Sample records for tactical games model

  1. 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…

  2. 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…

  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. 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.…

  6. 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…

  7. 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…

  8. 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…

  9. 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;…

  10. 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…

  11. 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

  12. 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.

  13. 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…

  14. 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.

  15. 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…

  16. 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

  17. 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…

  18. 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.

  19. 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.

  20. 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…

  1. 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).…

  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. 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.

  7. 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…

  8. 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.

  9. 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

  10. 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.

  11. 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.

  12. 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.

  13. 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

  14. 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

  15. 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…

  16. 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.

  17. 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…

  18. 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

  19. 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

  20. 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

  1. 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.

  2. 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.

  3. 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…

  4. 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.

  5. 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.

  6. 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

  7. 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…

  8. 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.

  9. 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

  10. 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.

  11. 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

  12. 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

  13. 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.

  14. 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…

  15. 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.

  16. 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.

  17. 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.

  18. 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.)

  19. 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

  20. 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.

  1. 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.

  2. 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…

  3. 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…

  4. 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…

  5. 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…

  6. 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)

  7. 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…

  8. 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.

  9. 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

  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. 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…

  12. 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…

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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…

  18. 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

  19. 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…

  20. Traffic Games: Modeling Freeway Traffic with Game Theory

    PubMed Central

    Cortés-Berrueco, Luis E.; Gershenson, Carlos; Stephens, Christopher R.

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers’ interactions. PMID:27855176

  1. Traffic Games: Modeling Freeway Traffic with Game Theory.

    PubMed

    Cortés-Berrueco, Luis E; Gershenson, Carlos; Stephens, Christopher R

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers' interactions.

  2. Accession Gaming Model (AGAM).

    DTIC Science & Technology

    1980-08-01

    k D-A009 160 NAVY PERSONNEL RESEARCH AND DEVELOPMENT CENTER SAN 0--ETC F/6 5/9 ACCESSION GAMING MODEL (AGAM).(U) UA 80 A WHISNAN, Y YEN, M...RECIPIENT’SCATALOG NUMBER NPRDC-TR_8 - vA - c I _ _ _ _ _ _ _ *:TITLE (and Suabitle) S. TYPE OF REPORT& PERIOD COVERED /ACCESSION GAMING MODEL (AG AM) ’C Final FY79 S...billet, trained personnel, and untrained personnel requirements, and the development of an Accession Gaming Model (AGAM), an optimization model that

  3. 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

  4. 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…

  5. Game Maturity Model for Health Care.

    PubMed

    de Boer, Jan C; Adriani, Paul; van Houwelingen, Jan Willem; Geerts, A

    2016-04-01

    This article introduces the Game Maturity Model for the healthcare industry as an extension to the general Game Maturity Model and describes the usage by two case studies of applied health games. The Game Maturity Model for healthcare provides a practical and value-adding method to assess existing games and to determine strategic considerations for application of applied health games. Our forecast is that within 5 years the use and development of applied games will have a role in our daily lives and the way we organize health care that will be similar to the role social media has today.

  6. A Model for Critical Games Literacy

    ERIC Educational Resources Information Center

    Apperley, Tom; Beavis, Catherine

    2013-01-01

    This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on…

  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. 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

  9. 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.

  10. 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.

  11. 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)

  12. 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…

  13. 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…

  14. 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.

  15. 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

  16. 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.

  17. 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

  18. 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.

  19. 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.

  20. 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…

  1. 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

  2. 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,…

  3. Combining Modeling and Gaming for Predictive Analytics

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

    Riensche, Roderick M.; Whitney, Paul D.

    2012-08-22

    Many of our most significant challenges involve people. While human behavior has long been studied, there are recent advances in computational modeling of human behavior. With advances in computational capabilities come increases in the volume and complexity of data that humans must understand in order to make sense of and capitalize on these modeling advances. Ultimately, models represent an encapsulation of human knowledge. One inherent challenge in modeling is efficient and accurate transfer of knowledge from humans to models, and subsequent retrieval. The simulated real-world environment of games presents one avenue for these knowledge transfers. In this paper we describemore » our approach of combining modeling and gaming disciplines to develop predictive capabilities, using formal models to inform game development, and using games to provide data for modeling.« less

  4. A Game Theoretic Model of Thermonuclear Cyberwar

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

    Soper, Braden C.

