dissimilar platforms. The platforms can be very general, e.g., ships, planes, robots, land based facilities, etc. Potential foes the platforms deal with can also be general. The initial version of the algorithm was optimized using a genetic algorithm employing fitness functions constructed based on expertise. A new approach is being explored that involves embedding the resource manager in a electronic game environment. The game allows a human expert to play against the resource manager in a simulated battlespace with each of the defending platforms being exclusively directed by the fuzzy resource manager and the attacking platforms being controlled by the human expert or operating autonomously under their own logic. This approach automates the data mining problem. The game automatically creates a database reflecting the domain expert's knowledge, it calls a data mining function, a genetic algorithm, for data mining of the database as required. The game allows easy evaluation of the information mined in the second step. The measure of effectiveness (MOE) for re-optimization is discussed. The mined information is extremely valuable as shown through demanding scenarios.

  15. Beyond economic games: a mutualistic approach to the rest of moral life.

    PubMed

    Graham, Jesse

    2013-02-01

    Mutualism provides a compelling account of the fairness intuitions on display in economic games. However, it is not yet clear how well the approach holds up as an explanation of all human morality. The theory needs to be tested outside the methodological neighborhood it was born in; such testing has the potential to greatly improve our understanding of morality in general.

  16. Space System Applications to Tactical Operations.

    DTIC Science & Technology

    1984-10-01

    AD-AI51 884 SPACE SYSTEM APPLICATIONS TO TACTICAL OPERATIONSIU) I, ADVISORY GROU)P FOR AEROSPACE RESEARCH AND DEVELOPMENT NEUILIT-SUR-SEINE (FRANCE...FOR1’ AIIII [ I [IiP[E REEAC [ [llllvd[ N I AGARD CONFERENCE PROCEEDINGS No.344 Space System Applications to Tactical Operations DTIC ELECTE...nota %ii. .tm’ ih1.1i .Il t oning oiii.ian later oil Ili thre centturv are charaeteri/ed. Bloth the ad’.antage’. and limitation%. iii space ’.’.’tem

  17. Development of an Effective Educational Computer Game Based on a Mission Synchronization-Based Peer-Assistance Approach

    ERIC Educational Resources Information Center

    Chang, Shao-Chen; Hwang, Gwo-Jen

    2017-01-01

    In this study, a mission synchronization-based peer-assistance approach is proposed to improve students' learning performance in digital game-based learning activities. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science course to examine the participants' learning…

  18. Goal-based dictator game

    NASA Astrophysics Data System (ADS)

    Zaibidi, Nerda Zura; Ibrahim, Adyda; Abidin, Norhaslinda Zainal

    2014-12-01

    A considerable number of studies have been conducted to study fairness issues using two-player game. Dictator Game is one of the two-player games that receive much attention. In this paper, we develop an evolutionary approach to the Dictator Game by using Goal programming to build a model of human decision-making for cooperation. The model is formulated based on the theories of cognitive neuroscience that is capable in capturing a more realistic fairness concerns between players in the games. We show that fairness will evolve by taking into account players' aspirations and preferences explicitly in terms of profit and fairness concerns. The model is then simulated to investigate any possible effective strategy for people in economics to deal with fairness coalition. Parallels are drawn between the approach and concepts of human decision making from the field of cognitive neuroscience and psychology. The proposed model is also able to help decision makers to plan or enhance the effective strategies for business purposes.

  19. Game Location and Team Quality Effects on Performance Profiles in Professional Soccer

    PubMed Central

    Lago-Peñas, Carlos; Lago-Ballesteros, Joaquin

    2011-01-01

    Home advantage in team sports has an important role in determining the outcome of a game. The aim of the present study was to identify the soccer game- related statistics that best discriminate home and visiting teams according to the team quality. The sample included all 380 games of the Spanish professional men’s league. The independent variables were game location (home or away) and the team quality. Teams were classified into four groups according to their final ranking at the end of the league. The game-related statistics registered were divided into three groups: (i) variables related to goals scored; (ii) variables related to offense and (iii) variables related to defense. A univariate (t-test and Mann-Whitney U) and multivariate (discriminant analysis) analysis of data was done. Results showed that home teams have significantly higher means for goal scored, total shots, shots on goal, attacking moves, box moves, crosses, offsides committed, assists, passes made, successful passes, dribbles made, successful dribbles, ball possession, and gains of possession, while visiting teams presented higher means for losses of possession and yellow cards. In addition, the findings of the current study confirm that game location and team quality are important in determining technical and tactical performances in matches. Teams described as superior and those described as inferior did not experience the same home advantage. Future research should consider the influence of other confounding variables such as weather conditions, game status and team form. Key points Home teams have significantly higher figures for attack indicators probably due to facilities familiarity and crowd effects. The teams’ game-related statistics profile varied according to game location and team quality. Teams described as superior and those described as inferior did not experience the same home advantage. PMID:24150619

  20. Tactical Nuclear Weapons: Their Purpose and Placement

    DTIC Science & Technology

    2015-06-01

    War II, nuclear scientists argued against the development of fusion weapons .3 In the 1970s, politicians debated the use of neutron bombs, weapons ...Tactical Nuclear Weapons : Their Purpose and Placement BY EDWARD G. FERGUSON A THESIS SUBMITTED TO THE FACULTY OF THE...This study answers the question -- Why does America have tactical nuclear weapons (TNWs) in Europe today? – treating America and the North

  1. Goal Format in Small-Sided Soccer Games: Technical Actions and Offensive Scenarios of Prepubescent Players

    PubMed Central

    Pulling, Craig; Twitchen, Alex; Pettefer, Carl

    2016-01-01

    The aim of this study was to investigate the influence of the number of goal-posts and the positioning of goal-posts used within small-sided games on the frequency of technical actions and offensive scenarios performed by prepubescent players within soccer. The participants were eight male prepubescent soccer players (12.1 ± 0.5 years). The participants were video recorded for 20 min playing four different formats of 4v4 small-sided games: (1) standard two goal game; (2) four goal game, one goal in each corner; (3) two goal game with goal-posts positioned 9.14 m/10 yd infield, scoring only through the back of the goal; (4) four goal-game, one goal positioned 9.14 m/10 yd infield in each corner, scoring through either the front or back of each goal. Chi-squared tests of independence were utilized to statistically explore the impact of the different small-sided game formats. There were significant associations (p < 0.05) observed between the different small-sided game formats and the frequency of turns, dribbles, shots, goals and overlaps performed. For example, players performed more turns in small-sided game format two and more shots during small-sided game format four. It is suggested coaches should consider using a variation of the number and positioning of goal-posts in small-sided games as an effective training tool in the development of prepubescent soccer players. This will enable coaches to vary the focus of sessions, and develop specific technical and tactical actions within a situation similar to that of real match-play. PMID:29910301

  2. Physiological approach to optimal stereographic game programming: a technical guide

    NASA Astrophysics Data System (ADS)

    Martens, William L.; McRuer, Robert; Childs, C. Timothy; Viirree, Erik

    1996-04-01

    With the advent of mass distribution of consumer VR games comes an imperative to set health and safety standards for the hardware and software used to deliver stereographic content. This is particularly important for game developers who intend to present this stereographic content via head-mounted display (HMD). The visual discomfort that is commonly reported by the user of HMD-based VR games presumably could be kept to a minimum if game developers were provided with standards for the display of stereographic imagery. In this paper, we draw upon both results of research in binocular vision and practical methods from clinical optometry to develop some technical guidelines for programming stereographic games that have the end user's comfort and safety in mind. This paper will provide generate strategies for user- centered implementation of 3D virtual worlds, as well as pictorial examples demonstrating a natural means for rendering stereographic imagery more comfortable to view in games employing first-person perspective.

  3. Fluctuating asymmetry, sociosexuality, and intrasexual competitive tactics.

    PubMed

    Simpson, J A; Gangestad, S W; Christensen, P N; Leck, K

    1999-01-01

    Heterosexual men and women were told they were competing with another same-sex individual for a date with an attractive opposite-sex interviewer. After answering 6 questions, participants were asked to tell the competitor why the interviewer should choose them over the competitor. Participants' videotaped behavior was coded for different behavioral tactics. Men who were more symmetrical and who had a more unrestricted sociosexual orientation were more likely to use direct competition tactics than were less symmetrical and restricted men. Restricted men accentuated their positive personal qualities, presenting themselves as "nice guys." Structural equation modeling revealed that fluctuating asymmetry (FA) was directly associated with the use of direct competition tactics. However, the link between FA and presenting oneself as a nice guy was mediated through sociosexuality. No effects were found for women.

  4. Engaging in distancing tactics among sport fans: effects on self-esteem and emotional responses.

    PubMed

    Bizman, Aharon; Yinon, Yoel

    2002-06-01

    The authors examined the effects of distancing tactics on self-esteem and emotions, following a win or loss of one's favorite team. They measured state self-esteem and emotional responses of basketball fans as they exited the sport arena after their team had won or lost an official game. Half of the fans were given the opportunity to increase or decrease their association with the team before the measures of self-esteem and emotions; the remaining fans were given the opportunity after the measures. The fans tended to associate more with the team after team success than after team failure. In addition, self-esteem and positive emotions were higher, and negative emotions lower, when measured after, rather than before, the opportunity to increase or decrease association with the team. Those effects were more pronounced among high-team-identification fans than among low-team-identification fans. The results suggest a distinction between the short- and long-term effects of game outcome on the willingness to associate with one's team. In the short term, willingness to associate with the team may oscillate in accordance with team performance, even among high-team-identification fans; in the long term, only high-team-identification fans may maintain their allegiance to the team.

  5. Are Games Effective Learning Tools? A Review of Educational Games

    ERIC Educational Resources Information Center

    de Freitas, Sara

    2018-01-01

    The literature around the use, efficacy and design of educational games and game-based learning approaches has been building up gradually and in phases, across different disciplines and in an ad hoc way. This has been problematic in a number of ways and resulted in fragmented literature and inconsistent referencing patterns between different…

  6. The use of impression management tactics in structured interviews: a function of question type?

    PubMed

    Ellis, Aleksander P J; West, Bradley J; Ryan, Ann Marie; DeShon, Richard P

    2002-12-01

    This study investigated impression management tactic use during structured interviews containing both experience-based and situational questions. Specifically, the authors examined whether applicants' use of impression management tactics depended on question type. Results from 119 structured interviews indicated that almost all of the applicants used some form of impression management. Significantly more assertive than defensive impression management tactics were used, and among assertive tactics, applicants tended to use self-promotion rather than ingratiation. However, different question types prompted the use of different impression management tactics. Ingratiation tactics were used significantly more when applicants answered situational questions, whereas self-promotion tactics were used significantly more when applicants answered experience-based questions. Furthermore, the use of self-promotion and ingratiation tactics was positively related to interviewer evaluations.

  7. Characterization of Tactical Departure Scheduling in the National Airspace System

    NASA Technical Reports Server (NTRS)

    Capps, Alan; Engelland, Shawn A.

    2011-01-01

    This paper discusses and analyzes current day utilization and performance of the tactical departure scheduling process in the National Airspace System (NAS) to understand the benefits in improving this process. The analysis used operational air traffic data from over 1,082,000 flights during the month of January, 2011. Specific metrics included the frequency of tactical departure scheduling, site specific variances in the technology's utilization, departure time prediction compliance used in the tactical scheduling process and the performance with which the current system can predict the airborne slot that aircraft are being scheduled into from the airport surface. Operational data analysis described in this paper indicates significant room for improvement exists in the current system primarily in the area of reduced departure time prediction uncertainty. Results indicate that a significant number of tactically scheduled aircraft did not meet their scheduled departure slot due to departure time uncertainty. In addition to missed slots, the operational data analysis identified increased controller workload associated with tactical departures which were subject to traffic management manual re-scheduling or controller swaps. An analysis of achievable levels of departure time prediction accuracy as obtained by a new integrated surface and tactical scheduling tool is provided to assess the benefit it may provide as a solution to the identified shortfalls. A list of NAS facilities which are likely to receive the greatest benefit from the integrated surface and tactical scheduling technology are provided.

  8. Gaming the system. Dodging the rules, ruling the dodgers.

    PubMed

    Morreim, E H

    1991-03-01

    Although traditional obligations of fidelity require physicians to deliver quality care to their patients, including to utilize costly technologies, physicians are steadily losing their accustomed control over the necessary resources. The "economic agents" who own the medical and monetary resources of care now impose a wide array of rules and restrictions in order to contain their costs of operation. However, physicians can still control resources indirectly through "gaming the system," employing tactics such as "fudging" that exploit resource rules' ambiguity and flexibility to bypass the rules while ostensibly honoring them. Physicians may be especially inclined to game the system where resource rules seriously underserve patients' needs, where economic agents seem to be "gaming the patient," with needless obstacles to care, or where others, such as hospitals or even physicians themselves, may be denied needed reimbursements. Though tempting, gaming is morally and medically hazardous. It can harm patients and society, offend honesty, and violate basic principles of contractual and distributive justice. It is also, in fact, usually unnecessary in securing needed resources for patients. More fundamentally, we must reconsider what physicians owe their patients. They owe what is theirs to give: their competence, care and loyalty. In light of medicine's changing economics, two new duties emerge: economic advising, whereby physicians explicitly discuss the economic as well as medical aspects of each treatment option; and economic advocacy, whereby physicians intercede actively on their patients' behalf with the economic agents who control the resources.

  9. You Won't Get Me: Therapist Responses to Patient Impression Management Tactics.

    PubMed

    Frühauf, Sarah; Figlioli, Patrick; Caspar, Franz

    2017-03-01

    In psychotherapy, therapist and patient influence each other constantly. We aimed to investigate how therapists respond to patient impression management and influence tactics. For 60 videotaped intake interviews, judges rated therapist responses to patient tactics as neutral, desired, or undesired from the patient perspective. Judges rated the therapist responses in 57% as neutral, in 40% as desired, and in 2% as undesired by the patients. The proportions of response outcomes varied across tactics. Therapist responses were unrelated to therapist and patient sex. Therapist experience was related to their responses to the tactic Supplication. Overall, some patient tactics seem to be more challenging for therapists than others. Awareness of such response tendencies can help therapists prepare their reactions to certain patient impression management and influence tactics. Implications for training and research are presented.

  10. Offensive tactical thinking level of wheelchair basketball players in Arab countries.

    PubMed

    Hindawi, Omar S; Orabi, Samira; Al Arjan, Jafar; Judge, Lawrence W; Cottingham, Michael; Bellar, David Michael

    2013-01-01

    The purpose of this study was to assess the appropriateness of offensive tactical decision-making of Arab basketball players, and to determine if there are differences in the appropriateness of offensive tactical decision-making within the various disability classifications of Arab basketball players. A twenty-question survey was formulated to assess decision-making in offensive tactical situations in wheelchair basketball players. Participants in the present study were 108 athletes from 10 Arab national teams participating in wheelchair basketball. The mean offensive tactical thinking level of wheelchair basketball players in the 20 different situations in the Arab countries ranged between 1.38-2.84, and the standard deviations for these 20 means ranged from 0.41 to 0.90. The total mean of all tactical situations was 2.33, which is moderate thinking level. The influence of the disability classification on the offensive tactical thinking of wheelchair basketball players was addressed by examining the data via a one-way ANOVA. The ANOVA revealed no significant differences among disability classifications/categories in tactical thinking (F(3, 104)=1.12, p=0.34). This study represents the first attempt to identify why Arab nations have not consistently qualified for the Paralympics or World Championships. These findings indicate that the moderate offensive tactical thinking level of wheelchair basketball players on Arab national teams may be part of the reason that performances of these teams have not been as strong as they would like.

  11. Channel CAT: A Tactical Link Analysis Tool

    DTIC Science & Technology

    1997-09-01

    NAVAL POSTGRADUATE SCHOOL Monterey, California THESIS CHANNEL CAT : A TACTICAL LINK ANALYSIS TOOL by Michael Glenn Coleman September 1997 Thesis...REPORT TYPE AND DATES COVERED September 1997 Master’s Thesis 4. TITLE AND SUBTITLE CHANNEL CAT : A TACTICAL LINK ANALYSIS TOOL 5. FUNDING NUMBERS 6...tool, the Channel Capacity Analysis Tool (Channel CAT ), designed to provide an automated tool for the anlysis of design decisions in developing client

  12. General Problem-Solving Styles and Problem-Solving Approaches in Video Games

    ERIC Educational Resources Information Center

    Hamlen, Karla R.

    2018-01-01

    Video game play is a pervasive recreational activity, particularly among college students. While there is a large research base focused on educational video game play and uses of games in the classroom, there is much less research focused on cognitive strategies and entertainment video game play. The purpose of this study was to investigate…

  13. The Use of Influence Tactics Among Mid-Level Managers in the Community College.

    ERIC Educational Resources Information Center

    Quinley, John W.; Baker, George A. III; Gillett-Karam, Rosemary

    1995-01-01

    Examines the extent to which community college midlevel managers use power and influence tactics. Results show tactics were not used uniformly and were mostly directed toward lateral levels. Community college administrators employed influence tactics more often than did corporate, with both ranking tactics in almost identical order of use. (19…

  14. Laughter in popular games and in sport. The other health of human play.

    PubMed

    Eichberg, Henning

    2013-01-01

    Hurling in Cornwall, la soule in Britanny, Shrovetide football in England: Popular games have normally been treated as forerunners of modern sport, sport having regulated the space and the time of the game, the (non-) violence of behaviour, the control of results, the planning, strategy, tactics, techniques and evaluation of the competitive action. This is told as a story of social improvement and progress--and about turning unhealthy wildness into civilized 'healthy' sport activity. What sociological analysis of game-playing tended to ignore was the laughter of the participants. With the seriousness of modern sport, as it was established in the nineteenth century, a culture of laughter disappeared. This study tries to counter this mainstream by a phenomenology of laughter in popular games. A contrasting attention is turned towards the seriousness of sporting competition, the smile in modern sport and fitness, and the 'underground' dimension of laughter in modern sports. By comparative analysis, laughter reveals as a bodily discourse about the imperfect human being. It tells an oppositional story about the perfectionism in the order of Western thinking--in sports as well as in health. The bodily 'physiology' of laughter, the exploding psychical energy, and the inter-bodily social relations in laughter and play and game point towards the multi-dimensionality of health, as it was formulated by WHO: as "physical, mental, and social well-being".

  15. Improving Learning Achievements, Motivations and Problem-Solving Skills through a Peer Assessment-Based Game Development Approach

    ERIC Educational Resources Information Center

    Hwang, Gwo-Jen; Hung, Chun-Ming; Chen, Nian-Shing

    2014-01-01

    In this study, a peer assessment-based game development approach is proposed for improving students' learning achievements, motivations and problem-solving skills. An experiment has been conducted to evaluate the effectiveness of the proposed approach in a science course at an elementary school. A total of 167 sixth graders participated in…

  16. Modifiability Tactics

    DTIC Science & Technology

    2007-09-01

    The Pattern Understood in Terms of Tactics 44 13.4 Variants 44 14 Microkernel Pattern 45 14.1 Problem 45 14.2 Solution 45 14.3 The Pattern...Figure 12: Model-View-Controller Pattern Structure 42 Figure 13: Presentation-Abstraction-Control Pattern Structure 43 Figure 14: Microkernel ...Presentation- Abstraction- Control X X X X Microkernel X X X X X Reflection X X Each pattern is described in more detail in the

  17. Mental Fatigue and Spatial References Impair Soccer Players' Physical and Tactical Performances

    PubMed Central

    Coutinho, Diogo; Gonçalves, Bruno; Travassos, Bruno; Wong, Del P.; Coutts, Aaron J.; Sampaio, Jaime E

    2017-01-01

    This study examined the effects of mental fatigue and additional corridor and pitch sector lines on players' physical and tactical performances during soccer small-sided games. Twelve youth players performed four Gk+6vs6+Gk small-sided games. Prior to the game, one team performed a motor coordination task to induce mental fatigue, while the other one performed a control task. A repeated measures design allowed to compare players' performances across four conditions: (a) with mental fatigue against opponents without mental fatigue in a normal pitch (MEN), (b) with mental fatigue on a pitch with additional reference lines (#MEN); (c) without mental fatigue against mentally fatigued opponents on a normal pitch (CTR); and (d) without mental fatigue on a pitch with reference lines (#CTR). Player's physical performance was assessed by the distance covered per minute and the number of accelerations and decelerations (0.5–3.0 m/s2; > −3.0 m/s2). Positional data was used to determine individual (spatial exploration index, time synchronized in longitudinal and lateral directions) and team-related variables (length, width, speed of dispersion and contraction). Unclear effects were found for the physical activity measures in most of the conditions. There was a small decrease in time spent laterally synchronized and a moderate decrease in the contraction speed when MEN compared to the CTR. Also, there was a small decrease in the time spent longitudinally synchronized during the #MEN condition compared to MEN. The results showed that mental fatigue affects the ability to use environmental information and players' positioning, while the additional reference lines may have enhanced the use of less relevant information to guide their actions during the #MEN condition. Overall, coaches could manipulate the mental fatigue and reference lines to induce variability and adaptation in young soccer players' behavior. PMID:28983273

  18. Internet gaming addiction: current perspectives

    PubMed Central

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  19. The Education Game.

    ERIC Educational Resources Information Center

    Lubar, David

    1982-01-01

    Four programs are reviewed: Crossword Magic, Master Type, The Vocabulary Baseball Game, and Meet the Presidents. The major innovations highlighted by the products selected are the ways the creators turned learning into a game. It is noted that whether this approach is desirable is for the individual teacher to decide. (MP)

  20. Core and peripheral criteria of video game addiction in the game addiction scale for adolescents.

    PubMed

    Brunborg, Geir Scott; Hanss, Daniel; Mentzoni, Rune Aune; Pallesen, Ståle

    2015-05-01

    Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16-74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged ≤33 years, men aged >33 years, women aged ≤33 years, and women aged >33 years separately. This indicates that the GAS measures both engagement and problems related to video games. Multi-group measurement invariance testing showed that the factor structure was valid in all four groups (configural invariance) for the two-factor structure but not for the one-factor structure. A novel approach to categorization of problem gamers and addicted gamers where only the core criteria items are used (the CORE 4 approach) was compared to the approach where all items are included (the GAS 7 approach). The current results suggest that the CORE 4 approach might be more appropriate for classification of problem gamers and addicted gamers compared to the GAS 7 approach.