    In this paper we propose a formal game theoretic model of thermonuclear cyberwar based on ideas found in [1] and [2]. Our intention is that such a game will act as a first step toward building more complete formal models of Cross-Domain Deterrence (CDD). We believe the proposed thermonuclear cyberwar game is an ideal place to start on such an endeavor because the game can be fashioned in a way that is closely related to the classical models of nuclear deterrence [4–6], but with obvious modifications that will help to elucidate the complexities introduced by a second domain. We startmore » with the classical bimatrix nuclear deterrence game based on the game of chicken, but introduce uncertainty via a left-of-launch cyber capability that one or both players may possess.« less

  5. Cognitive Modeling of Video Game Player User Experience

    NASA Technical Reports Server (NTRS)

    Bohil, Corey J.; Biocca, Frank A.

    2010-01-01

    This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user experience during game play. Applying cognitive models to game play data can help researchers understand a player's attentional focus, memory status, learning state, and decision strategies (among other things) as these cognitive processes occurred throughout game play. This is a stark contrast to the common approach of trying to assess the long-term impact of games on cognitive functioning after game play has ended. We describe what cognitive models are, what they can be used for and how game researchers could benefit by adopting these methods. We also provide details of a single model - based on decision field theory - that has been successfUlly applied to data sets from memory, perception, and decision making experiments, and has recently found application in real world scenarios. We examine possibilities for applying this model to game-play data.

  6. 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

  7. 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…

  8. 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.

  9. 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.

  10. 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.

  11. The Implementation of Models-Based Practice in Physical Education through Action Research

    ERIC Educational Resources Information Center

    Casey, Ashley; Dyson, Ben

    2009-01-01

    The purpose of this study was to explore the use of action research as a framework to investigate cooperative learning and tactical games as instructional models in physical education (PE). The teacher/researcher taught a tennis unit using a combination of Cooperative Learning and Teaching Games for Understanding to three classes of boys aged…

  12. Illustrating a Model-Game-Model Paradigm for Using Human Wargames in Analysis

    DTIC Science & Technology

    2017-02-01

    Working Paper Illustrating a Model- Game -Model Paradigm for Using Human Wargames in Analysis Paul K. Davis RAND National Security Research...paper proposes and illustrates an analysis-centric paradigm (model- game -model or what might be better called model-exercise-model in some cases) for...to involve stakehold- ers in model development from the outset. The model- game -model paradigm was illustrated in an application to crisis planning

  13. A technology path to tactical agent-based modeling

    NASA Astrophysics Data System (ADS)

    James, Alex; Hanratty, Timothy P.

    2017-05-01

    Wargaming is a process of thinking through and visualizing events that could occur during a possible course of action. Over the past 200 years, wargaming has matured into a set of formalized processes. One area of growing interest is the application of agent-based modeling. Agent-based modeling and its additional supporting technologies has potential to introduce a third-generation wargaming capability to the Army, creating a positive overmatch decision-making capability. In its simplest form, agent-based modeling is a computational technique that helps the modeler understand and simulate how the "whole of a system" responds to change over time. It provides a decentralized method of looking at situations where individual agents are instantiated within an environment, interact with each other, and empowered to make their own decisions. However, this technology is not without its own risks and limitations. This paper explores a technology roadmap, identifying research topics that could realize agent-based modeling within a tactical wargaming context.

  14. 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.

  15. 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.

  16. Combinatorial structures to modeling simple games and applications

    NASA Astrophysics Data System (ADS)

    Molinero, Xavier

    2017-09-01

    We connect three different topics: combinatorial structures, game theory and chemistry. In particular, we establish the bases to represent some simple games, defined as influence games, and molecules, defined from atoms, by using combinatorial structures. First, we characterize simple games as influence games using influence graphs. It let us to modeling simple games as combinatorial structures (from the viewpoint of structures or graphs). Second, we formally define molecules as combinations of atoms. It let us to modeling molecules as combinatorial structures (from the viewpoint of combinations). It is open to generate such combinatorial structures using some specific techniques as genetic algorithms, (meta-)heuristics algorithms and parallel programming, among others.

  17. Collaborative learning model inquiring based on digital game

    NASA Astrophysics Data System (ADS)

    Yuan, Jiugen; Xing, Ruonan

    2012-04-01

    With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.

  18. 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…

  19. 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.

  20. Advances in Games Technology: Software, Models, and Intelligence

    ERIC Educational Resources Information Center

    Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai

    2009-01-01

    Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…

  1. 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.

  2. Dynamics of internal models in game players

    NASA Astrophysics Data System (ADS)

    Taiji, Makoto; Ikegami, Takashi

    1999-10-01

    A new approach for the study of social games and communications is proposed. Games are simulated between cognitive players who build the opponent’s internal model and decide their next strategy from predictions based on the model. In this paper, internal models are constructed by the recurrent neural network (RNN), and the iterated prisoner’s dilemma game is performed. The RNN allows us to express the internal model in a geometrical shape. The complicated transients of actions are observed before the stable mutually defecting equilibrium is reached. During the transients, the model shape also becomes complicated and often experiences chaotic changes. These new chaotic dynamics of internal models reflect the dynamical and high-dimensional rugged landscape of the internal model space.

  3. 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…

  4. Using Game Theory Techniques and Concepts to Develop Proprietary Models for Use in Intelligent Games

    ERIC Educational Resources Information Center

    Christopher, Timothy Van

    2011-01-01

    This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions…

  5. 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

  6. 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…

  7. 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)

  8. Modelling the costs of natural hazards in games

    NASA Astrophysics Data System (ADS)

    Bostenaru-Dan, M.

    2012-04-01

    We will present the application of (socio-)economic models coming from games theory to urban planning and to large scale architectural tasks, the most frequent one presented being that of the church. The importance of games will be seen as a continuation of the role played by toys for the development of skills of the architects. While toys dealt with the development of 3D viewing and more realistic "building" focusing, for example, on details, games use stylized construction management models with "symbols" for resources, being it in a board game or in a computer supported social environment. 22 October 1997 to 31 May 1998 the Canadian Centre of Architecture hosted the exhibition "Toy Town". Apart of architecture toys, a field where principles of city building apply are architecture games. City building games are a subgenre of construction and management games, the best know of each is SimCity. In its initial version of 1989 SimCity included disaster scenarios including the 1906 San Francisco earthquake, but also flooding, fire etc. During the further development only the fire remained as well implemented as the initial scenarios. It was a way to look at the role of disasters in urban planning, not only as way for a new begin, but also as mitigation and earthquake management. It is to be noted that disasters represented in SimCity 2000 are converted to such which develop in surface, such as fire and flood. Earthquake damage which occures at random buildings is not modelled. Also, the fight against the consequences of the disaster, fire and flood are done in a realtime first hand action game, not as construction management game. However, there are costs associated to mitigating the disaster, such as the costs for fire fighters. Today such city building games evolved to 3D applications, the semantic enrichment of which involves the economic model. The digital 3D model will be compared with the "hard copy" 3D model which architecture toys represent. Models for Sim

  9. 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

  10. 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.

  11. 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

  12. A review of game-theoretic models of road user behaviour.

    PubMed

    Elvik, Rune

    2014-01-01

    This paper reviews game-theoretic models that have been developed to explain road user behaviour in situations where road users interact with each other. The paper includes the following game-theoretic models: 1.A general model of the interaction between road users and their possible reaction to measures improving safety (behavioural adaptation).2.Choice of vehicle size as a Prisoners’ dilemma game.3.Speed choice as a co-ordination game.4.Speed compliance as a game between drivers and the police.5.Merging into traffic from an acceleration lane as a mixed-strategy game.6.Choice of level of attention in following situations as an evolutionary game.7.Choice of departure time to avoid congestion as variant of a Prisoners’ dilemma game.8.Interaction between cyclists crossing the road and car drivers.9.Dipping headlights at night well ahead of the point when glare becomes noticeable.10.Choice of evasive action in a situation when cars are on collision course. The models reviewed are different in many respects, but a common feature of the models is that they can explain how informal norms of behaviour can develop among road users and be sustained even if these informal norms violate the formal regulations of the traffic code. Game-theoretic models are not applicable to every conceivable interaction between road users or to situations in which road users choose behaviour without interacting with other road users. Nevertheless, it is likely that game-theoretic models can be applied more widely than they have been until now. Copyright © 2013 Elsevier Ltd. All rights reserved.