  1. The Influence Tactic Preferred by Teaching Faculty: An Exploratory Case Study

    ERIC Educational Resources Information Center

    Rogers-Backus, Bonnie L.

    2010-01-01

    This quantitative study was developed to determine the influence tactic used most often by teachers in a small college classroom. It was hypothesized that the rational persuasion tactic, which is defined as "using logical arguments and factual evidence to persuade the target". (Fu & Yukl, 2000, p. 252) would be the most commonly employed tactic by…

  2. Online Mate-Retention Tactics on Facebook Are Associated With Relationship Aggression.

    PubMed

    Brem, Meagan J; Spiller, Laura C; Vandehey, Michael A

    2015-10-01

    A measure of Facebook-related mate-retention tactics was developed to investigate the relationship between online behaviors and intimate partner aggression. One hundred and seventy-seven young adults (65 men, 112 women) completed questionnaires that included measures of online and offline mate-retention tactics, Facebook jealousy, Facebook surveillance, and intimate partner violence. A factor analysis yielded four subscales for the Facebook Mate-Retention Tactic Inventory (FMRTI): Care and Affection, Jealousy and Surveillance, Possession Signals, and Punishment of Infidelity Threat. The FMRTI total scores were positively correlated with Facebook jealousy, Facebook surveillance, and use of offline mate-retention tactics. The Jealousy and Surveillance subscale uniquely predicted intimate partner psychological and physical aggression over and above existing measures. Facebook mate-retention tactics fully mediated the relation between Facebook jealousy and both intimate partner psychological and physical aggression. The current study provides preliminary evidence for conceptualizing Facebook as an environment for the use of mate-retention tactics that have real-life implications for intimate partner violence. © The Author(s) 2014.

  3. Austin Community College Video Game Development Certificate

    ERIC Educational Resources Information Center

    McGoldrick, Robert

    2008-01-01

    The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…

  4. The Development of Sport Expertise: Mapping the Tactical Domain.

    ERIC Educational Resources Information Center

    McPherson, Sue L.

    1994-01-01

    Explores issues and research relevant to sport tactical knowledge development and expertise. The paper discusses controversies concerning methodological tools, possible levels of analysis in sport research, sport tactical knowledge and expertise, a protocol structure model for sport, and expert-novice sport research. (SM)

  5. The FIT Game III: Reducing the Operating Expenses of a Game-Based Approach to Increasing Healthy Eating in Elementary Schools.

    PubMed

    Joyner, Damon; Wengreen, Heidi J; Aguilar, Sheryl S; Spruance, Lori Andersen; Morrill, Brooke A; Madden, Gregory J

    2017-04-01

    Previously published versions of the healthy eating "FIT Game" were administered by teachers in all grades at elementary schools. The present study evaluated whether the game would retain its efficacy if teachers were relieved of this task; presenting instead all game materials on visual displays in the school cafeteria. Participants were 572 children attending two Title 1 elementary schools (grades K-5). Following a no-intervention baseline period in which fruit and vegetable consumption were measured from food waste, the schools played the FIT Game. In the game, the children's vegetable consumption influenced events in a good versus evil narrative presented in comic book-formatted episodes in the school cafeteria. When daily vegetable-consumption goals were met, new FIT Game episodes were displayed. Game elements included a game narrative, competition, virtual currency, and limited player autonomy. The two intervention phases were separated by a second baseline phase (within-school reversal design). Simulation Modeling Analysis (a bootstrapping technique appropriate to within-group time-series designs) was used to evaluate whether vegetable consumption increased significantly above baseline levels in the FIT Game phases (P < 0.05). Vegetable consumption increased significantly from 21.3 g during the two baseline phases to 42.5 g during the FIT Game phases; a 99.9% increase. The Game did not significantly increase fruit consumption (which was not targeted for change), nor was there a decrease in fruit consumption. Labor-reductions in the FIT Game did not reduce its positive impact on healthy eating.

  6. Tactical Decision Aids High Bandwidth Links Using Autonomous Vehicles

    DTIC Science & Technology

    2004-01-01

    1 Tactical Decision Aids (High Bandwidth Links Using Autonomous Vehicles ) A. J. Healey, D. P. Horner, Center for Autonomous Underwater Vehicle...SUBTITLE Tactical Decision Aids (High Bandwidth Links Using Autonomous Vehicles ) 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6

  7. A Learning Outcome-Oriented Approach towards Classifying Pervasive Games for Learning Using Game Design Patterns and Contextual Information

    ERIC Educational Resources Information Center

    Schmitz, Birgit; Klemke, Roland; Specht, Marcus

    2013-01-01

    Mobile and in particular pervasive games are a strong component of future scenarios for teaching and learning. Based on results from a previous review of practical papers, this work explores the educational potential of pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify cognitive and affective…

  8. Adaptation of a Knowledge-Based Decision-Support System in the Tactical Environment.

    DTIC Science & Technology

    1981-12-01

    002-04-6411S1CURITY CL All PICATION OF 1,416 PAGE (00HIR Onto ea0aOW .L10 *GU9WVC 4bGSI.CAYON S. Voss 10466lVka t... OftesoE ’ making decisons . The...noe..aaw Ad tdlalttt’ IV 680011 MMib) Artificial Intelligence; Decision-Support Systems; Tactical Decision- making ; Knowledge-based Decision-support...tactical information to assist tactical commanders in making decisions. The system, TAC*, for "Tactical Adaptable Consultant," incorporates a database

  9. Offensive Infantry Tactics During the Battle of Chancellorsville, May 1863

    DTIC Science & Technology

    1993-06-05

    main column deploying only after the enemy appeared in force." Tactically, this delay was understandable. Not having a clear knowledge of the enemy...regimental colors, managed to escape. By 1810 Birney’s advance guard controlled the road; reinforcements were securing his flanks and Jastram’s battery... knowledge of the enemy’s movement and of the approaches to his line of march.*17 Furthermore, Berdan 9 acknowledged that he was ordered to report co

  10. Pediatric functional magnetic resonance neuroimaging: tactics for encouraging task compliance.

    PubMed

    Schlund, Michael W; Cataldo, Michael F; Siegle, Greg J; Ladouceur, Cecile D; Silk, Jennifer S; Forbes, Erika E; McFarland, Ashley; Iyengar, Satish; Dahl, Ronald E; Ryan, Neal D

    2011-05-06

    Neuroimaging technology has afforded advances in our understanding of normal and pathological brain function and development in children and adolescents. However, noncompliance involving the inability to remain in the magnetic resonance imaging (MRI) scanner to complete tasks is one common and significant problem. Task noncompliance is an especially significant problem in pediatric functional magnetic resonance imaging (fMRI) research because increases in noncompliance produces a greater risk that a study sample will not be representative of the study population. In this preliminary investigation, we describe the development and application of an approach for increasing the number of fMRI tasks children complete during neuroimaging. Twenty-eight healthy children ages 9-13 years participated. Generalization of the approach was examined in additional fMRI and event-related potential investigations with children at risk for depression, children with anxiety and children with depression (N=120). Essential features of the approach include a preference assessment for identifying multiple individualized rewards, increasing reinforcement rates during imaging by pairing tasks with chosen rewards and presenting a visual 'road map' listing tasks, rewards and current progress. Our results showing a higher percentage of fMRI task completion by healthy children provides proof of concept data for the recommended tactics. Additional support was provided by results showing our approach generalized to several additional fMRI and event-related potential investigations and clinical populations. We proposed that some forms of task noncompliance may emerge from less than optimal reward protocols. While our findings may not directly support the effectiveness of the multiple reward compliance protocol, increased attention to how rewards are selected and delivered may aid cooperation with completing fMRI tasks. The proposed approach contributes to the pediatric neuroimaging literature by

  11. On investigating social dynamics in tactical opportunistic mobile networks

    NASA Astrophysics Data System (ADS)

    Gao, Wei; Li, Yong

    2014-06-01

    The efficiency of military mobile network operations at the tactical edge is challenging due to the practical Disconnected, Intermittent, and Limited (DIL) environments at the tactical edge which make it hard to maintain persistent end-to-end wireless network connectivity. Opportunistic mobile networks are hence devised to depict such tactical networking scenarios. Social relations among warfighters in tactical opportunistic mobile networks are implicitly represented by their opportunistic contacts via short-range radios, but were inappropriately considered as stationary over time by the conventional wisdom. In this paper, we develop analytical models to probabilistically investigate the temporal dynamics of this social relationship, which is critical to efficient mobile communication in the battlespace. We propose to formulate such dynamics by developing various sociological metrics, including centrality and community, with respect to the opportunistic mobile network contexts. These metrics investigate social dynamics based on the experimentally validated skewness of users' transient contact distributions over time.

  12. Confronting Delinquency: Probations Officers' Use of Coercion and Client-Centered Tactics to Foster Youth Compliance

    ERIC Educational Resources Information Center

    Schwalbe, Craig S.; Maschi, Tina

    2011-01-01

    Youthful compliance with juvenile court mandates is a cornerstone of effective probation practice. Despite this, research has not examined probation strategies for encouraging and enforcing youthful compliance with probation conditions. This study describes the use of confrontational tactics and client-centered approaches reported by probation…

  13. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  14. Relative fitness of alternative male reproductive tactics in a mammal varies between years.

    PubMed

    Schradin, Carsten; Lindholm, Anna K

    2011-09-01

    1. In many species, males can use different behavioural tactics to achieve fertilization, so-called alternative reproductive tactics (ARTs). Few field studies have measured fitness consequences of ARTs under varying environmental conditions. 2. Here, we describe fitness consequences of three phenotypically plastic ARTs in the African striped mouse (Rhabdomys pumilio) and show that relative fitness of ARTs differs between years. Each year represents a different generation. 3. For the generation living under high population density, tactics differed in relative fitness in accordance with the theory of conditional strategies, with highly successful territorial breeding males having 10 times higher success than solitary roaming males and 102 times higher success than adult natally philopatric males. 4. For the generation living under intermediate population density, the territorial breeding and roaming tactics yielded similar fitness, which would be in agreement with the theory of mixed strategies. No philopatric males occurred. 5. For the generation living under low population density, roaming was the only tactic used and some roamers had very high fitness. 6. The main prediction of status-dependent selection for conditional strategies is a correlation between fitness and status, often measured as body mass, but we did not find this correlation within tactics when more than one tactic was expressed in the population. 7. Female distribution seems to have an effect on which reproductive tactics male chose: female defence polygyny when females are clumped (interference competition), but a searching tactic when females are dispersed (scramble competition). In contrast to predictions arising from theory on scramble competition, male body mass was important in determining fitness only in the year when females were dispersed, but not in other years. 8. Our results indicate that the differentiation between conditional and mixed strategies is not an absolute one. In many other

  15. Dilemmas Faced by Pre-Service Teachers When Learning about and Implementing a Game-Centred Approach

    ERIC Educational Resources Information Center

    Harvey, Stephen; Cushion, Christopher; Sammon, Paul

    2015-01-01

    Game-centred approaches (GCAs) were designed for the effective integration of skills into contextualized situations. Despite a plethora of research, few studies explore the articulations between pre-service teachers' experiences, conceptual understanding, pedagogical practices, the wider cultural and political realities of teaching and their…

  16. Burnout of teachers as related to influence tactics within the college classroom.

    PubMed

    Lamude, K G; Scudder, J

    1994-10-01

    Previous research has shown that burnout among college teachers is negatively associated with on-task learning and student-oriented concerns expressed as tactics on influence in class. Using data collected from 142 college teachers, this study examined this relationship. Burnout was measured on Cherniss's measure, and tactics of influence were assessed by the Behavior Alteration Message Technique. Analysis indicated burnout in teachers was positively related to pressure and position tactics on influence and negatively related to exchange of rewards, rational arguments, and feedback tactics of influence.

  17. Airborne and Maritime/Fixed Station Joint Tactical Radio System (AMF JTRS)

    DTIC Science & Technology

    2015-12-01

    Selected Acquisition Report (SAR) RCS: DD-A&T(Q&A)823-421 Airborne & Maritime/Fixed Station Joint Tactical Radio System (AMF JTRS) As of FY 2017...Information Program Name Airborne & Maritime/Fixed Station Joint Tactical Radio System (AMF JTRS) DoD Component Army Responsible Office References SAR...UNCLASSIFIED 5 Mission and Description Airborne & Maritime/Fixed Station Joint Tactical Radio System (AMF JTRS) products are software programmable

  18. Maths Games: A Universal Design Approach to Mathematical Reasoning

    ERIC Educational Resources Information Center

    Buchheister, Kelley; Jackson, Christa; Taylor, Cynthia E.

    2017-01-01

    Providing students with an opportunity to explore mathematical content through games allows teachers to include tasks that: (1) present alternative representations of the content; (2) welcome various expressions of mathematical reasoning; and (3) incorporate variations that empower all students to engage in the problem solving process. Games not…

  19. The FIT Game III: Reducing the Operating Expenses of a Game-Based Approach to Increasing Healthy Eating in Elementary Schools

    PubMed Central

    Joyner, Damon; Aguilar, Sheryl S.; Spruance, Lori Andersen; Morrill, Brooke A.; Madden, Gregory J.

    2017-01-01

    Abstract Objective: Previously published versions of the healthy eating “FIT Game” were administered by teachers in all grades at elementary schools. The present study evaluated whether the game would retain its efficacy if teachers were relieved of this task; presenting instead all game materials on visual displays in the school cafeteria. Materials and Methods: Participants were 572 children attending two Title 1 elementary schools (grades K-5). Following a no-intervention baseline period in which fruit and vegetable consumption were measured from food waste, the schools played the FIT Game. In the game, the children's vegetable consumption influenced events in a good versus evil narrative presented in comic book-formatted episodes in the school cafeteria. When daily vegetable-consumption goals were met, new FIT Game episodes were displayed. Game elements included a game narrative, competition, virtual currency, and limited player autonomy. The two intervention phases were separated by a second baseline phase (within-school reversal design). Simulation Modeling Analysis (a bootstrapping technique appropriate to within-group time-series designs) was used to evaluate whether vegetable consumption increased significantly above baseline levels in the FIT Game phases (P < 0.05). Results: Vegetable consumption increased significantly from 21.3 g during the two baseline phases to 42.5 g during the FIT Game phases; a 99.9% increase. The Game did not significantly increase fruit consumption (which was not targeted for change), nor was there a decrease in fruit consumption. Conclusion: Labor-reductions in the FIT Game did not reduce its positive impact on healthy eating. PMID:28375645

  20. Non-disruptive tactics of suppression are superior in countering terrorism, insurgency, and financial panics.

    PubMed

    Siegel, David A

    2011-04-13

    Suppressing damaging aggregate behaviors such as insurgency, terrorism, and financial panics are important tasks of the state. Each outcome of these aggregate behaviors is an emergent property of a system in which each individual's action depends on a subset of others' actions, given by each individual's network of interactions. Yet there are few explicit comparisons of strategies for suppression, and none that fully incorporate the interdependence of individual behavior. Here I show that suppression tactics that do not require the removal of individuals from networks of interactions are nearly always more effective than those that do. I find using simulation analysis of a general model of interdependent behavior that the degree to which such less disruptive suppression tactics are superior to more disruptive ones increases in the propensity of individuals to engage in the behavior in question. Thus, hearts-and-minds approaches are generally more effective than force in counterterrorism and counterinsurgency, and partial insurance is usually a better tactic than gag rules in quelling financial panics. Differences between suppression tactics are greater when individual incentives to support terrorist or insurgent groups, or susceptibilities to financial panic, are higher. These conclusions have utility for policy-makers seeking to end bloody conflicts and prevent financial panics. As the model also applies to mass protest, its conclusions provide insight as well into the likely effects of different suppression strategies undertaken by authoritarian regimes seeking to hold on to power in the face of mass movements seeking to end them.

  1. Battlefield Medical Network: Biosensors In A Tactical Environment

    DTIC Science & Technology

    2016-03-01

    MEDICAL NETWORK: BIOSENSORS IN A TACTICAL ENVIRONMENT by Ralph R. Montgomery Yekaterina L. Anderson March 2016 Thesis Advisor: Alex...2016 3. REPORT TYPE AND DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE BATTLEFIELD MEDICAL NETWORK: BIOSENSORS IN A TACTICAL ENVIRONMENT 5...School Monterey, CA 93943-5000 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING /MONITORING AGENCY NAME(S) AND ADDRESS(ES) N/ A 10

  2. Transitioning the Tactical Marine Corps to IPv6

    DTIC Science & Technology

    2011-09-01

    SUT System Under Test SYSCOM Systems Command (synonymous with MCSC) TCP Transmission Control Protocol TDS Tactical Data Systems TDN...capability to provide services to the Marine Corps Tactical Data Systems ( TDS ) and other DDS-M systems. The 2 DDS-M can function as the file server...Intelligence ( ATI ) program provides comprehensive application protocols and attacks, as well as feature updates and responsive service and support with

  3. Media/Device Configurations for Platoon Leader Tactical Training

    DTIC Science & Technology

    1985-02-01

    munication and visual communication sig- na ls, VInputs to the The device should simulate the real- Platoon Leader time receipt of all tactical voice...communication, audio and visual battle- field cues, and visual communication signals. 14- Table 4 (Continued) Functional Capability Categories and...battlefield cues, and visual communication signals. 0.8 Receipt of limited tactical voice communication, plus audio and visual battlefield cues, and visual

  4. Analysis of Tactical Intelligence Experience in Southeast Asia

    DTIC Science & Technology

    1976-02-01

    Analysis of Tactical Intelligence Experience in Southeast Asia (U) by John R. Johnson Richard P. Joyce Paul C. Nagle Aristotelis D. Stathacopoulos...INSTRUCTIONSREPORT DOCUMENTATION PAEBEFORE COMPLETING FORM 1. REKPOXT NUMBER F OT CESSION No. I PIENT’S CAT ALOG NUMBER Experience in Southeast Asia (U...WORDS (Confinue, an reverse aide ii neressory and identit’ biy blockA ,wmbor) tactical intelligence intelligence organization Laos Southeast Asia

  5. Transfer of conflict and cooperation from experienced games to new games: a connectionist model of learning

    PubMed Central

    Spiliopoulos, Leonidas

    2015-01-01

    The question of whether, and if so how, learning can be transfered from previously experienced games to novel games has recently attracted the attention of the experimental game theory literature. Existing research presumes that learning operates over actions, beliefs or decision rules. This study instead uses a connectionist approach that learns a direct mapping from game payoffs to a probability distribution over own actions. Learning is operationalized as a backpropagation rule that adjusts the weights of feedforward neural networks in the direction of increasing the probability of an agent playing a myopic best response to the last game played. One advantage of this approach is that it expands the scope of the model to any possible n × n normal-form game allowing for a comprehensive model of transfer of learning. Agents are exposed to games drawn from one of seven classes of games with significantly different strategic characteristics and then forced to play games from previously unseen classes. I find significant transfer of learning, i.e., behavior that is path-dependent, or conditional on the previously seen games. Cooperation is more pronounced in new games when agents are previously exposed to games where the incentive to cooperate is stronger than the incentive to compete, i.e., when individual incentives are aligned. Prior exposure to Prisoner's dilemma, zero-sum and discoordination games led to a significant decrease in realized payoffs for all the game classes under investigation. A distinction is made between superficial and deep transfer of learning both—the former is driven by superficial payoff similarities between games, the latter by differences in the incentive structures or strategic implications of the games. I examine whether agents learn to play the Nash equilibria of games, how they select amongst multiple equilibria, and whether they transfer Nash equilibrium behavior to unseen games. Sufficient exposure to a strategically heterogeneous

  6. Tactics for the Educational Change Agent. A Preliminary Analyisis.

    ERIC Educational Resources Information Center

    Rosenau, Fred S.

    This prototype of a guide for educational change agents focuses on the roles and tactics of personnel employed in nonprofit educational research and development organizations and in state and intermediate education agencies. Included is a compilation of reports from recent users of three classes of tactics: information, demonstration, and field…

  7. Artificial Intelligence (AI) Based Tactical Guidance for Fighter Aircraft

    NASA Technical Reports Server (NTRS)

    McManus, John W.; Goodrich, Kenneth H.

    1990-01-01

    A research program investigating the use of Artificial Intelligence (AI) techniques to aid in the development of a Tactical Decision Generator (TDG) for Within Visual Range (WVR) air combat engagements is discussed. The application of AI programming and problem solving methods in the development and implementation of the Computerized Logic For Air-to-Air Warfare Simulations (CLAWS), a second generation TDG, is presented. The Knowledge-Based Systems used by CLAWS to aid in the tactical decision-making process are outlined in detail, and the results of tests to evaluate the performance of CLAWS versus a baseline TDG developed in FORTRAN to run in real-time in the Langley Differential Maneuvering Simulator (DMS), are presented. To date, these test results have shown significant performance gains with respect to the TDG baseline in one-versus-one air combat engagements, and the AI-based TDG software has proven to be much easier to modify and maintain than the baseline FORTRAN TDG programs. Alternate computing environments and programming approaches, including the use of parallel algorithms and heterogeneous computer networks are discussed, and the design and performance of a prototype concurrent TDG system are presented.