  13. 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

  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. Electromagnetic game modeling through Tensor Analysis of Networks and Game Theory

    NASA Astrophysics Data System (ADS)

    Maurice, Olivier; Reineix, Alain; Lalléchère, Sébastien

    2014-10-01

    A complex system involves events coming from natural behaviors. Whatever is the complicated face of machines, they are still far from the complexity of natural systems. Currently, economy is one of the rare science trying to find out some ways to model human behavior. These attempts involve game theory and psychology. Our purpose is to develop a formalism able to take in charge both game and hardware modeling. We first present the Tensorial Analysis of Networks, used for the material part of the system. Then, we detail the mathematical objects defined in order to describe the evolution of the system and its gaming side. To illustrate the discussion we consider the case of a drone whose electronic can be disturbed by a radar field, but this drone must fly as near as possible close to this radar.

  16. Prediction of stock markets by the evolutionary mix-game model

    NASA Astrophysics Data System (ADS)

    Chen, Fang; Gou, Chengling; Guo, Xiaoqian; Gao, Jieping

    2008-06-01

    This paper presents the efforts of using the evolutionary mix-game model, which is a modified form of the agent-based mix-game model, to predict financial time series. Here, we have carried out three methods to improve the original mix-game model by adding the abilities of strategy evolution to agents, and then applying the new model referred to as the evolutionary mix-game model to forecast the Shanghai Stock Exchange Composite Index. The results show that these modifications can improve the accuracy of prediction greatly when proper parameters are chosen.

  17. Ising model versus normal form game

    NASA Astrophysics Data System (ADS)

    Galam, Serge; Walliser, Bernard

    2010-02-01

    The 2-spin Ising model in statistical mechanics and the 2×2 normal form game in game theory are compared. All configurations allowed by the second are recovered by the first when the only concern is about Nash equilibria. But it holds no longer when Pareto optimum considerations are introduced as in the prisoner’s dilemma. This gap can nevertheless be filled by adding a new coupling term to the Ising model, even if that term has up to now no physical meaning. An individual complete bilinear objective function is thus found to be sufficient to reproduce all possible configurations of a 2×2 game. Using this one-to-one mapping new perspectives for future research in both fields can be envisioned.

  18. 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

  19. Motivation Monitoring and Assessment Extension for Input-Process-Outcome Game Model

    ERIC Educational Resources Information Center

    Ghergulescu, Ioana; Muntean, Cristina Hava

    2014-01-01

    This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), which extends the Input-Process-Outcome game model with game-centred and player-centred motivation assessments performed right from the beginning of the game-play. A feasibility case-study involving 67 participants playing an educational game and…

  20. 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.

  1. The MAGIC (Manually Assisted Gaming of Integrated Combat) Model,

    DTIC Science & Technology

    1982-05-01

    IP -6 7 6 7 Zo - A O - ?G O 6 7 9 N L mhhhhh1h8I 1-I THE MAGIC (MANUALLY ASSISTED GAMING OF INTEGRATED COMBAT) MODEL Milton G. Weiner May 1982 L io...Corporation Santa Monica, California 90406 - - ~-. - - -i 77 THE MAGIC (MANUALLY ASSISTED GAMING OF INTEGRATED COMBAT) MODEL Milton G. Weiner May 1982 THE... MAGIC (MANUALLY ASSISTED GAMING OF INTEGRATED COMBAT) MODEL Milton G. Weiner The Rand Corporation, Santa Monica, California The MAGIC model isn’Vt

  2. Models, Simulations, and Games: A Survey.

    ERIC Educational Resources Information Center

    Shubik, Martin; Brewer, Garry D.