  8. Investigations in quantum games using EPR-type set-ups

    NASA Astrophysics Data System (ADS)

    Iqbal, Azhar

    2006-04-01

    Research in quantum games has flourished during recent years. However, it seems that opinion remains divided about their true quantum character and content. For example, one argument says that quantum games are nothing but 'disguised' classical games and that to quantize a game is equivalent to replacing the original game by a different classical game. The present thesis contributes towards the ongoing debate about quantum nature of quantum games by developing two approaches addressing the related issues. Both approaches take Einstein-Podolsky-Rosen (EPR)-type experiments as the underlying physical set-ups to play two-player quantum games. In the first approach, the players' strategies are unit vectors in their respective planes, with the knowledge of coordinate axes being shared between them. Players perform measurements in an EPR-type setting and their payoffs are defined as functions of the correlations, i.e. without reference to classical or quantum mechanics. Classical bimatrix games are reproduced if the input states are classical and perfectly anti-correlated, as for a classical correlation game. However, for a quantum correlation game, with an entangled singlet state as input, qualitatively different solutions are obtained. The second approach uses the result that when the predictions of a Local Hidden Variable (LHV) model are made to violate the Bell inequalities the result is that some probability measures assume negative values. With the requirement that classical games result when the predictions of a LHV model do not violate the Bell inequalities, our analysis looks at the impact which the emergence of negative probabilities has on the solutions of two-player games which are physically implemented using the EPR-type experiments.

  9. A Concurrent Distributed System for Aircraft Tactical Decision Generation

    NASA Technical Reports Server (NTRS)

    McManus, John W.

    1990-01-01

    A research program investigating the use of artificial intelligence (AI) techniques to aid in the development of a Tactical Decision Generator (TDG) for Within Visual Range (WVR) air combat engagements is discussed. The application of AI programming and problem solving methods in the development and implementation of a concurrent version of the Computerized Logic For Air-to-Air Warfare Simulations (CLAWS) program, a second generation TDG, is presented. Concurrent computing environments and programming approaches are discussed and the design and performance of a prototype concurrent TDG system are presented.

  10. A game-theoretic approach to donor kidney sharing.

    PubMed

    O'Brien, B J

    1988-01-01

    Graft survival in renal transplantation is a function, amongst other things, of the degree of histocompatibility lymphocyte-A (HLA) tissue matching achieved between donor and recipient. Yet a donor procured at centre A might match a transplant candidate at centre B and vice versa. This raises the question of whether, and under what circumstances, surgeons will offer and exchange donor kidneys and gain from such trade in terms of graft survival. We analyse the problem in a game-theoretic framework where the choice of strategy 'to offer or not?' is evaluated in the context of the uncertainty of reciprocation by the other player(s) in the game. The equilibrium solution to a number of variations of the game is predicted to be non-cooperation resulting in collectively sub-optimal graft survival rates. Some policy options for improving cooperation are considered including exchange incentives and coercive measures.

  11. Relationship between tactics and energy expenditure according to level of experience in badminton.

    PubMed

    Dieu, Olivier; Blondeau, Thomas; Vanhelst, Jérémy; Fardy, Paul S; Bui-Xuân, Gilles; Mikulovic, Jacques

    2014-10-01

    Research on racket sports has traditionally focused on expert players and has treated energy expenditure and tactics as independent factors. These prior studies could not assess how energy expenditure and tactics changed as a function of experience and skill. Here, the specific relationship between playing tactics and energy expenditure in badminton were assessed. Participants were classified into five stages of badminton experience on the basis of conative criteria: structural (physical abilities), technical (technical skills), and functional (tactics). The physical activity of 99 players (47 beginners, 15 intermediates, 30 advanced, and 7 experts) was measured using a three-axis accelerometer during a badminton set (21 points, no extra scoring). The results showed that physical activity (counts/sec.) ranged between about 115 (Stage 1) and 155 (Stage 5), and differed significantly across the conative stages. For Stages 2 and 4, defined by an increase in use of tactics, physical activity increased substantially. For Stage 3, defined by a decrease in use of tactics, physical activity decreased significantly. Thus, tactically-oriented play appears to be closely related to physical activity.

  12. Impact of Tactical and Strategic Weather Avoidance on Separation Assurance

    NASA Technical Reports Server (NTRS)

    Refai, Mohamad S.; Windhorst, Robert

    2011-01-01

    The ability to keep flights away from weather hazards while maintaining aircraft-to-aircraft separation is critically important. The Advanced Airspace Concept is an automation concept that implements a ground-based strategic conflict resolution algorithm for management of aircraft separation. The impact of dynamic and uncertain weather avoidance on this concept is investigated. A strategic weather rerouting system is integrated with the Advanced Airspace Concept, which also provides a tactical weather avoidance algorithm, in a fast time simulation of the Air Transportation System. Strategic weather rerouting is used to plan routes around weather in the 20 minute to two-hour time horizon. To address forecast uncertainty, flight routes are revised at 15 minute intervals. Tactical weather avoidance is used for short term trajectory adjustments (30 minute planning horizon) that are updated every minute to address any weather conflicts (instances where aircraft are predicted to pass through weather cells) that are left unresolved by strategic weather rerouting. The fast time simulation is used to assess the impact of tactical weather avoidance on the performance of automated conflict resolution as well as the impact of strategic weather rerouting on both conflict resolution and tactical weather avoidance. The results demonstrate that both tactical weather avoidance and strategic weather rerouting increase the algorithm complexity required to find aircraft conflict resolutions. Results also demonstrate that tactical weather avoidance is prone to higher airborne delay than strategic weather rerouting. Adding strategic weather rerouting to tactical weather avoidance reduces total airborne delays for the reported scenario by 18% and reduces the number of remaining weather violations by 13%. Finally, two features are identified that have proven important for strategic weather rerouting to realize these benefits; namely, the ability to revise reroutes and the use of maneuvers

  13. Using Formal Game Design Methods to Embed Learning Outcomes into Game Mechanics and Avoid Emergent Behaviour

    ERIC Educational Resources Information Center

    Grey, Simon; Grey, David; Gordon, Neil; Purdy, Jon

    2017-01-01

    This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and…

  14. Gamification and serious games for personalized health.

    PubMed

    McCallum, Simon

    2012-01-01

    Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.

  15. A Game-Based Learning Approach to Improving Students' Learning Achievements in a Nutrition Course

    ERIC Educational Resources Information Center

    Yien, Jui-Mei; Hung, Chun-Ming; Hwang, Gwo-Jen; Lin, Yueh-Chiao

    2011-01-01

    The aim of this study was to explore the influence of applying a game-based learning approach to nutrition education. The quasi-experimental nonequivalent-control group design was adopted in a four-week learning activity. The participants included sixty-six third graders in two classes of an elementary school. One of the classes was assigned to be…

  16. Security-aware Virtual Machine Allocation in the Cloud: A Game Theoretic Approach

    DTIC Science & Technology

    2015-01-13

    predecessor, however, this paper used empirical evidence and actual data from running experiments on the Amazon EC2 cloud . They began by running all 5...is through effective VM allocation management of the cloud provider to ensure delivery of maximum security for all cloud users. The negative... Cloud : A Game Theoretic Approach 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER 5e. TASK NUMBER 5f

  17. [Applying Game-Based Learning in Nursing Education: Empathy Board Game Learning].

    PubMed

    Lu, Chueh-Fen; Wu, Shu-Mei; Shu, Ying-Mei; Yeh, Mei-Yu

    2018-02-01

    Attending lectures and reading are two common approaches to acquiring knowledge, while repetitive practice is a common approach to acquiring skills. Nurturing proper attitudes in students is one of the greatest challenges for educators. Health professionals must incorporate empathy into their practice. Creative teaching strategies may offer a feasible approach to enhancing empathy-related competence. The present article focuses on analyzing current, empathy-related curriculums in nursing education in Taiwan, exploring the concepts of empathy and game-based learning, presenting the development of an empathy board game as a teaching aid, and, finally, evaluating the developed education application. Based on the learner-centered principle, this aid was designed with peer learning, allowing learners to influence the learning process, to simulate the various roles of clients, and to develop diverse interpersonal dialogues. The continuous learning loops were formed using the gamification mechanism and transformation, enabling students to connect and practice the three elements of empathy ability: emotion, cognition and expression. Via the game elements of competition, interaction, storytelling, real-time responses, concretizing feedback, integrated peer learning, and equality between teachers and students, students who play patient roles are able to perceive different levels of comfort, which encourages the development of insight into the meaning of empathy. Thereby, the goals of the empathy lesson is achievable within a creative game-based learning environment.

  18. Evaluating different scenarios for Tradable Green Certificates by game theory approaches

    NASA Astrophysics Data System (ADS)

    Ghaffari, Meysam; Hafezalkotob, Ashkan

    2018-06-01

    Right now employment of polices and tools to decrease the carbon emission through electricity generation from renewable resources is one of the most important problem in energy policy. Tradable Green Certificate (TGC) is an economics mechanism to support green power generation. Any country has the challenge to choose an appropriate policy and mechanism for design and implementation of TGC. The purpose of this study is to help policy makers to design and choose the best scenario of TGC by evaluating six scenarios, based on game theory approach. This study will be useful for increasing the effectiveness of TGC system in interaction with electricity market. Particularly, the competition between thermal and renewable power plants is modeled by mathematical modeling tools such as cooperative games like Nash and Stackelberg. Each game is modeled by taking into account of the two following policies. The results of the six scenarios and the sensitivity analysis of some key parameters have been evaluated by numerical studies. Finally, in order to evaluate the scenarios we calculated the level of social welfare in the all scenarios. The results of all models demonstrate that when the green electricity share (minimum requirement) increases the TGC price decreases. Moreover, in all scenarios when the minimum requirement is 100% then the maximum level of social welfare is not met. Also when the minimum requirement is less than 50%, the scenarios with the market TGC price policy have more social welfare in comparison with the scenarios with fixed TGC price policy.

  19. Game-theoretic homological sensor resource management for SSA

    NASA Astrophysics Data System (ADS)

    Chin, Sang Peter

    2009-05-01

    We present a game-theoretic approach to Level 2/3/4 fusion for the purpose of Space Situational Awareness (SSA) along with prototypical SW implementation of this approach to demonstrate its effectiveness for possible future space operations. Our approach is based upon innovative techniques that we are developing to solve dynamic games and Nperson cooperative/non-cooperative games, as well as a new emerging homological sensing algorithms which we apply to control disparate network of space sensors in order to gain better SSA.

  20. The Chinese House Game.

    ERIC Educational Resources Information Center

    Lee, James R.

    1989-01-01

    Discussion of the use of simulations to teach international relations (IR) highlights the Chinese House Game, a computer-based decision-making game based on Inter Nation Simulation (INS). Topics discussed include the increasing role of artificial intelligence in IR simulations, multi-disciplinary approaches, and the direction of IR as a…

  1. Fractal Patterns and Chaos Games

    ERIC Educational Resources Information Center

    Devaney, Robert L.

    2004-01-01

    Teachers incorporate the chaos game and the concept of a fractal into various areas of the algebra and geometry curriculum. The chaos game approach to fractals provides teachers with an opportunity to help students comprehend the geometry of affine transformations.

  2. Policy and Prevention Approaches for Disordered and Hazardous Gaming and Internet Use: an International Perspective.

    PubMed

    King, Daniel L; Delfabbro, Paul H; Doh, Young Yim; Wu, Anise M S; Kuss, Daria J; Pallesen, Ståle; Mentzoni, Rune; Carragher, Natacha; Sakuma, Hiroshi

    2018-02-01

    Problems related to high levels of gaming and Internet usage are increasingly recognized as a potential public health burden across the developed world. The aim of this review was to present an international perspective on prevention strategies for Internet gaming disorder and related health conditions (e.g., Internet addiction), as well as hazardous gaming and Internet use. A systematic review of quantitative research evidence was conducted, followed by a search of governmental reports, policy and position statements, and health guidelines in the last decade. The regional scope included the USA, UK, Australia, China, Germany, Japan, and South Korea. Prevention studies have mainly involved school-based programs to train healthier Internet use habits in adolescents. The efficacy of selective prevention is promising but warrants further empirical attention. On an international scale, the formal recognition of gaming or Internet use as a disorder or as having quantifiable harms at certain levels of usage has been foundational to developing structured prevention responses. The South Korean model, in particular, is an exemplar of a coordinated response to a public health threat, with extensive government initiatives and long-term strategic plans at all three levels of prevention (i.e., universal, selective, and indicated). Western regions, by comparison, are dominated by prevention approaches led by non-profit organizations and private enterprise. The future of prevention of gaming and Internet problems ultimately relies upon all stakeholders working collaboratively in the public interest, confronting the reality of the evidence base and developing practical, ethical, and sustainable countermeasures.

  3. Optimizing oil spill cleanup efforts: A tactical approach and evaluation framework.

    PubMed

    Grubesic, Tony H; Wei, Ran; Nelson, Jake

    2017-12-15

    Although anthropogenic oil spills vary in size, duration and severity, their broad impacts on complex social, economic and ecological systems can be significant. Questions pertaining to the operational challenges associated with the tactical allocation of human resources, cleanup equipment and supplies to areas impacted by a large spill are particularly salient when developing mitigation strategies for extreme oiling events. The purpose of this paper is to illustrate the application of advanced oil spill modeling techniques in combination with a developed mathematical model to spatially optimize the allocation of response crews and equipment for cleaning up an offshore oil spill. The results suggest that the detailed simulations and optimization model are a good first step in allowing both communities and emergency responders to proactively plan for extreme oiling events and develop response strategies that minimize the impacts of spills. Copyright © 2017 Elsevier Ltd. All rights reserved.

  4. More than Just a Game? Combat-Themed Gaming Among Recent Veterans with Posttraumatic Stress Disorder.

    PubMed

    Elliott, Luther; Golub, Andrew; Price, Matthew; Bennett, Alexander

    2015-08-01

    This article examines recent combat veterans' experiences of "first-person shooter" (FPS) gaming and its relationship to posttraumatic stress disorder (PTSD). Current PTSD treatment approaches increasingly use virtual reality (VR) technologies, which have many similarities with FPS games. To explore these similarities, this article presents six case studies from recently separated veterans in New York City who reported both current PTSD symptoms and regular use of combat-themed FPS games. In open-ended interviews, participants discussed a range of benefits as well as the importance of regulating use and avoiding particular contextual dimensions of gaming to maintain healthy gaming habits. Findings demonstrate the need for more comprehensive study and dissemination of best-practices information about FPS gaming in the context of combat-related PTSD symptomatology.

  5. Assessing Tactical Scheduler Options for Time-Based Surface Metering

    NASA Technical Reports Server (NTRS)

    Zelinski, Shannon; Windhorst, Robert

    2017-01-01

    NASA is committed to demonstrating a concept of integrated arrival, departure, and surface operations by 2020 under the Airspace Technology Demonstration 2 (ATD2) sub-project. This will be accomplished starting with a demonstration of flight specific time-based departure metering at Charlotte Douglass International Airport (CLT). ATD2 tactical metering capability is based on NASAs Spot And Runway Departure Advisor (SARDA) which has been tested successfully in human-in-the-loop simulations of CLT. SARDA makes use of surface surveillance data and surface modeling to estimate the earliest takeoff time for each flight active on the airport surface or ready for pushback from the gate. The system then schedules each flight to its assigned runway in order of earliest takeoff time and assigns a target pushback time, displayed to ramp controllers as an advisory gate hold time. The objective of this method of departure metering is to move as much delay as possible to the gate to minimize surface congestion and engine on-time, while keeping sufficient pressure on the runway to maintain throughput. This flight specific approached enables greater flight efficiency and predictability, facilitating trajectory-based operations and surface-airspace integration, which ATD2 aims to achieve.Throughout ATD2 project formulation and system development, researchers have continuously engaged with stakeholders and future users, uncovering key system requirements for tactical metering that SARDA did not address. The SARDA scheduler is updated every 10 seconds using real-time surface surveillance data to ensure the most up-to-date information is used to predict runway usage. However, rapid updates also open the potential for fluctuating advisories, which Ramp controllers at a busy airport like CLT find unacceptable. Therefore, ATD2 tactical metering requires that all advisories freeze once flights are ready so that Ramp controllers may communicate a single hold time when responding to pilot

  6. Non-Disruptive Tactics of Suppression Are Superior in Countering Terrorism, Insurgency, and Financial Panics

    PubMed Central

    Siegel, David A.

    2011-01-01

    Background Suppressing damaging aggregate behaviors such as insurgency, terrorism, and financial panics are important tasks of the state. Each outcome of these aggregate behaviors is an emergent property of a system in which each individual's action depends on a subset of others' actions, given by each individual's network of interactions. Yet there are few explicit comparisons of strategies for suppression, and none that fully incorporate the interdependence of individual behavior. Methods and Findings Here I show that suppression tactics that do not require the removal of individuals from networks of interactions are nearly always more effective than those that do. I find using simulation analysis of a general model of interdependent behavior that the degree to which such less disruptive suppression tactics are superior to more disruptive ones increases in the propensity of individuals to engage in the behavior in question. Conclusions Thus, hearts-and-minds approaches are generally more effective than force in counterterrorism and counterinsurgency, and partial insurance is usually a better tactic than gag rules in quelling financial panics. Differences between suppression tactics are greater when individual incentives to support terrorist or insurgent groups, or susceptibilities to financial panic, are higher. These conclusions have utility for policy-makers seeking to end bloody conflicts and prevent financial panics. As the model also applies to mass protest, its conclusions provide insight as well into the likely effects of different suppression strategies undertaken by authoritarian regimes seeking to hold on to power in the face of mass movements seeking to end them. PMID:21533247

  7. Game-Themed Programming Assignment Modules: A Pathway for Gradual Integration of Gaming Context into Existing Introductory Programming Courses

    ERIC Educational Resources Information Center

    Sung, K.; Hillyard, C.; Angotti, R. L.; Panitz, M. W.; Goldstein, D. S.; Nordlinger, J.

    2011-01-01

    Despite the proven success of using computer video games as a context for teaching introductory programming (CS1/2) courses, barriers including the lack of adoptable materials, required background expertise (in graphics/games), and institutional acceptance still prevent interested faculty members from experimenting with this approach. Game-themed…

  8. Game Theoretic Approach to Post-Docked Satellite Control

    NASA Technical Reports Server (NTRS)

    Hiramatsu, Takashi; Fitz-Coy, Norman G.

    2007-01-01

    This paper studies the interaction between two satellites after docking. In order to maintain the docked state with uncertainty in the motion of the target vehicle, a game theoretic controller with Stackelberg strategy to minimize the interaction between the satellites is considered. The small perturbation approximation leads to LQ differential game scheme, which is validated to address the docking interactions between a service vehicle and a target vehicle. The open-loop solution are compared with Nash strategy, and it is shown that less control efforts are obtained with Stackelberg strategy.

  9. Game Design and Analysis for Price-Based Demand Response: An Aggregate Game Approach.

    PubMed

    Ye, Maojiao; Hu, Guoqiang

    2016-02-18

    In this paper, an aggregate game is adopted for the modeling and analysis of energy consumption control in smart grid. Since the electricity users' cost functions depend on the aggregate energy consumption, which is unknown to the end users, an average consensus protocol is employed to estimate it. By neighboring communication among the users about their estimations on the aggregate energy consumption, Nash seeking strategies are developed. Convergence properties are explored for the proposed Nash seeking strategies. For energy consumption game that may have multiple isolated Nash equilibria, a local convergence result is derived. The convergence is established by utilizing singular perturbation analysis and Lyapunov stability analysis. Energy consumption control for a network of heating, ventilation, and air conditioning systems is investigated. Based on the uniqueness of the Nash equilibrium, it is shown that the players' actions converge to a neighborhood of the unique Nash equilibrium nonlocally. More specially, if the unique Nash equilibrium is an inner Nash equilibrium, an exponential convergence result is obtained. Energy consumption game with stubborn players is studied. In this case, the actions of the rational players can be driven to a neighborhood of their best response strategies by using the proposed method. Numerical examples are presented to verify the effectiveness of the proposed methods.

  10. Joint Light Tactical Vehicle (JLTV): Background and Issues for Congress

    DTIC Science & Technology

    2017-01-10

    Joint Light Tactical Vehicle (JLTV): Background and Issues for Congress Andrew Feickert Specialist in Military Ground Forces January 10, 2017......Congressional Research Service Summary The Joint Light Tactical Vehicle (JLTV) is being developed by the Army and the Marine Corps as a successor to the High

  11. The Energy Expenditure of an Activity-Promoting Video Game compared to Sedentary Video Games and TV Watching

    PubMed Central

    Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A.

    2014-01-01

    Background Screen time continues to be a major contributing factor to sedentariness in children. There have been more creative approaches to increase physical over the last few years. One approach has been through the use of video games. In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure and movement in lean and obese children. Our primary hypothesis was that energy expenditure and movement decreases while watching television, in lean and obese children. Our secondary hypothesis was that energy expenditure and movement increases when playing the same game with an activity-promoting video game console compared to a sedentary video game console, in lean and obese children. Methods Eleven boys (10 ± 1 year) and eight girls (9 ± 1 year) ranging in BMI from 14–29 kg/m2 (eleven lean and eight overweight or obese) were recruited. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game (Nintendo Wii) console. Results Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console(125.3 ± 38.2 Kcal/hr vs. 79.7 ± 20.1 and 79.4 ±15.7, P<0.0001, respectively). When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console (p<0.0001). Conclusion The amount of movement and energy expenditure of television watching and playing video games on a sedentary video game console is not different. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living. PMID:22145458

  12. Organizing Chaos: The Tactical Assault Kit Collaborative Mission Planner

    DTIC Science & Technology

    2018-12-01

    choice. Case studies , such as the 2017 Presidential Inauguration Collective Security Event, Operation Flaming Sword 2017, and the counter-ISIS campaign...rallied around the Tactical Assault Kit (TAK) as their mission command tool of choice. Case studies , such as the 2017 Presidential Inauguration...authorities ADA Air Defense Artillery ADM Army Design Methodology ADAPT Advanced Digital Advisor Partner Technologies ATAK Android Tactical Assault Kit

  13. Reward system and temporal pole contributions to affective evaluation during a first person shooter video game.

    PubMed

    Mathiak, Krystyna A; Klasen, Martin; Weber, René; Ackermann, Hermann; Shergill, Sukhwinder S; Mathiak, Klaus

    2011-07-12

    Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes to it. We combined functional Magnetic Resonance Imaging (fMRI) with individual affect measures to address the neuronal correlates of violence in a video game. Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror) during fMRI measurement. We defined success as eliminating opponents, and failure as being eliminated themselves. Affect was measured directly before and after game play using the Positive and Negative Affect Schedule (PANAS). Failure and success events evoked increased activity in visual cortex but only failure decreased activity in orbitofrontal cortex and caudate nucleus. A negative correlation between negative affect and responses to failure was evident in the right temporal pole (rTP). The deactivation of the caudate nucleus during failure is in accordance with its role in reward-prediction error: it occurred whenever subject missed an expected reward (being eliminated rather than eliminating the opponent). We found no indication that violence events were directly rewarding for the players. We addressed subjective evaluations of affect change due to gameplay to study the reward system. Subjects reporting greater negative affect after playing the game had less rTP activity associated with failure. The rTP may therefore be involved in evaluating the failure events in a social context, to regulate the players' mood.

  14. Antagonistic and Bargaining Games in Optimal Marketing Decisions

    ERIC Educational Resources Information Center

    Lipovetsky, S.

    2007-01-01

    Game theory approaches to find optimal marketing decisions are considered. Antagonistic games with and without complete information, and non-antagonistic games techniques are applied to paired comparison, ranking, or rating data for a firm and its competitors in the market. Mix strategy, equilibrium in bi-matrix games, bargaining models with…

  15. Towards a tactical nuclear weapons treaty? Is There a Role of IAEA Tools of Safeguards?

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Saunders, Emily C.; Rowberry, Ariana N.; Fearey, Bryan L.

    2012-07-12

    In recent years, there is growing interest in formal negotiations on non-strategic or tactical nuclear weapons. With the negotiations of New START, there has been much speculation that a tactical nuclear weapons treaty should be included in the follow on to New START. This paper examines the current policy environment related to tactical weapons and some of the issues surrounding the definition of tactical nuclear weapons. We then map out the steps that would need to be taken in order to begin discussions on a tactical nuclear weapons treaty. These steps will review the potential role of the IAEA inmore » verification of a tactical nuclear weapons treaty. Specifically, does IAEA involvement in various arms control treaties serve as a useful roadmap on how to overcome some of the issues pertaining to a tactical nuclear weapons treaty?« less

  16. Game-powered machine learning

    PubMed Central

    Barrington, Luke; Turnbull, Douglas; Lanckriet, Gert

    2012-01-01

    Searching for relevant content in a massive amount of multimedia information is facilitated by accurately annotating each image, video, or song with a large number of relevant semantic keywords, or tags. We introduce game-powered machine learning, an integrated approach to annotating multimedia content that combines the effectiveness of human computation, through online games, with the scalability of machine learning. We investigate this framework for labeling music. First, a socially-oriented music annotation game called Herd It collects reliable music annotations based on the “wisdom of the crowds.” Second, these annotated examples are used to train a supervised machine learning system. Third, the machine learning system actively directs the annotation games to collect new data that will most benefit future model iterations. Once trained, the system can automatically annotate a corpus of music much larger than what could be labeled using human computation alone. Automatically annotated songs can be retrieved based on their semantic relevance to text-based queries (e.g., “funky jazz with saxophone,” “spooky electronica,” etc.). Based on the results presented in this paper, we find that actively coupling annotation games with machine learning provides a reliable and scalable approach to making searchable massive amounts of multimedia data. PMID:22460786

  17. Game-powered machine learning.

    PubMed

    Barrington, Luke; Turnbull, Douglas; Lanckriet, Gert

    2012-04-24

    Searching for relevant content in a massive amount of multimedia information is facilitated by accurately annotating each image, video, or song with a large number of relevant semantic keywords, or tags. We introduce game-powered machine learning, an integrated approach to annotating multimedia content that combines the effectiveness of human computation, through online games, with the scalability of machine learning. We investigate this framework for labeling music. First, a socially-oriented music annotation game called Herd It collects reliable music annotations based on the "wisdom of the crowds." Second, these annotated examples are used to train a supervised machine learning system. Third, the machine learning system actively directs the annotation games to collect new data that will most benefit future model iterations. Once trained, the system can automatically annotate a corpus of music much larger than what could be labeled using human computation alone. Automatically annotated songs can be retrieved based on their semantic relevance to text-based queries (e.g., "funky jazz with saxophone," "spooky electronica," etc.). Based on the results presented in this paper, we find that actively coupling annotation games with machine learning provides a reliable and scalable approach to making searchable massive amounts of multimedia data.

  18. Tactics for the New Guerilla Trainer.

    ERIC Educational Resources Information Center

    Mershon, Phil

    2001-01-01

    Discusses tactics for surviving as a trainer in an unfriendly organizational atmosphere. Offers a method for demonstrating to managers the connection between quality assurance and employee empowerment. (JOW)

  19. Effects of the Digital Game-Development Approach on Elementary School Students' Learning Motivation, Problem Solving, and Learning Achievement

    ERIC Educational Resources Information Center

    Chu, Hui-Chun; Hung, Chun-Ming

    2015-01-01

    In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two…

  20. Watermarking textures in video games

    NASA Astrophysics Data System (ADS)

    Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin

    2014-02-01

    Digital watermarking is a promising solution to video game piracy. In this paper, based on the analysis of special challenges and requirements in terms of watermarking textures in video games, a novel watermarking scheme for DDS textures in video games is proposed. To meet the performance requirements in video game applications, the proposed algorithm embeds the watermark message directly in the compressed stream in DDS files and can be straightforwardly applied in watermark container technique for real-time embedding. Furthermore, the embedding approach achieves high watermark payload to handle collusion secure fingerprinting codes with extreme length. Hence, the scheme is resistant to collusion attacks, which is indispensable in video game applications. The proposed scheme is evaluated in aspects of transparency, robustness, security and performance. Especially, in addition to classical objective evaluation, the visual quality and playing experience of watermarked games is assessed subjectively in game playing.

  1. Brain Transcriptional Profiles of Male Alternative Reproductive Tactics and Females in Bluegill Sunfish

    PubMed Central

    Partridge, Charlyn G.; MacManes, Matthew D.; Knapp, Rosemary; Neff, Bryan D.

    2016-01-01

    Bluegill sunfish (Lepomis macrochirus) are one of the classic systems for studying male alternative reproductive tactics (ARTs) in teleost fishes. In this species, there are two distinct life histories: parental and cuckolder, encompassing three reproductive tactics, parental, satellite, and sneaker. The parental life history is fixed, whereas individuals who enter the cuckolder life history transition from sneaker to satellite tactic as they grow. For this study, we used RNAseq to characterize the brain transcriptome of the three male tactics and females during spawning to identify gene ontology (GO) categories and potential candidate genes associated with each tactic. We found that sneaker males had higher levels of gene expression differentiation compared to the other two male tactics. Sneaker males also had higher expression in ionotropic glutamate receptor genes, specifically AMPA receptors, compared to other males, which may be important for increased spatial working memory while attempting to cuckold parental males at their nests. Larger differences in gene expression also occurred among male tactics than between males and females. We found significant expression differences in several candidate genes that were previously identified in other species with ARTs and suggest a previously undescribed role for cAMP-responsive element modulator (crem) in influencing parental male behaviors during spawning. PMID:27907106

  2. Brain Transcriptional Profiles of Male Alternative Reproductive Tactics and Females in Bluegill Sunfish.

    PubMed

    Partridge, Charlyn G; MacManes, Matthew D; Knapp, Rosemary; Neff, Bryan D

    2016-01-01

    Bluegill sunfish (Lepomis macrochirus) are one of the classic systems for studying male alternative reproductive tactics (ARTs) in teleost fishes. In this species, there are two distinct life histories: parental and cuckolder, encompassing three reproductive tactics, parental, satellite, and sneaker. The parental life history is fixed, whereas individuals who enter the cuckolder life history transition from sneaker to satellite tactic as they grow. For this study, we used RNAseq to characterize the brain transcriptome of the three male tactics and females during spawning to identify gene ontology (GO) categories and potential candidate genes associated with each tactic. We found that sneaker males had higher levels of gene expression differentiation compared to the other two male tactics. Sneaker males also had higher expression in ionotropic glutamate receptor genes, specifically AMPA receptors, compared to other males, which may be important for increased spatial working memory while attempting to cuckold parental males at their nests. Larger differences in gene expression also occurred among male tactics than between males and females. We found significant expression differences in several candidate genes that were previously identified in other species with ARTs and suggest a previously undescribed role for cAMP-responsive element modulator (crem) in influencing parental male behaviors during spawning.

  3. Graphical user interface concepts for tactical augmented reality

    NASA Astrophysics Data System (ADS)

    Argenta, Chris; Murphy, Anne; Hinton, Jeremy; Cook, James; Sherrill, Todd; Snarski, Steve

    2010-04-01

    Applied Research Associates and BAE Systems are working together to develop a wearable augmented reality system under the DARPA ULTRA-Vis program†. Our approach to achieve the objectives of ULTRAVis, called iLeader, incorporates a full color 40° field of view (FOV) see-thru holographic waveguide integrated with sensors for full position and head tracking to provide an unobtrusive information system for operational maneuvers. iLeader will enable warfighters to mark-up the 3D battle-space with symbologic identification of graphical control measures, friendly force positions and enemy/target locations. Our augmented reality display provides dynamic real-time painting of symbols on real objects, a pose-sensitive 360° representation of relevant object positions, and visual feedback for a variety of system activities. The iLeader user interface and situational awareness graphical representations are highly intuitive, nondisruptive, and always tactically relevant. We used best human-factors practices, system engineering expertise, and cognitive task analysis to design effective strategies for presenting real-time situational awareness to the military user without distorting their natural senses and perception. We present requirements identified for presenting information within a see-through display in combat environments, challenges in designing suitable visualization capabilities, and solutions that enable us to bring real-time iconic command and control to the tactical user community.

  4. Several comparison result of two types of equilibrium (Pareto Schemes and Stackelberg Scheme) of game theory approach in probabilistic vendor – buyer supply chain system with imperfect quality

    NASA Astrophysics Data System (ADS)

    Setiawan, R.

    2018-05-01

    In this paper, Economic Order Quantity (EOQ) of the vendor-buyer supply-chain model under a probabilistic condition with imperfect quality items has been analysed. The analysis is delivered using two concepts in game theory approach, which is Stackelberg equilibrium and Pareto Optimal, under non-cooperative and cooperative games, respectively. Another result is getting acomparison of theoptimal result between integrated scheme and game theory approach based on analytical and numerical result using appropriate simulation data.

  5. Playing interprofessional games: reflections on using the Interprofessional Education Game (iPEG).

    PubMed

    Joseph, Sundari; Diack, Lesley

    2015-05-01

    This report explores the relevance of gaming in IPE curriculum design with the use of the Interprofessional Education Game (iPEG) as an activity aimed to achieve positive interprofessional learning outcomes for students. It was designed to enable the understanding of professional roles and responsibilities in patient/client care settings. We provide a description of its implementation and evaluation with first year student cohorts (900+ per cohort) over a 3-year period within an established interprofessional education (IPE) programme. The game encapsulates fun and memorable learning styles to explore professional stereotypes and team approaches to care delivery. It can be a valuable teaching tool for those designing IPE curriculum. Evaluation data from students and staff were mainly positive. We discuss the use of the game and its potential to be adapted in flexible and creative ways to assist educators in consider incorporating gaming within their own IPE programmes.

  6. Learning to play Go using recursive neural networks.

    PubMed

    Wu, Lin; Baldi, Pierre

    2008-11-01

    Go is an ancient board game that poses unique opportunities and challenges for artificial intelligence. Currently, there are no computer Go programs that can play at the level of a good human player. However, the emergence of large repositories of games is opening the door for new machine learning approaches to address this challenge. Here we develop a machine learning approach to Go, and related board games, focusing primarily on the problem of learning a good evaluation function in a scalable way. Scalability is essential at multiple levels, from the library of local tactical patterns, to the integration of patterns across the board, to the size of the board itself. The system we propose is capable of automatically learning the propensity of local patterns from a library of games. Propensity and other local tactical information are fed into recursive neural networks, derived from a probabilistic Bayesian network architecture. The recursive neural networks in turn integrate local information across the board in all four cardinal directions and produce local outputs that represent local territory ownership probabilities. The aggregation of these probabilities provides an effective strategic evaluation function that is an estimate of the expected area at the end, or at various other stages, of the game. Local area targets for training can be derived from datasets of games played by human players. In this approach, while requiring a learning time proportional to N(4), skills learned on a board of size N(2) can easily be transferred to boards of other sizes. A system trained using only 9 x 9 amateur game data performs surprisingly well on a test set derived from 19 x 19 professional game data. Possible directions for further improvements are briefly discussed.

  7. More than Just a Game? Combat-Themed Gaming Among Recent Veterans with Posttraumatic Stress Disorder

    PubMed Central

    Golub, Andrew; Price, Matthew; Bennett, Alexander

    2015-01-01

    Abstract This article examines recent combat veterans' experiences of “first-person shooter” (FPS) gaming and its relationship to posttraumatic stress disorder (PTSD). Current PTSD treatment approaches increasingly use virtual reality (VR) technologies, which have many similarities with FPS games. To explore these similarities, this article presents six case studies from recently separated veterans in New York City who reported both current PTSD symptoms and regular use of combat-themed FPS games. In open-ended interviews, participants discussed a range of benefits as well as the importance of regulating use and avoiding particular contextual dimensions of gaming to maintain healthy gaming habits. Findings demonstrate the need for more comprehensive study and dissemination of best-practices information about FPS gaming in the context of combat-related PTSD symptomatology. PMID:26182214

  8. Tactical Cyber: Building A Strategy For Cyber Support To Corps And Below

    DTIC Science & Technology

    Future U.S. Army cyber operations will need to be conducted jointly and at all echelons and must include both defensive and offensive components.1...The Army is now developing doctrine, concepts, and capabilities to conduct and support tactical cyber operations. We propose the following vision...statement: The Army will be able to employ organic cyber capabilities at the tactical echelon with dedicated personnel in support of tactical units while

  9. Utilizing Video Games

    NASA Astrophysics Data System (ADS)

    Blaize, L.

    Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.

  10. Self-controlled video feedback on tactical skills for soccer teams results in more active involvement of players.

    PubMed

    van Maarseveen, Mariëtte J J; Oudejans, Raôul R D; Savelsbergh, Geert J P

    2018-02-01

    Many studies have shown that self-controlled feedback is beneficial for learning motor tasks, and that learners prefer to receive feedback after supposedly good trials. However, to date all studies conducted on self-controlled learning have used individual tasks and mainly relatively simple skills. Therefore, the aim of this study was to examine self-controlled feedback on tactical skills in small-sided soccer games. Highly talented youth soccer players were assigned to a self-control or yoked group and received video feedback on their offensive performance in 3 vs. 2 small-sided games. The results showed that the self-control group requested feedback mostly after good trials, that is, after they scored a goal. In addition, the perceived performance of the self-control group was higher on feedback than on no-feedback trials. Analyses of the conversations around the video feedback revealed that the players and coach discussed good and poor elements of performance and how to improve it. Although the coach had a major role in these conversations, the players of the self-control group spoke more and showed more initiative compared to the yoked group. The results revealed no significant beneficial effect of self-controlled feedback on performance as judged by the coach. Overall, the findings suggest that in such a complex situation as small-sided soccer games, self-controlled feedback is used both to confirm correct performance elements and to determine and correct errors, and that self-controlled learning stimulates the involvement of the learner in the learning process. Copyright © 2017 Elsevier B.V. All rights reserved.

  11. A Time Sequence-Oriented Concept Map Approach to Developing Educational Computer Games for History Courses

    ERIC Educational Resources Information Center

    Chu, Hui-Chun; Yang, Kai-Hsiang; Chen, Jing-Hong

    2015-01-01

    Concept maps have been recognized as an effective tool for students to organize their knowledge; however, in history courses, it is important for students to learn and organize historical events according to the time of their occurrence. Therefore, in this study, a time sequence-oriented concept map approach is proposed for developing a game-based…

  12. Investigation on Covert Channel Attacks and Countermeasures in the Cloud

    DTIC Science & Technology

    2017-03-29

    ahead of the game and continue improving our security systems. Thus, investigating novel attack strategies and tactics is crucial to shaping the...step to stay ahead of the game and continue improving our security systems. Thus, investigating novel attack strategies and tactics is crucial to

  13. The Tactics of Hope

    ERIC Educational Resources Information Center

    Cytrynbaum, Pamela

    2010-01-01

    In this article, the author provides an intimate glimpse into the writing work that Joe Cytrynbaum did with students from Manley Career Academy High School in Chicago. The author's discussion of Joe's "tactics of hope" is layered and brought to life by Joe's poetry and the poetry of his students. The author presents Joe's poems and the…

  14. Consolidating tactical planning and implementation frameworks for integrated vector management in Uganda.

    PubMed

    Okia, Michael; Okui, Peter; Lugemwa, Myers; Govere, John M; Katamba, Vincent; Rwakimari, John B; Mpeka, Betty; Chanda, Emmanuel

    2016-04-14

    Integrated vector management (IVM) is the recommended approach for controlling some vector-borne diseases (VBD). In the face of current challenges to disease vector control, IVM is vital to achieve national targets set for VBD control. Though global efforts, especially for combating malaria, now focus on elimination and eradication, IVM remains useful for Uganda which is principally still in the control phase of the malaria continuum. This paper outlines the processes undertaken to consolidate tactical planning and implementation frameworks for IVM in Uganda. The Uganda National Malaria Control Programme with its efforts to implement an IVM approach to vector control was the 'case' for this study. Integrated management of malaria vectors in Uganda remained an underdeveloped component of malaria control policy. In 2012, knowledge and perceptions of malaria vector control policy and IVM were assessed, and recommendations for a specific IVM policy were made. In 2014, a thorough vector control needs assessment (VCNA) was conducted according to WHO recommendations. The findings of the VCNA informed the development of the national IVM strategic guidelines. Information sources for this study included all available data and accessible archived documentary records on VBD control in Uganda. The literature was reviewed and adapted to the local context and translated into the consolidated tactical framework. WHO recommends implementation of IVM as the main strategy to vector control and has encouraged member states to adopt the approach. However, many VBD-endemic countries lack IVM policy frameworks to guide implementation of the approach. In Uganda most VBD coexists and could be managed more effectively if done in tandem. In order to successfully control malaria and other VBD and move towards their elimination, the country needs to scale up proven and effective vector control interventions and also learn from the experience of other countries. The IVM strategy is important in

  15. Games and Simulations in the Community College Classroom.

    ERIC Educational Resources Information Center

    Butler, J. Thomas

    This discussion of the use of games and simulations in instruction includes a number of examples of activities that can be used in the community college classroom. Section I assesses the value of games and simulations as an approach to learning; defines games, simulations, and non-simulation games; considers the advantages and disadvantages of the…

  16. National Nutritional Programs for the 2012 London Olympic Games: a systematic approach by three different countries.

    PubMed

    Burke, Louise M; Meyer, Nanna L; Pearce, Jeni

    2013-01-01

    Preparing a national team for success at major sporting competitions such as the Olympic Games has become a systematic and multi-faceted activity. Sports nutrition contributes to this success via strategic nutritional interventions that optimize the outcomes from both the training process and the competitive event. This review summarizes the National Nutrition Programs involved with the 2012 London Olympic Games preparation of the Australian, British and American sports systems from the viewpoints of three key agencies: the Australian Institute of Sport, the English Institute of Sport and the United States Olympic Committee. Aspects include development of a nutrition network involving appropriately qualified sports dietitians/nutritionists within a multi-disciplinary team, recognition of continual updates in sports nutrition knowledge, and a systematic approach to service delivery, education and research within the athlete's daily training environment. Issues of clinical nutrition support must often be integrated into the performance nutrition matrix. Food service plays an important role in the achievement of nutrition goals during the Olympic Games, both through the efforts of the Athlete Dining Hall and catering activities of the host Olympic Games Organizing Committees as well as adjunct facilities often provided by National Olympic Committees for their own athletes. Copyright © 2013 Nestec Ltd., Vevey/S. Karger AG, Basel.

  17. Enhancing The National Map Through Tactical Planning and Performance Monitoring

    USGS Publications Warehouse

    ,

    2008-01-01

    Tactical planning and performance monitoring are initial steps toward improving 'the way The National Map works' and supporting the U.S. Geological Survey (USGS) Science Strategy. This Tactical Performance Planning Summary for The National Map combines information from The National Map 2.0 Tactical Plan and The National Map Performance Milestone Matrix. The National Map 2.0 Tactical Plan is primarily a working document to guide The National Map program's execution, production, and metrics monitoring for fiscal years (FY) 2008 and 2009. The Tactical Plan addresses data, products, and services, as well as supporting and enabling activities. The National Map's 2-year goal for FY 2008 and FY 2009 is to provide a range of geospatial products and services that further the National Spatial Data Infrastructure and underpin USGS science. To do this, the National Geospatial Program will develop a renewed understanding during FY 2008 of key customer needs and requirements, develop the infrastructure to support The National Map business model, modernize its business processes, and reengineer its workforce. Priorities for The National Map will be adjusted if necessary to respond to changes to the project that may impact resources, constrain timeframes, or change customer needs. The supporting and enabling activities that make it possible to produce the products and services of The National Map will include partnership activities, improved compatibility of systems, outreach, and integration of data themes.