    A Rand evaluation of activity and products of gaming, model-building, and simulation carried out under the auspices of the Defense Advanced Research Projects Agency aimed not only to assess the usefulness of gaming in military-political policymaking, but also to contribute to the definition of common standards and the refinement of objectives for…

  3. Perceived game realism: a test of three alternative models.

    PubMed

    Ribbens, Wannes

    2013-01-01

    Perceived realism is considered a key concept in explaining the mental processing of media messages and the societal impact of media. Despite its importance, little is known about its conceptualization and dimensional structure, especially with regard to digital games. The aim of this study was to test a six-factor model of perceived game realism comprised of simulational realism, freedom of choice, perceptual pervasiveness, social realism, authenticity, and character involvement and to assess it against an alternative single- and five-factor model. Data were collected from 380 male digital game users who judged the realism of the first-person shooter Half-Life 2 based upon their previous experience with the game. Confirmatory factor analysis was applied to investigate which model fits the data best. The results support the six-factor model over the single- and five-factor solutions. The study contributes to our knowledge of perceived game realism by further developing its conceptualization and measurement.

  4. 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

  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. 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.

  7. 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.

  8. 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…

  9. 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

  10. An Evolving Asymmetric Game for Modeling Interdictor-Smuggler Problems

    DTIC Science & Technology

    2016-06-01

    ASYMMETRIC GAME FOR MODELING INTERDICTOR-SMUGGLER PROBLEMS by Richard J. Allain June 2016 Thesis Advisor: David L. Alderson Second Reader: W...DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE AN EVOLVING ASYMMETRIC GAME FOR MODELING INTERDICTOR- SMUGGLER PROBLEMS 5. FUNDING NUMBERS 6...using incomplete feedback and allowing two-sided adaptive play. Combining these aspects in an evolving game , we use optimization, simulation, and

  11. Business Models for Successfully Maintaining Games for Health.

    PubMed

    Baranowski, Moderator Tom; Isaac, Participants Fikry; Ashford, Chris; Goldman, Ron; Lenihan, David J; Poole, Brent; Buday, Richard; van Rijswijk, Jurriaan

    2013-04-01

    Videogames for health provide innovative, exciting, and possibly highly effective new media for helping players change their behaviors or otherwise benefit their health. Getting the right videogames into the hands of players who can benefit most in a way that pays for the continued innovation and creation of such games is a current challenge. Entertainment videogame companies, which create games primarily to enhance players' enjoyment, have used the general business marketplace (e.g., online stores, walk-in stores, app stores) to deliver their products directly to consumers and earn enough capital to invest in making new products. No one believes, however, that enough kids or adults would use the general business marketplace to purchase games for health in sufficient volume to provide the down payment for the innovation and creation of new games for health. A successful business model is critical to the financial future of games for health. We asked members of our Editorial Board who are in health-related companies (Fikry Isaac, MD, MPH), in several game development companies (Chris Ashford, Ron Goldman, David J. Lenihan, Brent Poole, and Richard Buday, FAIA), and the head of the Games for Health Europe Foundation (Jurriaan van Rijswijk, MSc) to address questions in a roundtable about the current and possible future business models for games for health.

  12. 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

  13. 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.

  14. 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

  15. Visualizing and modelling complex rockfall slopes using game-engine hosted models

    NASA Astrophysics Data System (ADS)

    Ondercin, Matthew; Hutchinson, D. Jean; Harrap, Rob

    2015-04-01

    Innovations in computing in the past few decades have resulted in entirely new ways to collect 3d geological data and visualize it. For example, new tools and techniques relying on high performance computing capabilities have become widely available, allowing us to model rockfalls with more attention to complexity of the rock slope geometry and rockfall path, with significantly higher quality base data, and with more analytical options. Model results are used to design mitigation solutions, considering the potential paths of the rockfall events and the energy they impart on impacted structures. Such models are currently implemented as general-purpose GIS tools and in specialized programs. These tools are used to inspect geometrical and geomechanical data, model rockfalls, and communicate results to researchers and the larger community. The research reported here explores the notion that 3D game engines provide a high speed, widely accessible platform on which to build rockfall modelling workflows and to provide a new and accessible outreach method. Taking advantage of the in-built physics capability of the 3D game codes, and ability to handle large terrains, these models are rapidly deployed and generate realistic visualizations of rockfall trajectories. Their utility in this area is as yet unproven, but preliminary research shows that they are capable of producing results that are comparable to existing approaches. Furthermore, modelling of case histories shows that the output matches the behaviour that is observed in the field. The key advantage of game-engine hosted models is their accessibility to the general public and to people with little to no knowledge of rockfall hazards. With much of the younger generation being very familiar with 3D environments such as Minecraft, the idea of a game-like simulation is intuitive and thus offers new ways to communicate to the general public. We present results from using the Unity game engine to develop 3D voxel worlds

  16. 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.

  17. 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.

  18. Modeling market mechanism with the minority game

    NASA Astrophysics Data System (ADS)

    Challet, Damien; Marsili, Matteo; Zhang, Yi-Cheng

    2000-01-01

    Using the minority game model we study a broad spectrum of problems of market mechanism. We study the role of different types of agents: producers, speculators as well as noise traders. The central issue here is the information flow: producers feed in the information whereas speculators make it away. How well each agent fares in the common game depends on the market conditions, as well as their sophistication. Sometimes there is much to gain with little effort, sometimes great effort virtually brings no more incremental gain. Market impact is also shown to play an important role, a strategy should be judged when it is actually used in play for its quality. Though the minority game is an extremely simplified market model, it allows to ask, analyze and answer many questions which arise in real markets.

  19. Exploiting Textured 3D Models for Developing Serious Games

    NASA Astrophysics Data System (ADS)

    Kontogianni, G.; Georgopoulos, A.

    2015-08-01

    Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.

  20. Game dynamic model for yeast development.

    PubMed

    Huang, Yuanyuan; Wu, Zhijun

    2012-07-01

    Game theoretic models, along with replicator equations, have been applied successfully to the study of evolution of populations of competing species, including the growth of a population, the reaching of the population to an equilibrium state, and the evolutionary stability of the state. In this paper, we analyze a game model proposed by Gore et al. (Nature 456:253-256, 2009) in their recent study on the co-development of two mixed yeast strains. We examine the mathematical properties of this model with varying experimental parameters. We simulate the growths of the yeast strains and compare them with the experimental results. We also compute and analyze the equilibrium state of the system and prove that it is asymptotically and evolutionarily stable.

  1. 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.

  2. Fusing visual and behavioral cues for modeling user experience in games.

    PubMed

    Shaker, Noor; Asteriadis, Stylianos; Yannakakis, Georgios N; Karpouzis, Kostas

    2013-12-01

    Estimating affective and cognitive states in conditions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertainment and serious games can benefit from recent advances in the field as, having access to predictors of the current state of the player (or learner) can provide useful information for feeding adaptation mechanisms that aim to maximize engagement or learning effects. In this paper, we introduce a large data corpus derived from 58 participants that play the popular Super Mario Bros platform game and attempt to create accurate models of player experience for this game genre. Within the view of the current research, features extracted both from player gameplay behavior and game levels, and player visual characteristics have been used as potential indicators of reported affect expressed as pairwise preferences between different game sessions. Using neuroevolutionary preference learning and automatic feature selection, highly accurate models of reported engagement, frustration, and challenge are constructed (model accuracies reach 91%, 92%, and 88% for engagement, frustration, and challenge, respectively). As a step further, the derived player experience models can be used to personalize the game level to desired levels of engagement, frustration, and challenge as game content is mapped to player experience through the behavioral and expressivity patterns of each player.

  3. Analyzing Interaction Patterns to Verify a Simulation/Game Model

    ERIC Educational Resources Information Center

    Myers, Rodney Dean

    2012-01-01

    In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…

  4. Kidnapping model: an extension of Selten's game.

    PubMed

    Iqbal, Azhar; Masson, Virginie; Abbott, Derek

    2017-12-01

    Selten's game is a kidnapping model where the probability of capturing the kidnapper is independent of whether the hostage has been released or executed. Most often, in view of the elevated sensitivities involved, authorities put greater effort and resources into capturing the kidnapper if the hostage has been executed, in contrast with the case when a ransom is paid to secure the hostage's release. In this paper, we study the asymmetric game when the probability of capturing the kidnapper depends on whether the hostage has been executed or not and find a new uniquely determined perfect equilibrium point in Selten's game.

  5. Modeling intelligent agent beliefs in a card game scenario

    NASA Astrophysics Data System (ADS)

    Gołuński, Marcel; Tomanek, Roman; WÄ siewicz, Piotr

    In this paper we explore the problem of intelligent agent beliefs. We model agent beliefs using multimodal logics of belief, KD45(m) system implemented as a directed graph depicting Kripke semantics, precisely. We present a card game engine application which allows multiple agents to connect to a given game session and play the card game. As an example simplified version of popular Saboteur card game is used. Implementation was done in Java language using following libraries and applications: Apache Mina, LWJGL.