  18. Pediatric functional magnetic resonance neuroimaging: tactics for encouraging task compliance

    PubMed Central

    2011-01-01

    Background Neuroimaging technology has afforded advances in our understanding of normal and pathological brain function and development in children and adolescents. However, noncompliance involving the inability to remain in the magnetic resonance imaging (MRI) scanner to complete tasks is one common and significant problem. Task noncompliance is an especially significant problem in pediatric functional magnetic resonance imaging (fMRI) research because increases in noncompliance produces a greater risk that a study sample will not be representative of the study population. Method In this preliminary investigation, we describe the development and application of an approach for increasing the number of fMRI tasks children complete during neuroimaging. Twenty-eight healthy children ages 9-13 years participated. Generalization of the approach was examined in additional fMRI and event-related potential investigations with children at risk for depression, children with anxiety and children with depression (N = 120). Essential features of the approach include a preference assessment for identifying multiple individualized rewards, increasing reinforcement rates during imaging by pairing tasks with chosen rewards and presenting a visual 'road map' listing tasks, rewards and current progress. Results Our results showing a higher percentage of fMRI task completion by healthy children provides proof of concept data for the recommended tactics. Additional support was provided by results showing our approach generalized to several additional fMRI and event-related potential investigations and clinical populations. Discussion We proposed that some forms of task noncompliance may emerge from less than optimal reward protocols. While our findings may not directly support the effectiveness of the multiple reward compliance protocol, increased attention to how rewards are selected and delivered may aid cooperation with completing fMRI tasks Conclusion The proposed approach

  19. Modeling Misbehavior in Cooperative Diversity: A Dynamic Game Approach

    NASA Astrophysics Data System (ADS)

    Dehnie, Sintayehu; Memon, Nasir

    2009-12-01

    Cooperative diversity protocols are designed with the assumption that terminals always help each other in a socially efficient manner. This assumption may not be valid in commercial wireless networks where terminals may misbehave for selfish or malicious intentions. The presence of misbehaving terminals creates a social-dilemma where terminals exhibit uncertainty about the cooperative behavior of other terminals in the network. Cooperation in social-dilemma is characterized by a suboptimal Nash equilibrium where wireless terminals opt out of cooperation. Hence, without establishing a mechanism to detect and mitigate effects of misbehavior, it is difficult to maintain a socially optimal cooperation. In this paper, we first examine effects of misbehavior assuming static game model and show that cooperation under existing cooperative protocols is characterized by a noncooperative Nash equilibrium. Using evolutionary game dynamics we show that a small number of mutants can successfully invade a population of cooperators, which indicates that misbehavior is an evolutionary stable strategy (ESS). Our main goal is to design a mechanism that would enable wireless terminals to select reliable partners in the presence of uncertainty. To this end, we formulate cooperative diversity as a dynamic game with incomplete information. We show that the proposed dynamic game formulation satisfied the conditions for the existence of perfect Bayesian equilibrium.

  20. A game-theoretical approach to multimedia social networks security.

    PubMed

    Liu, Enqiang; Liu, Zengliang; Shao, Fei; Zhang, Zhiyong

    2014-01-01

    The contents access and sharing in multimedia social networks (MSNs) mainly rely on access control models and mechanisms. Simple adoptions of security policies in the traditional access control model cannot effectively establish a trust relationship among parties. This paper proposed a novel two-party trust architecture (TPTA) to apply in a generic MSN scenario. According to the architecture, security policies are adopted through game-theoretic analyses and decisions. Based on formalized utilities of security policies and security rules, the choice of security policies in content access is described as a game between the content provider and the content requester. By the game method for the combination of security policies utility and its influences on each party's benefits, the Nash equilibrium is achieved, that is, an optimal and stable combination of security policies, to establish and enhance trust among stakeholders.

  1. A Game-Theoretical Approach to Multimedia Social Networks Security

    PubMed Central

    Liu, Enqiang; Liu, Zengliang; Shao, Fei; Zhang, Zhiyong

    2014-01-01

    The contents access and sharing in multimedia social networks (MSNs) mainly rely on access control models and mechanisms. Simple adoptions of security policies in the traditional access control model cannot effectively establish a trust relationship among parties. This paper proposed a novel two-party trust architecture (TPTA) to apply in a generic MSN scenario. According to the architecture, security policies are adopted through game-theoretic analyses and decisions. Based on formalized utilities of security policies and security rules, the choice of security policies in content access is described as a game between the content provider and the content requester. By the game method for the combination of security policies utility and its influences on each party's benefits, the Nash equilibrium is achieved, that is, an optimal and stable combination of security policies, to establish and enhance trust among stakeholders. PMID:24977226

  2. Can Physical Education and Physical Activity Outcomes Be Developed Simultaneously Using a Game-Centered Approach?

    ERIC Educational Resources Information Center

    Miller, Andrew; Christensen, Erin; Eather, Narelle; Gray, Shirley; Sproule, John; Keay, Jeanne; Lubans, David

    2016-01-01

    The primary objective of this study was to evaluate the efficacy of a pilot intervention using a game-centered approach for improvement of physical activity (PA) and physical education (PE) outcomes simultaneously, and if this had an impact on enjoyment of PE. A group-randomized controlled trial with a 7-week wait-list control group was conducted…

  3. A Spatial Analysis and Game Theoretical Approach Over the Disputed Islands in the Aegean Sea

    DTIC Science & Technology

    2016-06-01

    NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA THESIS Approved for public release; distribution is unlimited A SPATIAL ANALYSIS ...REPORT TYPE AND DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE A SPATIAL ANALYSIS AND GAME THEORETICAL APPROACH OVER THE DISPUTED ISLANDS...including perimeter, area, population, distance to Greece, distance to Turkey, and territorial water area. After applying spatial analysis to two

  4. "Spiegeldorf": Nazi Appeals in Weimar Germany.

    ERIC Educational Resources Information Center

    Sprague, Gregory A.

    The paper discusses rationales for simulation gaming and describes "Spiegeldorf," a socio-historical game which simulates socioeconomic conditions in early 1930 Germany and Nazi party tactics used to gain mass support. Objectives are to identify characteristic Nazi tactics and points of political ideology, describe German social classes…

  5. Caffeine use in a Super Rugby game and its relationship to post-game sleep.

    PubMed

    Dunican, Ian C; Higgins, Charles C; Jones, Maddison J; Clarke, Michael W; Murray, Kevin; Dawson, Brian; Caldwell, John A; Halson, Shona L; Eastwood, Peter R

    2018-05-01

    To examine the relationship between regular game-related caffeine consumption on sleep after an evening Super Rugby game. Twenty elite rugby union players wore a wrist-activity monitor to measure sleep for three days before, three days after and on the night of an evening Super Rugby game (19:00-21:00). Players ingested caffeine as they would normally (i.e. before and sometimes during a game) and saliva samples were collected before (17:00) and after (21:30) the game for caffeine concentration. Compared to the nights leading up to the game, on the night of the game, players went to bed 3 h later (23:08 ± 66 min vs 02:11 ± 114 min; p < .001) and had 1:30 hh:mm less sleep (5:54 ± 2:59 vs 8:02 ± 1:24 hh:mm; p < .05) and four players did not sleep after the game. Post-game caffeine saliva concentrations were greater than pre-game levels in 17 players (Pre-game 0.40 µg/mL vs Post-game 2.77 µg/mL; p < .001). The increase in caffeine saliva concentrations was moderately associated with an increase in sleep latency (p < .05), a decrease in sleep efficiency (p < .05), and a trend for a decrease in sleep duration (p = .06) on game night. Caffeine consumption before a Super Rugby game markedly increases post-game saliva caffeine levels. This may contribute to the observed 3.5 h delay in time at sleep onset and the 1.5 h reduction in sleep duration on the night of the game. This study highlights the need for a strategic approach to the use of caffeine within a Super Rugby team considering the potential effect on post-game sleep.

  6. Future Carrier-Based Tactical Aircraft Study

    DOT National Transportation Integrated Search

    1996-03-01

    This report describes an aircraft database which was developed to identify technology trends for several classes of tactical naval aircraft, including subsonic attack, supersonic fighter, and supersonic multimission aircraft classes. This study used ...

  7. A Descriptive Analysis of US Prehospital Care Response to Law Enforcement Tactical Incidents.

    PubMed

    Aberle, Sara J; Lohse, Christine M; Sztajnkrycer, Matthew D

    2015-01-01

    Law enforcement tactical incidents involve high-risk operations that exceed the capabilities of regular, uniformed police. Despite the existence of tactical teams for 50 years, little is known about the frequency or nature of emergency medical services (EMS) response to tactical events in the United States. The purpose of this study was to perform a descriptive analysis of tactical events reported to a national EMS database. Descriptive analysis of the 2012 National Emergency Medical Services Information System (NEMSIS) Public Release research data set, containing EMS emergency response data from 41 states. A total of 17,479,328 EMS events were reported, of which 3,953 events were coded as "Activation-Tactical or SWAT Specialty Service/Response Team." The most common level of prehospital care present on scene was basic life support (55.2%). The majority (72.3%) of tactical incident activations involved a single patient; mass casualty incidents occurred in 0.5% of events. The most common EMS response locations were homes (48.4%), streets or highways (37.0%), and public buildings (6.3%). The mean age of treated patients was 44.1 years ± 22.0 years; 3.5% of tactical incident activation patients were aged 8 years or less. Injuries were coded as firearm assault in 14.8% and as chemical exposure in 8.9% of events. Cardiac arrest occurred in 5.1% of patients, with the majority (92.2%) occurring prior to EMS arrival. The primary symptoms reported by EMS personnel were pain (37.4%), change in responsiveness (13.1%), and bleeding (8.1%). Advanced airway procedures occurred in 30 patients. No patients were documented as receiving tourniquets or needle thoracostomy. Approximately 11 EMS responses in support of law enforcement tactical operations occur daily in the United States. The majority occur in homes and involve a single patient. Advanced airway procedures are required in a minority of patients. Cardiac arrest is rare and occurs prior to EMS response in the majority of

  8. Tactical Satellite 3

    NASA Astrophysics Data System (ADS)

    Davis, T. M.; Straight, S. D.; Lockwook, R. B.

    2008-08-01

    Tactical Satellite 3 is an Air Force Research Laboratory Science and Technology (S&T) initiative that explores the capability and technological maturity of small, low-cost satellites. It features a low cost "plug and play" modular bus and low cost militarily significant payloads - a Raytheon developed Hyperspectral imager and secondary payload data exfiltration provided by the Office of Naval Research. In addition to providing for ongoing innovation and demonstration in this important technology area, these S&T efforts also help mitigate technology risk and establish a potential concept of operations for future acquisitions. The key objectives are rapid launch and on-orbit checkout, theater commanding, and near-real time theater data integration. It will also feature a rapid development of the space vehicle and integrated payload and spacecraft bus by using components and processes developed by the satellite modular bus initiative. Planned for a late summer 2008 launch, the TacSat-3 spacecraft will collect and process images and then downlink processed data using a Common Data Link. An in-theater tactical ground station will have the capability to uplink tasking to spacecraft and will receive full data image. An international program, the United Kingdom Defence Science and Technology Laboratory (DSTL) and Australian Defence Science and Technology Organisation (DSTO) plan to participate in TacSat-3 experiments.

  9. Technical and tactical skills related to performance levels in tennis: A systematic review.

    PubMed

    Kolman, Nikki S; Kramer, Tamara; Elferink-Gemser, Marije T; Huijgen, Barbara C H; Visscher, Chris

    2018-06-11

    The aim of this systematic review is to provide an overview of outcome measures and instruments identified in the literature for examining technical and tactical skills in tennis related to performance levels. Such instruments can be used to identify talent or the specific skill development training needs of particular players. Searches for this review were conducted using the PubMed, Web of Science, and PsycInfo databases. Out of 733 publications identified through these searches, 40 articles were considered relevant and included in this study. They were divided into three categories: (1) technical skills, (2) tactical skills and (3) integrated technical and tactical skills. There was strong evidence that technical skills (ball velocity and to a lesser extent ball accuracy) and tactical skills (decision making, anticipation, tactical knowledge and visual search strategies) differed among players according to their performance levels. However, integrated measurement of these skills is required, because winning a point largely hinges on a tactical decision to perform a particular stroke (i.e., technical execution). Therefore, future research should focus on examining the relationship between these skills and tennis performance and on the development of integrated methods for measuring these skills.

  10. Peacebuilding with Games and Simulations

    ERIC Educational Resources Information Center

    Brynen, Rex; Milante, Gary

    2013-01-01

    Simulations and games can offer valuable insight into the management of conflict and the achievement of peace. This special symposium issue of "Simulation & Gaming" examines several such approaches, used in both educational settings and to prepare practitioners to deal with the concrete challenges of peacebuilding. In the introduction, the authors…

  11. Applicants' preference for impression management tactic in employment interviews by Transportation Security Administration.

    PubMed

    Scudder, Joseph N; Lamude, Kevin G

    2009-04-01

    Following past findings on employment interviews, this study hypothesized applicants would have a preference for using self-promoting tactics of impression management over other focuses. Self-reports of impression management tactics were collected from 124 applicants who had interviews for screener positions with the Transportation Security Administration. Contrary to the hypothesis, analysis indicated participants reported they used more ingratiation tactics attempting to praise the interviewer than self-promotion tactics which focused on their own accomplishments. Special qualifications for security jobs which required well-developed perceptual abilities and the controlling structure of the interview context were perhaps responsible for present results differing from prior findings.

  12. Impact of Terrain Features for Tactical Network Connectivity

    DTIC Science & Technology

    2013-09-01

    Impact of Terrain Features for Tactical Network Connectivity David Tate Lance Joneckis John Fregeau Corinne Kramer David Sparrow I N S T I T U...2000. I N S T I T U T E F O R D E F E N S E A N A LY S E S IDA Document NS D-5026 Impact of Terrain Features for Tactical Network Connectivity...visibility is acceptable when networks operate over flat terrain. Under our simple LOS model of connectivity, mobility has little impact in such an

  13. Game theoretic sensor management for target tracking

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Chen, Genshe; Blasch, Erik; Pham, Khanh; Douville, Philip; Yang, Chun; Kadar, Ivan

    2010-04-01

    This paper develops and evaluates a game-theoretic approach to distributed sensor-network management for target tracking via sensor-based negotiation. We present a distributed sensor-based negotiation game model for sensor management for multi-sensor multi-target tacking situations. In our negotiation framework, each negotiation agent represents a sensor and each sensor maximizes their utility using a game approach. The greediness of each sensor is limited by the fact that the sensor-to-target assignment efficiency will decrease if too many sensor resources are assigned to a same target. It is similar to the market concept in real world, such as agreements between buyers and sellers in an auction market. Sensors are willing to switch targets so that they can obtain their highest utility and the most efficient way of applying their resources. Our sub-game perfect equilibrium-based negotiation strategies dynamically and distributedly assign sensors to targets. Numerical simulations are performed to demonstrate our sensor-based negotiation approach for distributed sensor management.

  14. [The business game as a form of organization of competent approach in teaching of history of medicine].

    PubMed

    Konopleva, E L; Ostapenko, V M

    2015-01-01

    The article considers issue of implementation of competent approach in teaching of course of history of medicine in medical universities. The such methods of active training as imitation role business games are proposed as a mean of developing common cultural and professional competences offuture medical personnel. The business games promote development of motivation basis or education and require activities related to practical implementation of acquired knowledge and skills (analysis of historical event, work with map, reading of historical documents, participation in scientific discussion, etc.). As a result, students acquire sufficiently large notion concerning world of medicine, relationship of historical epochs and occurrences and unity of medical systems.

  15. Reward system and temporal pole contributions to affective evaluation during a first person shooter video game

    PubMed Central

    2011-01-01

    Background Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes to it. We combined functional Magnetic Resonance Imaging (fMRI) with individual affect measures to address the neuronal correlates of violence in a video game. Results Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror) during fMRI measurement. We defined success as eliminating opponents, and failure as being eliminated themselves. Affect was measured directly before and after game play using the Positive and Negative Affect Schedule (PANAS). Failure and success events evoked increased activity in visual cortex but only failure decreased activity in orbitofrontal cortex and caudate nucleus. A negative correlation between negative affect and responses to failure was evident in the right temporal pole (rTP). Conclusions The deactivation of the caudate nucleus during failure is in accordance with its role in reward-prediction error: it occurred whenever subject missed an expected reward (being eliminated rather than eliminating the opponent). We found no indication that violence events were directly rewarding for the players. We addressed subjective evaluations of affect change due to gameplay to study the reward system. Subjects reporting greater negative affect after playing the game had less rTP activity associated with failure. The rTP may therefore be involved in evaluating the failure events in a social context, to regulate the players' mood. PMID:21749711

  16. Osteoarthritis and the Tactical Athlete: A Systematic Review

    PubMed Central

    Cameron, Kenneth L.; Driban, Jeffrey B.; Svoboda, Steven J.

    2016-01-01

    Objective: Although tactical athletes (eg, military service members, law enforcement personnel, fire fighters) are exposed to several known risk factors, it remains unclear if they are at increased risk for osteoarthritis (OA). The purpose of this systematic review was to investigate the association between serving as a tactical athlete and the incidence and prevalence of OA. Data Sources: We completed a comprehensive systematic literature search in November 2014 using 12 bibliographic databases (eg, PubMed, Ovid, SportDiscus) supplemented with manual searches of reference lists. Study Selection: Studies were included if they met the following criteria: (1) an aim of the study was to investigate an association between tactical athletes and OA; (2) the outcome measure was radiographic OA, clinical OA, total joint replacement, self-reported diagnosis of OA, or placement on a waiting list for a total joint replacement; (3) the study design was a cohort study; and (4) the study was written in English. Data Extraction: One investigator extracted data from articles that met all inclusion criteria (eg, group descriptions, measures of disease burden, source of nonexposed controls). Data Synthesis: Twelve articles met the inclusion criteria and described retrospective cohort studies. Firefighters, active-duty military service members, and veteran military parachutists consistently had a higher incidence or prevalence of knee, hip, or any OA diagnosis (4 studies). Active-duty pilots and veteran military parachutists may have a higher prevalence of spine OA, but this was not statistically significant (2 studies). Occupational risk factors for OA among tactical athletes include rank and branch of military service. The risk of OA among individuals who completed mandatory national military service remains unclear (6 studies). Conclusions: The incidence of OA among tactical athletes appears to be significantly higher when compared with nonexposed controls. Further research is

  17. Organizational Political Tactics in Universities

    ERIC Educational Resources Information Center

    Nejad, Bahareh Azizi; Abbaszadeh, Mir Mohammad Seiied; Hassani, Mohammad

    2011-01-01

    The present research aimed to promote understanding of political tactics in organizations. Political behavior in nowadays-complex conditions is a process that the conflicts, contrasts and differences among interested groups are resolved. It means dialogue, attention to different goals in organizations, regarding the interest of different groups,…

  18. Tactical Versus Strategic Behavior: General Aviation Piloting in Convective Weather Scenarios

    NASA Technical Reports Server (NTRS)

    Latorella, Kara A.; Chamberlain, James P.

    2002-01-01

    We commonly describe environments and behavioral responses to environmental conditions as 'tactical' and 'strategic.' However theoretical research defining relevant environmental characteristics is rare, as are empirical investigations that would inform such theory. This paper discusses General Aviation (GA) pilots' descriptions of tactical/strategic conditions with respect to weather flying, and evaluates their ratings along a tactical/strategic scale in response to real convective weather scenarios experienced during a flight experiment with different weather information cues. Perceived risk was significantly associated with ratings for all experimental conditions. In addition, environmental characteristics were found to be predictive of ratings for Traditional IMC (instrument meteorological conditions), i.e., aural weather information only, and Traditional VMC (visual meteorological conditions), i.e., aural information and an external view. The paper also presents subjects' comments regarding use of Graphical Weather Information Systems (GWISs) to support tactical and strategic weather flying decisions and concludes with implications for the design and use of GWISs.

  19. Distinguishing humans from computers in the game of go: A complex network approach

    NASA Astrophysics Data System (ADS)

    Coquidé, C.; Georgeot, B.; Giraud, O.

    2017-08-01

    We compare complex networks built from the game of go and obtained from databases of human-played games with those obtained from computer-played games. Our investigations show that statistical features of the human-based networks and the computer-based networks differ, and that these differences can be statistically significant on a relatively small number of games using specific estimators. We show that the deterministic or stochastic nature of the computer algorithm playing the game can also be distinguished from these quantities. This can be seen as a tool to implement a Turing-like test for go simulators.

  20. 2016 Rio Olympic Games: Can the schedule of events compromise athletes' performance?

    PubMed

    Rosa, João Paulo P; Rodrigues, Dayane F; Silva, Andressa; de Moura Simim, Mário Antônio; Costa, Varley T; Noce, Franco; de Mello, Marco Túlio

    2016-01-01

    The organizing committee of the 2016 Rio Olympic Games recently announced that some of the preliminary and final competitions will be held at night. The present article discusses the potential harmful effects of these late-night competitions on sleep, circadian rhythms and athletic performance during the Olympic Games. Specifically, night-time competition could lead to injury and may compromise an athlete's decision-making, attentional, physiological and other processes. Consequently, these impacts could negatively affect the performance of athletes and their teams. Thus, it is suggested that technical commissions take special care when creating strategies to minimize harm to the athletes by considering factors such as light exposure, melatonin intake, sleep hygiene and scheduled naps, and training at local competition time. Furthermore, it is necessary for specialists in chronobiology and sleep to engage with members of the national teams to develop an activity schedule for physical, technical, tactical and psychological preparation that accounts for circadian rhythms, thereby creating the best possible environment for the athletes to achieve their ideal performance.

  1. Behavioural studies of strategic thinking in games.

    PubMed

    Camerer, Colin F.

    2003-05-01

    Game theory is a mathematical language for describing strategic interactions, in which each player's choice affects the payoff of other players (where players can be genes, people, companies, nation-states, etc.). The impact of game theory in psychology has been limited by the lack of cognitive mechanisms underlying game-theoretic predictions. 'Behavioural game theory' is a recent approach linking game theory to cognitive science by adding cognitive details about 'social utility functions', theories of limits on iterated thinking, and statistical theories of how players learn and influence others. New directions include the effects of game descriptions on choice ('framing'), strategic heuristics, and mental representation. These ideas will help root game theory more deeply in cognitive science and extend the scope of both enterprises.

  2. Making a vision document tangible using "vision-tactics-metrics" tables.

    PubMed

    Drury, Ivo; Slomski, Carol

    2006-01-01

    We describe a method of making a vision document tangible by attaching specific tactics and metrics to the key elements of the vision. We report on the development and early use of a "vision-tactics-metrics" table in a department of surgery. Use of the table centered the vision in the daily life of the department and its faculty, and facilitated cultural change.

  3. Research on tactical information display technology for interactive virtual cockpit

    NASA Astrophysics Data System (ADS)

    Sun, Zhongyun; Tian, Tao; Su, Feng

    2018-04-01

    Based on a fact that traditional tactical information display technology suffers from disadvantages of a large number of data to be transferred and low plotting efficiency in an interactive virtual cockpit, a GID protocol-based simulation has been designed. This method dissolves complex tactical information screens into basic plotting units. The indication of plotting units is controlled via the plotting commands, which solves the incompatibility between the tactical information display in traditional simulation and the desktop-based virtual simulation training system. Having been used in desktop systems for helicopters, fighters, and transporters, this method proves to be scientific and reasonable in design and simple and efficient in usage, which exerts a significant value in establishing aviation equipment technology support training products.

  4. Game meat consumption by hunters and their relatives: A probabilistic approach.

    PubMed

    Sevillano Morales, Jesus; Moreno-Ortega, Alicia; Amaro Lopez, Manual Angel; Arenas Casas, Antonio; Cámara-Martos, Fernando; Moreno-Rojas, Rafael

    2018-06-18

    This study aimed to estimate the consumption of meat and products derived from hunting by the consumer population and, specifically, by hunters and their relatives. For this purpose, a survey was conducted on the frequency of consuming meat from the four most representative game species in Spain, two of big game, wild boar (Sus scrofa) and red deer (Cervus elaphus) and two of small game, rabbit (Oryctolagus cunulucus) and red partridge (Alectoris rufa), as well as of processed meat products (salami-type sausage) made from those big game species. The survey was carried out on 337 habitual consumers of these types of products (hunters and their relatives). The total mean game meat consumption, per capita in this population group, is 6.87 kg/person/year of meat and 8.57 kg/person/year if the processed meat products are also considered. Consumption of rabbit, red partridge, red deer and wild boar, individually, was 1.85, 0.82, 2.28 and 1.92 kg/person/year, respectively. It was observed that hunters generally registered a larger intake of game meat, this being statistically significant in the case of rabbit meat consumption. Using probabilistic methods, the meat consumption frequency distributions for each hunting species studied were estimated, as well as the products made from big game species and the total consumption both of meat by itself and that including the products made from it. The consumption frequency distributions were adjusted to exponential ones, verified by the test suitable for it according to Akaike Information Criterion, Bayesian Information Criterion, the Chi-Squared and Kolmogorov-Smirnov statistics. In addition, the consumption percentiles of the different distributions were obtained. The latter could be a good tool when making nutrition or contaminant studies since they permit the assessment of exposure to the compound in question.

  5. Age-dependent male mating tactics in a spider mite-A life-history perspective.

    PubMed

    Sato, Yukie; Rühr, Peter T; Schmitz, Helmut; Egas, Martijn; Blanke, Alexander

    2016-10-01

    Males often fight with rival males for access to females. However, some males display nonfighting tactics such as sneaking, satellite behavior, or female mimicking. When these mating tactics comprise a conditional strategy, they are often thought to be explained by resource holding potential (RHP), that is, nonfighting tactics are displayed by less competitive males who are more likely to lose a fight. The alternative mating tactics, however, can also be explained by life-history theory, which predicts that young males avoid fighting, regardless of their RHP, if it pays off to wait for future reproduction. Here, we test whether the sneaking tactic displayed by young males of the two-spotted spider mite can be explained by life-history theory. We tested whether young sneaker males survive longer than young fighter males after a bout of mild or strong competition with old fighter males. We also investigated whether old males have a more protective outer skin-a possible proxy for RHP-by measuring cuticle hardness and elasticity using nanoindentation. We found that young sneaker males survived longer than young fighter males after mild male competition. This difference was not found after strong male competition, which suggests that induction of sneaking tactic is affected by male density. Hardness and elasticity of the skin did not vary with male age. Given that earlier work could also not detect morphometric differences between fighter and sneaker males, we conclude that there is no apparent increase in RHP with age in the mite and age-dependent male mating tactics in the mite can be explained only by life-history theory. Because it is likely that fighting incurs a survival cost, age-dependent alternative mating tactics may be explained by life-history theory in many species when reproduction of old males is a significant factor in fitness.

  6. Design-Based Research and Video Game Based Learning: Developing the Educational Video Game "Citizen Science"

    ERIC Educational Resources Information Center

    Gaydos, Matthew J.

    2013-01-01

    This paper presents a series of studies detailing the research and development of the educational science video game "Citizen Science." It documents the design process, beginning with the initial grant and ending with a case study of two teachers who used the game in their classrooms. Following a design-based research approach, this…

  7. The "Learning Games Design Model": Immersion, Collaboration, and Outcomes-Driven Development

    ERIC Educational Resources Information Center

    Chamberlin, Barbara; Trespalacios, Jesús; Gallagher, Rachel

    2012-01-01

    Instructional designers in the Learning Games Lab at New Mexico State University have developed a specific approach for the creation of educational games, one that has been used successfully in over 20 instructional design projects and is extensible to other developers. Using this approach, game developers and content experts (a) work…

  8. Project CHECO Southeast Asia Report. Tactical Airlift in SEA

    DTIC Science & Technology

    1972-02-15

    Air Force doctrine regarded the TALO as a member of the Tactical Air Control Party and thus responsible to the Air Liaison Officer ( ALO ) in 3 14 3...UNCLASSIFIED, I UNCLASSIFIED that area. However, the ALO was concerned with tactical air operations Isuch as delivery of ordnance and close air support...staff. Con- sequently, the TALOs and ALOs had little in common and in many instances were not collocated. Thus, the utilization of TALOs in Vietnam was

  9. Economic order quantity (EOQ) by game theory approach in probabilistic supply chain system under service level constraint for items with imperfect quality

    NASA Astrophysics Data System (ADS)

    Setiawan, R.

    2018-03-01

    In this paper, Economic Order Quantity (EOQ) of probabilistic two-level supply – chain system for items with imperfect quality has been analyzed under service level constraint. A firm applies an active service level constraint to avoid unpredictable shortage terms in the objective function. Mathematical analysis of optimal result is delivered using two equilibrium scheme concept in game theory approach. Stackelberg’s equilibrium for cooperative strategy and Stackelberg’s Equilibrium for noncooperative strategy. This is a new approach to game theory result in inventory system whether service level constraint is applied by a firm in his moves.

  10. Game engines and immersive displays

    NASA Astrophysics Data System (ADS)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

    While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.

  11. Interpersonal conflict tactics and substance use among high-risk adolescents.

    PubMed

    Unger, Jennifer B; Sussman, Steve; Dent, Clyde W

    2003-07-01

    Adolescents who use aggressive tactics to handle interpersonal conflicts may be at high risk for substance use, while adolescents who possess coping strategies to avoid or manage interpersonal conflict may be at lower risk for substance use. This study examined the association between interpersonal conflict tactics and substance use among 631 continuation high school students. Items from a modified Conflict Tactics Scale formed three factors: Physical Aggression, Nonphysical Aggression, and Nonaggression. Logistic regression analyses revealed that adolescents' ways of responding to interpersonal conflicts were associated with their substance use. Use of physical aggression was associated with a higher risk of cigarette, alcohol, marijuana, and other drug use. Use of nonphysical aggression was associated with a higher risk of cigarette and alcohol use. Use of nonaggressive conflict tactics was associated with a lower risk of cigarette use. Adolescents who respond to interpersonal conflicts in an aggressive manner, whether physical or verbal/psychological, may be at increased risk for substance use, while nonaggressive conflict management skills may be protective. Possibly, teaching adolescents nonaggressive techniques for handling interpersonal conflict may be a useful strategy for preventing both interpersonal violence and substance use.

  12. The Persuade Package Hypothesis: Further Evidence for an Influence Tactics Schema.

    ERIC Educational Resources Information Center

    Aguinis, Herman; And Others

    Researchers interested in social power in organizational contexts have focused on investigating whether situational factors affect people's preferences for types of influence tactics. The persuade package is defined as a small standard set of methods (influence tactics) that leads to a particular goal (persuade the target to do something). The…

  13. Pacing Behavior and Tactical Positioning in 1500-m Short-Track Speed Skating.

    PubMed

    Konings, Marco J; Noorbergen, Olaf S; Parry, David; Hettinga, Florentina J

    2016-01-01

    To gain more insight in pacing behavior and tactical positioning in 1500-m short-track speed skating, a sport in which several athletes directly compete in the same race. Lap times and intermediate rankings of elite 1500-m short-track- skating competitors were collected over the season 2012-13 (N = 510, 85 races). Two statistical approaches were used to assess pacing behavior and tactical positioning. First, lap times were analyzed using a MANOVA, and for each lap differences between sex, race type, final rankings, and stage of competition were determined. Second, Kendall tau b correlations were used to assess relationships between intermediate and final rankings. In addition, intermediate rankings of the winner of each race were examined. In 1500 m (13.5 laps of 111.12 m), correlations between intermediate and final ranking gradually increased throughout the race (eg, lap 1, r = .05; lap 7, r = .26; lap 13, r = .85). Moreover, the percentage of race winners skating in the leading position was over 50% during the last 3 laps. Top finishers were faster than bottom-place finishers only during the last 5 laps, with on average 0.1- to 1.5-s faster lap times of the race winners compared with the others during the last 5 laps. Although a fast start led to faster finishing times, top finishers were faster than bottom-placed finishers only during the last 5 laps. Moreover, tactical positioning at 1 of the foremost positions during the latter phase of the race appeared to be a strong determinant of finishing position.

  14. An Online Game Approach for Improving Students' Learning Performance in Web-Based Problem-Solving Activities

    ERIC Educational Resources Information Center

    Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang

    2012-01-01

    In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…

  15. Autogenerator-based modelling framework for development of strategic games simulations: rational pigs game extended.

    PubMed

    Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.

  16. Autogenerator-Based Modelling Framework for Development of Strategic Games Simulations: Rational Pigs Game Extended

    PubMed Central

    Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, “the tramp,” one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players. PMID:25254228

  17. The evolution of genetic and conditional alternative reproductive tactics

    PubMed Central

    2016-01-01

    Frequency-dependent selection may drive adaptive diversification within species. It is yet unclear why the occurrence of alternative reproductive tactics (ARTs) is highly divergent between major animal taxa. Here we aim to clarify the environmental and social conditions favouring the evolution of intra-population variance of male reproductive phenotypes. Our results suggest that genetically determined ARTs that are fixed for life evolve when there is strong selection on body size due to size-dependent competitiveness, in combination with environmental factors reducing size benefits. The latter may result from growth costs or, more generally, from age-dependent but size-independent mortality causes. This generates disruptive selection on growth trajectories underlying tactic choice. In many parameter settings, the model also predicts ARTs to evolve that are flexible and responsive to current conditions. Interestingly, the conditions favouring the evolution of flexible tactics diverge considerably from those favouring genetic variability. Nevertheless, in a restricted but relevant parameter space, our model predicts the simultaneous emergence and maintenance of a mixture of multiple tactics, both genetically and conditionally determined. Important conditions for the emergence of ARTs include size variation of competitors, which is inherently greater in species with indeterminate growth than in taxa reproducing only after reaching their terminal body size. This is probably the reason why ARTs are more common in fishes than in other major taxa. PMID:26911960

  18. Using game format to teach psychopharmacology to medical students.

    PubMed

    Shiroma, Paulo R; Massa, Alfredo A; Alarcon, Renato D

    2011-01-01

    Most psychiatric programs provide lectures on basic principles of psychopharmacology. Yet, this traditional approach has been criticized due to excessive information and passive transfer of expert knowledge. An alternative teaching method is the use of "academic games." To investigate medical students' acquisition of knowledge on psychopharmacology, and their perception of a game playing approach compared to traditional lectures. Two senior residents designed, implemented, and executed a randomized pretest-posttest study to teach psychopharmacology, using an academic game and a lecture format, to third-year medical students during a 6-week Psychiatry clerkship. Both didactic interventions were delivered concurrently for five consecutive weeks covering five psychopharmacology modules: antidepressants I (selective serotonin reuptake inhibitors and atypical antidepressants), antidepressants II (monoamine oxidase inhibitors and tricyclic antidepressants), mood stabilizers, antipsychotics, and anti-anxiety agents/sedatives/hypnotics. The game follows similar rules of the famous TV show, "Jeopardy" using a power point grid and a multiple choice question format. Forty-three medical students participated (29 assigned to the game approach, 14 to the traditional lecture approach). None of the demographic variables (age, gender, years after graduation, Graduate Point Averages, and United States Medical Licensing Examination 1) were significantly associated with the pre/posttest score difference between groups. Both groups improved their knowledge on psychotropic drugs [(game group t = 10.86, p < 0.001); control t = 4.82, p < 0.001)] throughout the 6-week Psychiatry rotation. Students in the game group had a better perception of this educational method as measured by perceived enjoyment, increased knowledge of psychopharmacology, and stimulating interest in the subject compared to those in the lecture group (p < 0.05). Teaching psychopharmacology in medical students by using

  19. Using Computer Games for Instruction: The Student Experience

    ERIC Educational Resources Information Center

    Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell

    2011-01-01

    Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…

  20. A Narrative Metaphor to Facilitate Educational Game Authoring

    ERIC Educational Resources Information Center

    Marchiori, Eugenio J.; Torrente, Javier; del Blanco, Angel; Moreno-Ger, Pablo; Sancho, Pilar; Fernandez-Manjon, Baltasar

    2012-01-01

    In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational "point-and-click" adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of…

  1. War-gaming application for future space systems acquisition

    NASA Astrophysics Data System (ADS)

    Nguyen, Tien M.; Guillen, Andy T.

    2016-05-01

    Recently the U.S. Department of Defense (DOD) released the Defense Innovation Initiative (DII) [1] to focus DOD on five key aspects; Aspect #1: Recruit talented and innovative people, Aspect #2: Reinvigorate war-gaming, Aspect #3: Initiate long-range research and development programs, Aspect #4: Make DOD practices more innovative, and Aspect #5: Advance technology and new operational concepts. Per DII instruction, this paper concentrates on Aspect #2 and Aspect #4 by reinvigorating the war-gaming effort with a focus on an innovative approach for developing the optimum Program and Technical Baselines (PTBs) and their corresponding optimum acquisition strategies for acquiring future space systems. The paper describes a unified approach for applying the war-gaming concept for future DOD acquisition of space systems. The proposed approach includes a Unified Game-based Acquisition Framework (UGAF) and an Advanced Game-Based Mathematical Framework (AGMF) using Bayesian war-gaming engines to optimize PTB solutions and select the corresponding optimum acquisition strategies for acquiring a space system. The framework defines the action space for all players with a complete description of the elements associated with the games, including Department of Defense Acquisition Authority (DAA), stakeholders, warfighters, and potential contractors, War-Gaming Engines (WGEs) played by DAA, WGEs played by Contractor (KTR), and the players' Payoff and Cost functions (PCFs). The AGMF presented here addresses both complete and incomplete information cases. The proposed framework provides a recipe for the DAA and USAF-Space and Missile Systems Center (SMC) to acquire future space systems optimally.

  2. Augmented Reality at the Tactical and Operational Levels of War

    DTIC Science & Technology

    2015-10-24

    benefits and challenges their personnel will experience once AR systems are fully adopted. This paper will explain these benefits and challenges as...develop, procure, and integrate systems it believes will benefit its tactical combat units and operational leaders. Ultimately, as the capabilities of...friendly forces, can also help to prevent collateral damage and civilian casualties. Beyond the immediate life-and-death benefits at the tactical

  3. Formulation of an integrated robust design and tactics optimization process for undersea weapon systems

    NASA Astrophysics Data System (ADS)

    Frits, Andrew P.

    In the current Navy environment of undersea weapons development, the engineering aspect of design is decoupled from the development of the tactics with which the weapon is employed. Tactics are developed by intelligence experts, warfighters, and wargamers, while torpedo design is handled by engineers and contractors. This dissertation examines methods by which the conceptual design process of undersea weapon systems, including both torpedo systems and mine counter-measure systems, can be improved. It is shown that by simultaneously designing the torpedo and the tactics with which undersea weapons are used, a more effective overall weapon system can be created. In addition to integrating torpedo tactics with design, the thesis also looks at design methods to account for uncertainty. The uncertainty is attributable to multiple sources, including: lack of detailed analysis tools early in the design process, incomplete knowledge of the operational environments, and uncertainty in the performance of potential technologies. A robust design process is introduced to account for this uncertainty in the analysis and optimization of torpedo systems through the combination of Monte Carlo simulation with response surface methodology and metamodeling techniques. Additionally, various other methods that are appropriate to uncertainty analysis are discussed and analyzed. The thesis also advances a new approach towards examining robustness and risk: the treatment of probability of success (POS) as an independent variable. Examining the cost and performance tradeoffs between high and low probability of success designs, the decision-maker can make better informed decisions as to what designs are most promising and determine the optimal balance of risk, cost, and performance. Finally, the thesis examines the use of non-dimensionalization of parameters for torpedo design. The thesis shows that the use of non-dimensional torpedo parameters leads to increased knowledge about the

  4. Job Tactics of Women in Banking.

    ERIC Educational Resources Information Center

    Larwood, Laurie; Kaplan, Mindy

    1980-01-01

    Investigated tactics used by women branch bank officers for succeeding in management. Results showed a high degree of agreement about the importance of a number of items, including the ability to make decisions and the demonstration of competence. (Author)

  5. Teaching Combative Sports through Tactics

    ERIC Educational Resources Information Center

    Kozub, Francis M.; Kozub, Mary L.

    2004-01-01

    Martial arts have become popular in the United States and have transitioned from being spectator sports to avenues for active participation by people of all ages. The purpose of this article is to highlight tactical similarities in selected combative sport activities and to provide martial arts and wrestling instructors with an alternative…

  6. An integrated environment for tactical guidance research and evaluation

    NASA Technical Reports Server (NTRS)

    Goodrich, Kenneth H.; Mcmanus, John W.

    1990-01-01

    NASA-Langley's Tactical Guidance Research and Evaluation System (TGRES) constitutes an integrated environment for the development of tactical guidance algorithms and evaluating the effects of novel technologies; the modularity of the system allows easy modification or replacement of system elements in order to conduct evaluations of alternative technologies. TGRES differs from existing systems in its capitalization on AI programming techniques for guidance-logic implementation. Its ability to encompass high-fidelity, six-DOF simulation models will facilitate the analysis of complete aircraft dynamics.

  7. A systematic review of serious video games used for vaccination.

    PubMed

    Ohannessian, Robin; Yaghobian, Sarina; Verger, Pierre; Vanhems, Philippe

    2016-08-31

    Vaccination is an effective and proven method of preventing infectious diseases. However, uptake has not been optimal with available vaccines partly due to vaccination hesitancy. Various public health approaches have adressed vaccination hesitancy. Serious video games involving vaccination may represent an innovative public health approach. The aim of this study was to identify, describe, and review existing serious video games on vaccination. A systematic review was performed. Various databases were used to find data on vaccination-related serious video games published from January 1st 2000 to May 15th 2015. Data including featured medical and vaccination content, publication characteristics and games classification were collected for each identified serious game. Sixteen serious video games involved in vaccination were identified. All games were developed in high-income countries between 2003 and 2014. The majority of games were available online and were sponsored by educational/health institutions. All games were free of charge to users. Edugame was the most prevalent serious game subcategory. Twelve games were infectious disease-specific and the majority concerned influenza. The main objective of the games was disease control with a collective perspective. Utilization data was available for two games. Two games were formally evaluated. The use of serious video games for vaccination is an innovative tool for public health. Evaluation of vaccination related serious video games should be encouraged to demonstrate their efficacy and utility. Copyright © 2016 Elsevier Ltd. All rights reserved.

  8. The eyesafe visioceilometer - A tactical visibility and cloud height lidar

    NASA Astrophysics Data System (ADS)

    Barnes, E. S.; Lentz, W. J.

    A recent breakthrough in the mathematical solution to the lidar equation combined with state-of-the-art microelectronics has made it possible to produce the first portable ceiling, visibility, and rangefinding device suitable for tactical use by the U.S. Army. The signal processor of the former XE-2 (Nd:YAG) can be adapted to an eyesafe unit by making use of an erbium glass laser and a GaInAs PIN photodiode detector. It is pointed out that the XE-3 (Eyesafe Visioceilometer) provides tactical real-time data when and where the user needs it, with an accuracy superior to existing nonportable runway equipment. Attention is given to system evolution, lidar theory, the relationship of backscattering and extinction coefficients, a system description, the transient recorder, the analysis of data, and details regarding tactical applications.