  6. A Critical Survey of Optimization Models for Tactical and Strategic Aspects of Air Traffic Flow Management

    NASA Technical Reports Server (NTRS)

    Bertsimas, Dimitris; Odoni, Amedeo

    1997-01-01

    This document presents a critical review of the principal existing optimization models that have been applied to Air Traffic Flow Management (TFM). Emphasis will be placed on two problems, the Generalized Tactical Flow Management Problem (GTFMP) and the Ground Holding Problem (GHP), as well as on some of their variations. To perform this task, we have carried out an extensive literature review that has covered more than 40 references, most of them very recent. Based on the review of this emerging field our objectives were to: (i) identify the best available models; (ii) describe typical contexts for applications of the models; (iii) provide illustrative model formulations; and (iv) identify the methodologies that can be used to solve the models. We shall begin our presentation below by providing a brief context for the models that we are reviewing. In Section 3 we shall offer a taxonomy and identify four classes of models for review. In Sections 4, 5, and 6 we shall then review, respectively, models for the Single-Airport Ground Holding Problem, the Generalized Tactical FM P and the Multi-Airport Ground Holding Problem (for the definition of these problems see Section 3 below). In each section, we identify the best available models and discuss briefly their computational performance and applications, if any, to date. Section 7 summarizes our conclusions about the state of the art.

  7. Cognitive behavioral game design: a unified model for designing serious games

    PubMed Central

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858

  8. Cognitive behavioral game design: a unified model for designing serious games.

    PubMed

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  9. 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

  10. 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

  11. 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…

  12. Using a logic model to relate the strategic to the tactical in program planning and evaluation: an illustration based on social norms interventions.

    PubMed

    Keller, Adrienne; Bauerle, Jennifer A

    2009-01-01

    Logic models are a ubiquitous tool for specifying the tactics--including implementation and evaluation--of interventions in the public health, health and social behaviors arenas. Similarly, social norms interventions are a common strategy, particularly in college settings, to address hazardous drinking and other dangerous or asocial behaviors. This paper illustrates an extension of logic models to include strategic as well as tactical components, using a specific example developed for social norms interventions. Placing the evaluation of projects within the context of this kind of logic model addresses issues related to the lack of a research design to evaluate effectiveness.

  13. 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

  14. 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.

  15. Modelling human problem solving with data from an online game.

    PubMed

    Rach, Tim; Kirsch, Alexandra

    2016-11-01

    Since the beginning of cognitive science, researchers have tried to understand human strategies in order to develop efficient and adequate computational methods. In the domain of problem solving, the travelling salesperson problem has been used for the investigation and modelling of human solutions. We propose to extend this effort with an online game, in which instances of the travelling salesperson problem have to be solved in the context of a game experience. We report on our effort to design and run such a game, present the data contained in the resulting openly available data set and provide an outlook on the use of games in general for cognitive science research. In addition, we present three geometrical models mapping the starting point preferences in the problems presented in the game as the result of an evaluation of the data set.

  16. 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…

  17. [Testing a Model to Predict Problem Gambling in Speculative Game Users].

    PubMed

    Park, Hyangjin; Kim, Suk Sun

    2018-04-01

    The purpose of the study was to develop and test a model for predicting problem gambling in speculative game users based on Blaszczynski and Nower's pathways model of problem and pathological gambling. The participants were 262 speculative game users recruited from seven speculative gambling places located in Seoul, Gangwon, and Gyeonggi, Korea. They completed a structured self-report questionnaire comprising measures of problem gambling, negative emotions, attentional impulsivity, motor impulsivity, non-planning impulsivity, gambler's fallacy, and gambling self-efficacy. Structural Equation Modeling was used to test the hypothesized model and to examine the direct and indirect effects on problem gambling in speculative game users using SPSS 22.0 and AMOS 20.0 programs. The hypothetical research model provided a reasonable fit to the data. Negative emotions, motor impulsivity, gambler's fallacy, and gambling self-efficacy had direct effects on problem gambling in speculative game users, while indirect effects were reported for negative emotions, motor impulsivity, and gambler's fallacy. These predictors explained 75.2% problem gambling in speculative game users. The findings suggest that developing intervention programs to reduce negative emotions, motor impulsivity, and gambler's fallacy, and to increase gambling self-efficacy in speculative game users are needed to prevent their problem gambling. © 2018 Korean Society of Nursing Science.