  9. Optimal Analyses for 3×n AB Games in the Worst Case

    NASA Astrophysics Data System (ADS)

    Huang, Li-Te; Lin, Shun-Shii

    The past decades have witnessed a growing interest in research on deductive games such as Mastermind and AB game. Because of the complicated behavior of deductive games, tree-search approaches are often adopted to find their optimal strategies. In this paper, a generalized version of deductive games, called 3×n AB games, is introduced. However, traditional tree-search approaches are not appropriate for solving this problem since it can only solve instances with smaller n. For larger values of n, a systematic approach is necessary. Therefore, intensive analyses of playing 3×n AB games in the worst case optimally are conducted and a sophisticated method, called structural reduction, which aims at explaining the worst situation in this game is developed in the study. Furthermore, a worthwhile formula for calculating the optimal numbers of guesses required for arbitrary values of n is derived and proven to be final.

  10. Tactical STOL moment balance through innovative configuration technology

    NASA Technical Reports Server (NTRS)

    Eckard, G. J.; Sutton, R. C.; Poth, G. E.

    1981-01-01

    Innovative and conventional thrust vectoring moment balance mechanisms, as applied to advanced tactical fighters, are examined. The innovative mechanisms include thrust line translation, life line translation, and auxiliary power control; the conventional mechanisms under investigation are horizontal tails, canards, and variable sweep wings. These mechanisms are tested for their ability to provide negative static margins for landing approach or relocation of the vectored thrust line nearer the aircraft's center of gravity. The net pitching moment due to wing, flaps, and vectored thrust lift would then be small, making possible beneficial trim forces from small trimming devices. These innovative mechanisms are, however, possibly heavy and must be evaluated on their complexity, reliability, maintainability, and STOL capabilities. Several candidate fighter configurations are compared and evaluated.

  11. Use of behavioral biometrics in intrusion detection and online gaming

    NASA Astrophysics Data System (ADS)

    Yampolskiy, Roman V.; Govindaraju, Venu

    2006-04-01

    Behavior based intrusion detection is a frequently used approach for insuring network security. We expend behavior based intrusion detection approach to a new domain of game networks. Specifically, our research shows that a unique behavioral biometric can be generated based on the strategy used by an individual to play a game. We wrote software capable of automatically extracting behavioral profiles for each player in a game of Poker. Once a behavioral signature is generated for a player, it is continuously compared against player's current actions. Any significant deviations in behavior are reported to the game server administrator as potential security breaches. Our algorithm addresses a well-known problem of user verification and can be re-applied to the fields beyond game networks, such as operating systems and non-game networks security.

  12. Development of a Computer Simulation Game Using a Reverse Engineering Approach

    ERIC Educational Resources Information Center

    Ozkul, Ahmet

    2012-01-01

    Business simulation games are widely used in the classroom to provide students with experiential learning opportunities on business situations in a dynamic fashion. When properly designed and implemented, the computer simulation game can be a useful educational tool by integrating separate theoretical concepts and demonstrating the nature of…

  13. Influence Tactics in the Classroom and Their Relationship to Student Satisfaction

    ERIC Educational Resources Information Center

    Standifird, Stephen S.; Pons, Frank; Moshavi, Dan

    2008-01-01

    We argue that an instructor's use of influence tactics can be classified as soft, rational, and strong in nature and that the use of these tactics will have a differential impact on student satisfaction. We find support for the existence of the three categories of influence. We find that student satisfaction is positively influenced by the use of…

  14. MapReduce SVM Game

    DOE PAGES

    Vineyard, Craig M.; Verzi, Stephen J.; James, Conrad D.; ...

    2015-08-10

    Despite technological advances making computing devices faster, smaller, and more prevalent in today's age, data generation and collection has outpaced data processing capabilities. Simply having more compute platforms does not provide a means of addressing challenging problems in the big data era. Rather, alternative processing approaches are needed and the application of machine learning to big data is hugely important. The MapReduce programming paradigm is an alternative to conventional supercomputing approaches, and requires less stringent data passing constrained problem decompositions. Rather, MapReduce relies upon defining a means of partitioning the desired problem so that subsets may be computed independently andmore » recom- bined to yield the net desired result. However, not all machine learning algorithms are amenable to such an approach. Game-theoretic algorithms are often innately distributed, consisting of local interactions between players without requiring a central authority and are iterative by nature rather than requiring extensive retraining. Effectively, a game-theoretic approach to machine learning is well suited for the MapReduce paradigm and provides a novel, alternative new perspective to addressing the big data problem. In this paper we present a variant of our Support Vector Machine (SVM) Game classifier which may be used in a distributed manner, and show an illustrative example of applying this algorithm.« less

  15. MapReduce SVM Game

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Vineyard, Craig M.; Verzi, Stephen J.; James, Conrad D.

    Despite technological advances making computing devices faster, smaller, and more prevalent in today's age, data generation and collection has outpaced data processing capabilities. Simply having more compute platforms does not provide a means of addressing challenging problems in the big data era. Rather, alternative processing approaches are needed and the application of machine learning to big data is hugely important. The MapReduce programming paradigm is an alternative to conventional supercomputing approaches, and requires less stringent data passing constrained problem decompositions. Rather, MapReduce relies upon defining a means of partitioning the desired problem so that subsets may be computed independently andmore » recom- bined to yield the net desired result. However, not all machine learning algorithms are amenable to such an approach. Game-theoretic algorithms are often innately distributed, consisting of local interactions between players without requiring a central authority and are iterative by nature rather than requiring extensive retraining. Effectively, a game-theoretic approach to machine learning is well suited for the MapReduce paradigm and provides a novel, alternative new perspective to addressing the big data problem. In this paper we present a variant of our Support Vector Machine (SVM) Game classifier which may be used in a distributed manner, and show an illustrative example of applying this algorithm.« less

  16. State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin

    2011-01-01

    Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…

  17. Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.

    PubMed

    Bul, Kim C M; Franken, Ingmar H A; Van der Oord, Saskia; Kato, Pamela M; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; van den Heuvel, Ria; van Slagmaat, Rens; Maras, Athanasios

    2015-12-01

    The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.

  18. Edge-Enabled Tactical Systems (Poster)

    DTIC Science & Technology

    2014-10-23

    Recently added capabilities allow fine grained network and data optimization in Disconnected, Intermittent, Low-Bandwidth (DIL) environments by...Research Focus Establishing Trusted Identities in Disconnected Tactical Environments We will develop trusted identity solutions that work within the...constraints of DIL environments in which there is no consistent access to third-party online trusted authorities that validate the credentials of

  19. Graduate Medical Education in Tactical Medicine and the Impact of ACGME Accreditation of EMS Fellowships.

    PubMed

    Tang, Nelson; Levy, Matthew J; Margolis, Asa M; Woltman, Nathan

    Physician interest in tactical medicine as an area of professional practice has grown significantly over the past decade. The prevalence of physician involvement in terms of medical oversight and operational support of civilian tactical medicine has experienced tremendous growth during this timeframe. Factors contributing to this trend are multifactorial and include enhanced law enforcement agency understanding of the role of the tactical physician, support for the engagement of qualified medical oversight, increasing numbers of physicians formally trained in tactical medicine, and the ongoing escalation of intentional mass-casualty incidents worldwide. Continued vigilance for the sustenance of adequate and appropriate graduate medical education resources for physicians seeking training in the comprehensive aspects of tactical medicine is essential to ensure continued advancement of the quality of casualty care in the civilian high-threat environment. 2017.

  20. A cooperative game theory approach to transmission planning in power systems

    NASA Astrophysics Data System (ADS)

    Contreras, Javier

    The rapid restructuring of the electric power industry from a vertically integrated entity into a decentralized industry has given rise to complex problems. In particular, the transmission component of the electric power system requires new methodologies to fully capture this emerging competitive industry. Game theory models are used to model strategic interactions in a competitive environment. This thesis presents a new decentralized framework to study the transmission network expansion problem using cooperative game theory. First, the players and the rules of the game are defined. Second, a coalition formation scheme is developed. Finally, the optimized cost of expansion is allocated based on the history of the coalition formation.

  1. Tactics: A Soviet View

    DTIC Science & Technology

    1984-01-01

    the greatest revolutionizing influence on the nature of combined arms combat and the methods for conducting it, and on the development of tactics as...their combat employment. Meanwhile, the penetrating radiation of a neutron burst has a destructive effect not only on humans and animals , but on...agents may be most diverse. It has been noted in the foreign press that in the American armed forces the Air Force has the greatest capability for

  2. A Plug and Play Pathway Approach for Operations Management Games Development

    ERIC Educational Resources Information Center

    Tan, Kim Hua; Tse, Ying Kei; Chung, Pui Ling

    2010-01-01

    Many researchers have advocated the use of games (and simulations) to enhance students' learning. Research has shown that in order to promote a deeper understanding of material, students ought to be engaged with what they are doing. However, there are limited interactive games for classroom teaching, especially within the operations management…

  3. Stealing thunder as a courtroom tactic revisited: processes and boundaries.

    PubMed

    Dolnik, Lara; Case, Trevor I; Williams, Kipling D

    2003-06-01

    Stealing thunder refers to a dissuasion tactic in which an individual reveals potentially incriminating evidence first, for the purpose of reducing its negative impact on an evaluative audience. We examined whether it was necessary to frame the negative revelation in a manner that downplayed its importance, and found that stealing thunder successfully dissuaded mock jurors even without framing. We also sought to determine the mechanism by which stealing thunder operated, and found that stealing thunder led mock jurors to change the meaning of incriminating evidence to be less damaging to the individual. We also found that stealing thunder's effectiveness did not hinge on whether or not opposing counsel also mentioned the thunder evidence, and that the stealing thunder tactic was no longer effective when opposing counsel revealed to the mock jurors that the stealing thunder tactic had been used on them.

  4. An Analysis of a Video Game

    NASA Astrophysics Data System (ADS)

    Allain, Rhett; Williams, Richard

    2009-02-01

    Suppose we had a brand new world to study—a world that possibly works with a different set of principles, a non-Newtonian world. Maybe this world is Newtonian, maybe it isn't. This world exists in video games, and it is open for exploration. Most video games try to incorporate realistic physics, but sometimes this does not happen. The obvious approach is to look at the source code for the game, but this would not allow students to apply analysis techniques.

  5. Is it all in the game? Flow experience and scientific practices during an INPLACE mobile game

    NASA Astrophysics Data System (ADS)

    Bressler, Denise M.

    Mobile science learning games show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. Using an embedded mixed methods design, this study investigated whether an INPLACE mobile game promotes flow experience, scientific practices, and effective team collaboration. Students playing the game (n=59) were compared with students in a business-as-usual control activity (n=120). Using an open-ended instrument designed to measure scientific practices and a self-report flow survey, this study empirically assessed flow and learner's scientific practices. The game players had significantly higher levels of flow and scientific practices. Using a multiple case study approach, collaboration among game teams (n=3 teams) were qualitatively compared with control teams (n=3 teams). Game teams revealed not only higher levels of scientific practices but also higher levels of engaged responses and communal language. Control teams revealed lower levels of scientific practice along with higher levels of rejecting responses and command language. Implications for these findings are discussed.

  6. The role of leader influence tactics and safety climate in engaging employees' safety participation.

    PubMed

    Clarke, Sharon; Ward, Katie

    2006-10-01

    This study examines the effect of leader influence tactics on employee safety participation in a U.K.-based manufacturing organization, examining the role of safety climate as a mediator. Structural equation modeling showed that leader influence tactics associated with a transformational leadership style had significant relationships with safety participation that were partially mediated by the safety climate (consultation) or fully mediated by the safety climate (inspirational appeals). In addition, leader influence tactics associated with a transactional leadership style had significant relationships with safety participation: rational persuasion (partially mediated by safety climate) and coalition tactics (direct effect). Thus, leaders may encourage safety participation using a combination of influence tactics, based on rational arguments, involvement in decision making, and generating enthusiasm for safety. The influence of building trust in managers is discussed as an underlying mechanism in this relationship. Practical implications are highlighted, including the design of leadership development programs, which may be particularly suited to high-reliability organizations.

  7. Situation assessment in the Paladin tactical decision generation system

    NASA Technical Reports Server (NTRS)

    Mcmanus, John W.; Chappell, Alan R.; Arbuckle, P. Douglas

    1992-01-01

    Paladin is a real-time tactical decision generator for air combat engagements. Paladin uses specialized knowledge-based systems and other Artificial Intelligence (AI) programming techniques to address the modern air combat environment and agile aircraft in a clear and concise manner. Paladin is designed to provide insight into both the tactical benefits and the costs of enhanced agility. The system was developed using the Lisp programming language on a specialized AI workstation. Paladin utilizes a set of air combat rules, an active throttle controller, and a situation assessment module that have been implemented as a set of highly specialized knowledge-based systems. The situation assessment module was developed to determine the tactical mode of operation (aggressive, defensive, neutral, evasive, or disengagement) used by Paladin at each decision point in the air combat engagement. Paladin uses the situation assessment module; the situationally dependent modes of operation to more accurately represent the complex decision-making process of human pilots. This allows Paladin to adapt its tactics to the current situation and improves system performance. Discussed here are the details of Paladin's situation assessment and modes of operation. The results of simulation testing showing the error introduced into the situation assessment module due to estimation errors in positional and geometric data for the opponent aircraft are presented. Implementation issues for real-time performance are discussed and several solutions are presented, including Paladin's use of an inference engine designed for real-time execution.

  8. Tactic-specific differences in seminal fluid influence sperm performance

    PubMed Central

    Locatello, Lisa; Poli, Federica; Rasotto, Maria B.

    2013-01-01

    Seminal fluid often makes up a large part of an ejaculate, yet most empirical and theoretical studies on sperm competition have focused on how sperm characteristics (number and quality) affect fertilization success. However, seminal fluid influences own sperm performance and may potentially influence the outcome of sperm competition, by also affecting that of rivals. As a consequence males may be expected to allocate their investment in both sperm and seminal fluid in relation to the potential level of competition. Grass goby (Zosterisessor ophiocephalus) is an external fertilizer with guard-sneaker mating tactics, where sperm competition risk varies according to the tactic adopted. Here, we experimentally manipulated grass goby ejaculates by separately combining sperm and seminal fluid from territorial and sneaker males. While sperm of sneaker and territorial males did not differ in their performance when they interacted with their own seminal fluid only, sperm of sneakers increased their velocity and fertilization rate in the presence of territorial males' seminal fluid. By contrast, sneaker males' seminal fluid had a detrimental effect on the performance of territorial males' sperm. Sperm velocity was unaffected by the seminal fluid of males employing the same tactic, suggesting that seminal fluid's effect on rival-tactic sperm is not based on a self/non-self recognition mechanism. Our findings show that cross interactions of sperm and seminal fluid may influence the fertilization success of competing ejaculates with males investing in both sperm and seminal fluid in response to sperm competition risk. PMID:23363633

  9. Tactic-specific differences in seminal fluid influence sperm performance.

    PubMed

    Locatello, Lisa; Poli, Federica; Rasotto, Maria B

    2013-03-22

    Seminal fluid often makes up a large part of an ejaculate, yet most empirical and theoretical studies on sperm competition have focused on how sperm characteristics (number and quality) affect fertilization success. However, seminal fluid influences own sperm performance and may potentially influence the outcome of sperm competition, by also affecting that of rivals. As a consequence males may be expected to allocate their investment in both sperm and seminal fluid in relation to the potential level of competition. Grass goby (Zosterisessor ophiocephalus) is an external fertilizer with guard-sneaker mating tactics, where sperm competition risk varies according to the tactic adopted. Here, we experimentally manipulated grass goby ejaculates by separately combining sperm and seminal fluid from territorial and sneaker males. While sperm of sneaker and territorial males did not differ in their performance when they interacted with their own seminal fluid only, sperm of sneakers increased their velocity and fertilization rate in the presence of territorial males' seminal fluid. By contrast, sneaker males' seminal fluid had a detrimental effect on the performance of territorial males' sperm. Sperm velocity was unaffected by the seminal fluid of males employing the same tactic, suggesting that seminal fluid's effect on rival-tactic sperm is not based on a self/non-self recognition mechanism. Our findings show that cross interactions of sperm and seminal fluid may influence the fertilization success of competing ejaculates with males investing in both sperm and seminal fluid in response to sperm competition risk.

  10. The effect of using games in teaching conservation.

    PubMed

    Tan, Cedric Kai Wei; Lee, Jiin Woei; Hii, Adeline; Loo, Yen Yi; Campos-Arceiz, Ahimsa; Macdonald, David W

    2018-01-01

    Games are an increasingly popular approach for conservation teaching. However, we know little about the effectiveness of the games on students' experiences and knowledge acquisition. Many current games are supplemental games (SG) that have no meaningful interaction with the subject matter. We adapted the experiential gaming (EG) model where students were immersed in goal-orientated tasks found in real-life situations, and they tackled questions to complete actions for their main task. Classroom-based games were created for eight different conservation topics for an annual Wildlife Conservation Course and an annual Diploma in International Wildlife Conservation Practice. Data were collected over two cycles, a total sample size of 55 multinational students. We used a combination of repeated-measures design and counterbalanced measures design; each student was subjected at least twice to each of the EG and didactic instruction (DI) treatments, and at least once to the SG approach. We compared students' perception, learning and behavioural responses to the treatments, including measures of student personality types and learning styles as explanatory variables. Findings revealed multiple benefits of the classroom EG compared to the DI approach, such as increased attention retention, increased engagement and added intrinsic motivation. The improved level of intrinsic motivation was mainly facilitated by increased social bonding between participants. Further, we show that this EG approach appeals to a wide range of learning styles and personalities. The performance of SG was generally intermediate between that of EG and DI. We propose EG as a beneficial complement to traditional classroom teaching and current gamified classes for conservation education.

  11. The effect of using games in teaching conservation

    PubMed Central

    Lee, Jiin Woei; Hii, Adeline; Loo, Yen Yi; Macdonald, David W.

    2018-01-01

    Games are an increasingly popular approach for conservation teaching. However, we know little about the effectiveness of the games on students’ experiences and knowledge acquisition. Many current games are supplemental games (SG) that have no meaningful interaction with the subject matter. We adapted the experiential gaming (EG) model where students were immersed in goal-orientated tasks found in real-life situations, and they tackled questions to complete actions for their main task. Classroom-based games were created for eight different conservation topics for an annual Wildlife Conservation Course and an annual Diploma in International Wildlife Conservation Practice. Data were collected over two cycles, a total sample size of 55 multinational students. We used a combination of repeated-measures design and counterbalanced measures design; each student was subjected at least twice to each of the EG and didactic instruction (DI) treatments, and at least once to the SG approach. We compared students’ perception, learning and behavioural responses to the treatments, including measures of student personality types and learning styles as explanatory variables. Findings revealed multiple benefits of the classroom EG compared to the DI approach, such as increased attention retention, increased engagement and added intrinsic motivation. The improved level of intrinsic motivation was mainly facilitated by increased social bonding between participants. Further, we show that this EG approach appeals to a wide range of learning styles and personalities. The performance of SG was generally intermediate between that of EG and DI. We propose EG as a beneficial complement to traditional classroom teaching and current gamified classes for conservation education. PMID:29736327

  12. Game-specific characteristics of sport-related concussions.

    PubMed

    Helmich, Ingo

    2018-01-01

    Concussions are common incidences in sports. However, game-specific characteristics such as tactics, field positions, etc. might positively/negatively contribute to the occurrence of mild traumatic brain injuries (mTBI) in various sports such as soccer, volleyball, handball, or basketball. Thus, the intention of this study was to analyze game-specific characteristics of concussive incidents in active players from the perspective of different sportive disciplines. Four sport-specific questionnaires for soccer, handball, volleyball and basketball were established using an online survey tool. A total of 3001 participants completed the questionnaires. 18% of the participants answered that they had experienced a concussion which significantly differed depending on the sport practiced (χ2(3)=56.868, P<0.001; soccer 25%, handball 24%, volleyball 13%, basketball 15%). Whereas handball and soccer players experienced most concussions on the amateur level, volleyball players experienced most on the professional level and basketball players during leisure play (χ2(9)=112.667, P<0.001). Soccer players experienced most concussions by a collision with another player, volleyball players instead experienced most concussions by hits from the ball (χ2(6)=211.260, P<0.001). In soccer, goalkeepers and defensive midfield players showed most concussive incidences (χ2(7)=19.638, P<0.01); in volleyball, the libero position and outside positions showed to be significantly affected from sport-related concussions (χ2(6)=13.617, P<0.05). The present results showed that factors critically contributing to the occurrence of concussions are sport-specific and particularly concern amateurs. This indicates that most concussions in ball games appear in situations, where medical care units are not necessarily present. Preventive measures should therefore especially address amateurs in ball sports.

  13. An Examination of the Conceptual Basis of a Tactical, Logistical, and Air Simulation (ATLAS).

    DTIC Science & Technology

    1980-03-01

    guides the simulation from the start. From this scenario and the de - veloping tactical situation comes information which triggers the tactical-decision...effect of tactical aircraft in a combat situation together with the effect of weapons to destroy the aircraft. The presence of transport aircraft is...sector, the ability of that sector to resupply existing combat units, to transport replacement items and supplies, and to move the new unit through

  14. Survival tactics for managing the hospital marketing effort.

    PubMed

    Schaupp, D L; Ponzurick, T G; Schaupp, F W

    1994-01-01

    Hospital marketing is an intricate and complex process. Especially difficult is the transition the hospital marketer must make from designing marketing strategies to implementing those strategies. This transition usually causes the marketer to call upon a different set of skills. These skills involve managing the personnel needed to implement the designed marketing strategy. Unfortunately, little in the way of formal training is provided the marketer for developing these management skills. Therefore, the authors have comprised a series of tactical procedures designed to assist the hospital marketer to survive this transition. Using these tactics for decision-making guidelines may help to improve the management of the hospital's marketing effort.

  15. When Playing Meets Learning: Methodological Framework for Designing Educational Games

    NASA Astrophysics Data System (ADS)

    Linek, Stephanie B.; Schwarz, Daniel; Bopp, Matthias; Albert, Dietrich

    Game-based learning builds upon the idea of using the motivational potential of video games in the educational context. Thus, the design of educational games has to address optimizing enjoyment as well as optimizing learning. Within the EC-project ELEKTRA a methodological framework for the conceptual design of educational games was developed. Thereby state-of-the-art psycho-pedagogical approaches were combined with insights of media-psychology as well as with best-practice game design. This science-based interdisciplinary approach was enriched by enclosed empirical research to answer open questions on educational game-design. Additionally, several evaluation-cycles were implemented to achieve further improvements. The psycho-pedagogical core of the methodology can be summarized by the ELEKTRA's 4Ms: Macroadaptivity, Microadaptivity, Metacognition, and Motivation. The conceptual framework is structured in eight phases which have several interconnections and feedback-cycles that enable a close interdisciplinary collaboration between game design, pedagogy, cognitive science and media psychology.

  16. Developing a Big Game for Financial Education Using Service Design Approach

    ERIC Educational Resources Information Center

    Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung

    2018-01-01

    The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…

  17. Coalitional game theory as a promising approach to identify candidate autism genes.

    PubMed

    Gupta, Anika; Sun, Min Woo; Paskov, Kelley Marie; Stockham, Nate Tyler; Jung, Jae-Yoon; Wall, Dennis Paul

    2018-01-01

    Despite mounting evidence for the strong role of genetics in the phenotypic manifestation of Autism Spectrum Disorder (ASD), the specific genes responsible for the variable forms of ASD remain undefined. ASD may be best explained by a combinatorial genetic model with varying epistatic interactions across many small effect mutations. Coalitional or cooperative game theory is a technique that studies the combined effects of groups of players, known as coalitions, seeking to identify players who tend to improve the performance--the relationship to a specific disease phenotype--of any coalition they join. This method has been previously shown to boost biologically informative signal in gene expression data but to-date has not been applied to the search for cooperative mutations among putative ASD genes. We describe our approach to highlight genes relevant to ASD using coalitional game theory on alteration data of 1,965 fully sequenced genomes from 756 multiplex families. Alterations were encoded into binary matrices for ASD (case) and unaffected (control) samples, indicating likely gene-disrupting, inherited mutations in altered genes. To determine individual gene contributions given an ASD phenotype, a "player" metric, referred to as the Shapley value, was calculated for each gene in the case and control cohorts. Sixty seven genes were found to have significantly elevated player scores and likely represent significant contributors to the genetic coordination underlying ASD. Using network and cross-study analysis, we found that these genes are involved in biological pathways known to be affected in the autism cases and that a subset directly interact with several genes known to have strong associations to autism. These findings suggest that coalitional game theory can be applied to large-scale genomic data to identify hidden yet influential players in complex polygenic disorders such as autism.

  18. The evolutionary language game: an orthogonal approach.

    PubMed

    Lenaerts, Tom; Jansen, Bart; Tuyls, Karl; De Vylder, Bart

    2005-08-21

    Evolutionary game dynamics have been proposed as a mathematical framework for the cultural evolution of language and more specifically the evolution of vocabulary. This article discusses a model that is mutually exclusive in its underlying principals with some previously suggested models. The model describes how individuals in a population culturally acquire a vocabulary by actively participating in the acquisition process instead of passively observing and communicate through peer-to-peer interactions instead of vertical parent-offspring relations. Concretely, a notion of social/cultural learning called the naming game is first abstracted using learning theory. This abstraction defines the required cultural transmission mechanism for an evolutionary process. Second, the derived transmission system is expressed in terms of the well-known selection-mutation model defined in the context of evolutionary dynamics. In this way, the analogy between social learning and evolution at the level of meaning-word associations is made explicit. Although only horizontal and oblique transmission structures will be considered, extensions to vertical structures over different genetic generations can easily be incorporated. We provide a number of simplified experiments to clarify our reasoning.

  19. Better retention through game-play - EcoChains: Arctic Crisis card game

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J.; O'Garra, T.; Bachrach, E.

    2015-12-01

    Increasingly games are being used in formal and informal education with the goal of improving student/participant understanding of content knowledge through enhanced engagement. While most games are fun by design, few controlled studies have been conducted to assess games' potential for learning gains in comparison with traditional educational approaches. Without evidence for learning, it can be difficult to justify incorporating STEM games in curricula and other programming. In this study we assess the impact of a game called EcoChains (http://thepolarhub.org/project/ecochains-arctic-crisis) on learning, using a controlled experiment. The EcoChains: Arctic Crisis card game gives players the opportunity to learn about the components of an Arctic marine food web, the reliance of some species on sea ice, and the potential impacts of future changes on the ecosystem. EcoChains was developed under the Polar Learning and Responding: PoLAR Climate Change Education Partnership (thepolarhub.org). EcoChains aligns with Next Generation Science Standards LS2 Ecosystems: Interactions, Energy, and Dynamics and ESS3 Earth and Human Activity. Participants in this experiment (n=41) were randomly assigned to either play EcoChains or to read a magazine-style article with similar content (the control). Questionnaires, mapping exercises and a 4-week follow-up survey were used to identify changes in participant knowledge of climate change and the Arctic region, attitudes and beliefs about climate change and its impacts, information-seeking behaviors, systems thinking, impressions of and engagement with the intervention experience. Analysis indicates that the game was as effective as, and in some respects more effective than, the article at teaching participants about climate change and the Arctic region and ecosystems. The follow up survey found that game players recalled new information better than those who read the article. Participants were also more engaged in the game than the

  20. Needle Decompression of Tension Pneumothorax Tactical Combat Casualty Care Guideline Recommendations

    DTIC Science & Technology

    2012-07-06

    SUBJECT: Needle Decompression of Tension Pneumothorax Tactical Combat Casualty Care Guideline Recommendations 2012-05 2 demonstrating the...Decompression of Tension Pneumothorax Tactical Combat Casualty Care Guideline Recommendations 2012-05 3 needle may be too short to reliably reach the...at the AAL as the preferred site for needle decompression of a presumed tension pneumothorax . Further, studies evaluating chest wall thickness are

  1. First Steps and beyond: Serious Games as Preparation for Future Learning

    ERIC Educational Resources Information Center

    Reese, Debbie Denise

    2007-01-01

    Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…

  2. A Game-Theoretic Approach to Information-Flow Control via Protocol Composition

    NASA Astrophysics Data System (ADS)

    Alvim, Mário; Chatzikokolakis, Konstantinos; Kawamoto, Yusuke; Palamidessi, Catuscia

    2018-05-01

    In the inference attacks studied in Quantitative Information Flow (QIF), the attacker typically tries to interfere with the system in the attempt to increase its leakage of secret information. The defender, on the other hand, typically tries to decrease leakage by introducing some controlled noise. This noise introduction can be modeled as a type of protocol composition, i.e., a probabilistic choice among different protocols, and its effect on the amount of leakage depends heavily on whether or not this choice is visible to the attacker. In this work, we consider operators for modeling visible and hidden choice in protocol composition, and we study their algebraic properties. We then formalize the interplay between defender and attacker in a game-theoretic framework adapted to the specific issues of QIF, where the payoff is information leakage. We consider various kinds of leakage games, depending on whether players act simultaneously or sequentially, and on whether or not the choices of the defender are visible to the attacker. In the case of sequential games, the choice of the second player is generally a function of the choice of the first player, and his/her probabilistic choice can be either over the possible functions (mixed strategy) or it can be on the result of the function (behavioral strategy). We show that when the attacker moves first in a sequential game with a hidden choice, then behavioral strategies are more advantageous for the defender than mixed strategies. This contrasts with the standard game theory, where the two types of strategies are equivalent. Finally, we establish a hierarchy of these games in terms of their information leakage and provide methods for finding optimal strategies (at the points of equilibrium) for both attacker and defender in the various cases.

  3. War-gaming application for future space systems acquisition: MATLAB implementation of war-gaming acquisition models and simulation results

    NASA Astrophysics Data System (ADS)

    Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.

    2017-05-01

    The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.

  4. Manipulation tactics of patients with neurotic disorders in everyday life and during therapy.

    PubMed

    Mandal, Eugenia; Horak, Adam

    2016-01-01

    The objective of the study was to examine the repertoire and intensity of manipulation tactics of neurotic patients in everyday life and during therapy, as well as diagnosing the intensity of Machiavellianism in neurotic patients. There were 111 study subjects: 44 patients with diagnosed neurotic disorders, 44 people from the control group and 23 therapists. The manipulation tactics were measured by means of survey methods of E. Mandal and D. Kocur and Machiavellianism was measured using the MACH-IV scale of M. Christi and F. Geis. In comparison to people from the control group, the patients were more willing to use manipulation tactics such as guilt induction, threatening to break up the relationship, and self-mutilation but less willing to use supplication/begging. The intensity of tendency to undertake manipulation was higher in everyday life than during therapy. The Machiavellianism of patients was positively correlated with the tendency to employ manipulation tactics. Differences within the scope of general Machiavellianism between the patients and the control group were not noted. The manipulation tactics of neurotic patients are of morbid nature. They are related to anxiety, feeling of guilt and hostility. The tendency to manipulate correlates with Machiavellianism.

  5. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    ERIC Educational Resources Information Center

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  6. Cooperative Learning and Dyadic Interactions: Two Modes of Knowledge Construction in Socio-Constructivist Settings for Team-Sport Teaching

    ERIC Educational Resources Information Center

    Darnis, Florence; Lafont, Lucile

    2015-01-01

    Background: Within a socio-constructivist perspective, this study is situated at the crossroads of three theoretical approaches. First, it is based upon team sport and the tactical act model in games teaching. Second, it took place in dyadic or small group learning conditions with verbal interaction. Furthermore, these interventions were based on…

  7. Evil games.

    PubMed

    Chambers, David W

    2010-01-01

    A defining characteristic of humans is our capacity to create a better world through mutual action. Traditional ethics attempts to define and impose the one or several things we should all want. The alternative argued here is that we can retain our individual definitions of what matters and still work together for mutual improvement. Agreeing on common ethical principles is not a precondition for an effective moral life. This approach to morality is based on game theory, which holds that in purposely social interactions: (a) there are basic understandings, (b) individuals pursue their own interests, (c) we can judge others' interests, and (d) the distribution of benefits and burdens depends on the joint action of individuals, not on the action of individuals in isolation. In this view, immorality becomes a matter of cheating in the game of life. The three primary forms of cheating are deception (misleading others into thinking they are playing a game other than the one that is to their advantage to play), coercion (blocking courses of action others would normally be entitled to), and reneging (playing the game and then dodging the payoff if one does not like the outcome). These three evils are illustrated by Shakespeare's plays Othello, Richard III, and Antony and Cleopatra.

  8. Climate change and game theory.

    PubMed

    Wood, Peter John

    2011-02-01

    This paper examines the problem of achieving global cooperation to reduce greenhouse gas emissions. Contributions to this problem are reviewed from noncooperative game theory, cooperative game theory, and implementation theory. We examine the solutions to games where players have a continuous choice about how much to pollute, as well as games where players make decisions about treaty participation. The implications of linking cooperation on climate change with cooperation on other issues, such as trade, are also examined. Cooperative and noncooperative approaches to coalition formation are investigated in order to examine the behavior of coalitions cooperating on climate change. One way to achieve cooperation is to design a game, known as a mechanism, whose equilibrium corresponds to an optimal outcome. This paper examines some mechanisms that are based on conditional commitments, and their policy implications. These mechanisms could make cooperation on climate change mitigation more likely. © 2011 New York Academy of Sciences.

  9. Combining tactics to exploit allee effects for eradication of alien insect populations

    Treesearch

    David Maxwell Suckling; Patrick C. Tobin; Deborah G. McCullough; Daniel A. Herms

    2012-01-01

    Invasive species increasingly threaten ecosystems, food production, and human welfare worldwide. Hundreds of eradication programs have targeted a wide range of nonnative insect species to mitigate the economic and ecological impacts of biological invasions. Many such programs used multiple tactics to achieve this goal, but interactions between tactics have received...

  10. Light and Heavy Tactical Wheeled Vehicle Fuel Consumption Evaluations Using Fuel Efficient Gear Oils (FEGO)

    DTIC Science & Technology

    2016-05-01

    UNCLASSIFIED LIGHT AND HEAVY TACTICAL WHEELED VEHICLE FUEL CONSUMPTION EVALUATIONS USING FUEL EFFICIENT GEAR OILS (FEGO) FINAL... HEAVY TACTICAL WHEELED VEHICLE FUEL CONSUMPTION EVALUATIONS USING FUEL EFFICIENT GEAR OILS (FEGO) FINAL REPORT TFLRF No. 477 by Adam C...August 2014 – March 2016 4. TITLE AND SUBTITLE LIGHT AND HEAVY TACTICAL WHEELED VEHICLE FUEL CONSUMPTION EVALUATIONS USING FEUL EFFICIENT GEAR OILS

  11. Rapid Prototyping of Mobile Learning Games

    ERIC Educational Resources Information Center

    Federley, Maija; Sorsa, Timo; Paavilainen, Janne; Boissonnier, Kimo; Seisto, Anu

    2014-01-01

    This position paper presents the first results of an on-going project, in which we explore rapid prototyping method to efficiently produce digital learning solutions that are commercially viable. In this first phase, rapid game prototyping and an iterative approach was tested as a quick and efficient way to create learning games and to evaluate…

  12. GTA: a game theoretic approach to identifying cancer subnetwork markers.

    PubMed

    Farahmand, S; Goliaei, S; Ansari-Pour, N; Razaghi-Moghadam, Z

    2016-03-01

    The identification of genetic markers (e.g. genes, pathways and subnetworks) for cancer has been one of the most challenging research areas in recent years. A subset of these studies attempt to analyze genome-wide expression profiles to identify markers with high reliability and reusability across independent whole-transcriptome microarray datasets. Therefore, the functional relationships of genes are integrated with their expression data. However, for a more accurate representation of the functional relationships among genes, utilization of the protein-protein interaction network (PPIN) seems to be necessary. Herein, a novel game theoretic approach (GTA) is proposed for the identification of cancer subnetwork markers by integrating genome-wide expression profiles and PPIN. The GTA method was applied to three distinct whole-transcriptome breast cancer datasets to identify the subnetwork markers associated with metastasis. To evaluate the performance of our approach, the identified subnetwork markers were compared with gene-based, pathway-based and network-based markers. We show that GTA is not only capable of identifying robust metastatic markers, it also provides a higher classification performance. In addition, based on these GTA-based subnetworks, we identified a new bonafide candidate gene for breast cancer susceptibility.

  13. "Cola-Game": An Innovative Approach to Teaching Inventory Management in a Supply Chain

    ERIC Educational Resources Information Center

    Dhumal, Parag; Sundararaghavan, P. S.; Nandkeolyar, Udayan

    2008-01-01

    In this article we present a game that can be used as a tool to educate students and managers on the issues in supply chain (SC), inventory management. The game has a bilevel demand with one level during regular times and another during sale times. The game could be played in two modes (independence and cooperation) and has been field tested in…

  14. Working memory capacity as controlled attention in tactical decision making.

    PubMed

    Furley, Philip A; Memmert, Daniel

    2012-06-01

    The controlled attention theory of working memory capacity (WMC, Engle 2002) suggests that WMC represents a domain free limitation in the ability to control attention and is predictive of an individual's capability of staying focused, avoiding distraction and impulsive errors. In the present paper we test the predictive power of WMC in computer-based sport decision-making tasks. Experiment 1 demonstrated that high-WMC athletes were better able at focusing their attention on tactical decision making while blocking out irrelevant auditory distraction. Experiment 2 showed that high-WMC athletes were more successful at adapting their tactical decision making according to the situation instead of relying on prepotent inappropriate decisions. The present results provide additional but also unique support for the controlled attention theory of WMC by demonstrating that WMC is predictive of controlling attention in complex settings among different modalities and highlight the importance of working memory in tactical decision making.

  15. Engineering a responsive, low cost, tactical satellite, TACSAT-1

    NASA Astrophysics Data System (ADS)

    Hurley, M.; Duffey, T.; Huffine, Christopher; Weldy, Ken; Clevland, Jeff; Hauser, Joe

    2004-11-01

    The Secretary of Defense's Office of Force Transformation (OFT) is currently undertaking an initiative to develop a low-cost, responsive, operationally relevant space capability using small satellites. The Naval Research Laboratory (NRL) is tasked to be program manger for this initiative, which seeks to make space assets and capabilities available to operational users. TacSat-1 is the first in a series of small satellites that will result in rapid, tailored, and operationally relevant experimental space capabilities for tactical forces. Components of the resulting tactical architecture include a highly automated small satellite bus, modular payloads, common launch and payload interfaces, tasking and data dissemination using the SIPRNET (Secret Internet Protocol Routing Network), and low cost, rapid response launches. The overall goal of TacSat-1 is to demonstrate the utility of a broader complementary business model and provide a catalyst for energizing DoD and industry in the operational space area. This paper first provides a brief overview of the TacSat- 1 experiment and then discusses the engineering designs and practices used to achieve the aggressive cost and schedule goals. Non-standard approaches and engineering philosophies that allowed the TacSat-1 spacecraft to be finished in twelve months are detailed and compared with "normal" satellite programs where applicable. Specific subsystem design, integration and test techniques, which contributed to the successful completion of the TacSat-1 spacecraft, are reviewed. Finally, lessons learned are discussed.

  16. Spatial evolutionary games with weak selection.

    PubMed

    Nanda, Mridu; Durrett, Richard

    2017-06-06

    Recently, a rigorous mathematical theory has been developed for spatial games with weak selection, i.e., when the payoff differences between strategies are small. The key to the analysis is that when space and time are suitably rescaled, the spatial model converges to the solution of a partial differential equation (PDE). This approach can be used to analyze all [Formula: see text] games, but there are a number of [Formula: see text] games for which the behavior of the limiting PDE is not known. In this paper, we give rules for determining the behavior of a large class of [Formula: see text] games and check their validity using simulation. In words, the effect of space is equivalent to making changes in the payoff matrix, and once this is done, the behavior of the spatial game can be predicted from the behavior of the replicator equation for the modified game. We say predicted here because in some cases the behavior of the spatial game is different from that of the replicator equation for the modified game. For example, if a rock-paper-scissors game has a replicator equation that spirals out to the boundary, space stabilizes the system and produces an equilibrium.

  17. Spatial evolutionary games with weak selection

    PubMed Central

    Nanda, Mridu; Durrett, Richard

    2017-01-01

    Recently, a rigorous mathematical theory has been developed for spatial games with weak selection, i.e., when the payoff differences between strategies are small. The key to the analysis is that when space and time are suitably rescaled, the spatial model converges to the solution of a partial differential equation (PDE). This approach can be used to analyze all 2×2 games, but there are a number of 3×3 games for which the behavior of the limiting PDE is not known. In this paper, we give rules for determining the behavior of a large class of 3×3 games and check their validity using simulation. In words, the effect of space is equivalent to making changes in the payoff matrix, and once this is done, the behavior of the spatial game can be predicted from the behavior of the replicator equation for the modified game. We say predicted here because in some cases the behavior of the spatial game is different from that of the replicator equation for the modified game. For example, if a rock–paper–scissors game has a replicator equation that spirals out to the boundary, space stabilizes the system and produces an equilibrium. PMID:28533405

  18. Game-XP: Action Games as Experimental Paradigms for Cognitive Science.

    PubMed

    Gray, Wayne D

    2017-04-01

    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to "accept a single complex task and do all of it." More specifically, he told us that rather than taking an "experimental psychology as usual approach," we should "focus on a series of experimental and theoretical studies around a single complex task" so as to demonstrate that our theories of human cognition were powerful enough to explain "a genuine slab of human behavior" with the studies fitting into a detailed theoretical picture. Action games represent the type of experimental paradigm that Newell was advocating and the current state of programming expertise and laboratory equipment, along with the emergence of Big Data and naturally occurring datasets, provide the technologies and data needed to realize his vision. Action games enable us to escape from our field's regrettable focus on novice performance to develop theories that account for the full range of expertise through a twin focus on expertise sampling (across individuals) and longitudinal studies (within individuals) of simple and complex tasks. Copyright © 2017 Cognitive Science Society, Inc.

  19. The game of go as a complex network

    NASA Astrophysics Data System (ADS)

    Georgeot, Bertrand; Giraud, Olivier; Kandiah, Vivek

    2014-03-01

    We have studied the game of go, one of the most ancient and complex board games, from a complex network perspective. We have defined a proper categorization of moves taking into account the local environment, and shown that in this case Zipf's law emerges from data taken from real games. The network shows differences between professional and amateur games, different level of amateurs, or different phases of the game. Certain eigenvectors are localized on specific groups of moves which correspond to different strategies (communities of moves). The point of view developed should allow to better modelize such games and could also help to design simulators which could in the future beat good human players. Our approach could be used for other types of games, and in parallel shed light on the human decision making process.

  20. A concurrent distributed system for aircraft tactical decision generation

    NASA Technical Reports Server (NTRS)

    Mcmanus, John W.

    1990-01-01

    A research program investigating the use of AI techniques to aid in the development of a tactical decision generator (TDG) for within visual range (WVR) air combat engagements is discussed. The application of AI programming and problem-solving methods in the development and implementation of a concurrent version of the computerized logic for air-to-air warfare simulations (CLAWS) program, a second-generation TDG, is presented. Concurrent computing environments and programming approaches are discussed, and the design and performance of prototype concurrent TDG system (Cube CLAWS) are presented. It is concluded that the Cube CLAWS has provided a useful testbed to evaluate the development of a distributed blackboard system. The project has shown that the complexity of developing specialized software on a distributed, message-passing architecture such as the Hypercube is not overwhelming, and that reasonable speedups and processor efficiency can be achieved by a distributed blackboard system. The project has also highlighted some of the costs of using a distributed approach to designing a blackboard system.