  18. 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.

  19. 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

  20. 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.

  1. 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…

  2. An Expected Value Air Combat Model Simulation Algorithm to Predict Missions Performance in Tactical Air Operations.

    DTIC Science & Technology

    1983-09-01

    Approved by: Me<i W4 1tsZ7 CaifI ,KDpartmento I inistrative Science 3 ( ABSTRACT >This thesis intends to create the basic...a need for a small scale model which allows a student analyst of tactical air operations to create his own battles and to test his own strategies with...iconic model is a large or small-scale repre- sentation of states-objects, or events. For example a scale model airplance resembles the system under the

  3. Analytical model for minority games with evolutionary learning

    NASA Astrophysics Data System (ADS)

    Campos, Daniel; Méndez, Vicenç; Llebot, Josep E.; Hernández, Germán A.

    2010-06-01

    In a recent work [D. Campos, J.E. Llebot, V. Méndez, Theor. Popul. Biol. 74 (2009) 16] we have introduced a biological version of the Evolutionary Minority Game that tries to reproduce the intraspecific competition for limited resources in an ecosystem. In comparison with the complex decision-making mechanisms used in standard Minority Games, only two extremely simple strategies ( juveniles and adults) are accessible to the agents. Complexity is introduced instead through an evolutionary learning rule that allows younger agents to learn taking better decisions. We find that this game shows many of the typical properties found for Evolutionary Minority Games, like self-segregation behavior or the existence of an oscillation phase for a certain range of the parameter values. However, an analytical treatment becomes much easier in our case, taking advantage of the simple strategies considered. Using a model consisting of a simple dynamical system, the phase diagram of the game (which differentiates three phases: adults crowd, juveniles crowd and oscillations) is reproduced.

  4. 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.

  5. PID feedback controller used as a tactical asset allocation technique: The G.A.M. model

    NASA Astrophysics Data System (ADS)

    Gandolfi, G.; Sabatini, A.; Rossolini, M.

    2007-09-01

    The objective of this paper is to illustrate a tactical asset allocation technique utilizing the PID controller. The proportional-integral-derivative (PID) controller is widely applied in most industrial processes; it has been successfully used for over 50 years and it is used by more than 95% of the plants processes. It is a robust and easily understood algorithm that can provide excellent control performance in spite of the diverse dynamic characteristics of the process plant. In finance, the process plant, controlled by the PID controller, can be represented by financial market assets forming a portfolio. More specifically, in the present work, the plant is represented by a risk-adjusted return variable. Money and portfolio managers’ main target is to achieve a relevant risk-adjusted return in their managing activities. In literature and in the financial industry business, numerous kinds of return/risk ratios are commonly studied and used. The aim of this work is to perform a tactical asset allocation technique consisting in the optimization of risk adjusted return by means of asset allocation methodologies based on the PID model-free feedback control modeling procedure. The process plant does not need to be mathematically modeled: the PID control action lies in altering the portfolio asset weights, according to the PID algorithm and its parameters, Ziegler-and-Nichols-tuned, in order to approach the desired portfolio risk-adjusted return efficiently.

  6. Information Processing Models of Skilled Reading: The Relationship Between Chinese Orthography and Coding Tactics in Primary Memory.

    ERIC Educational Resources Information Center

    Shwedel, Allan M.

    A probe recall short-term retention task was used to test the applicability of the "phonological recoding" (Conrad, 1972) and "flexible decoding" (Smith, 1972) models to processing tactics used by readers of Chinese. Subjects were 45 adult speakers of Cantonese. Stimuli were lists of Chinese characters which varied in terms of phonological and…

  7. 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.

  8. 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.

  9. PIV Measurements of Chevrons on F400 Tactical Aircraft Nozzle Model

    NASA Technical Reports Server (NTRS)

    Bridges, James; Wernet, Mark; Frate, Franco

    2010-01-01

    Previous talks at this meeting have covered our collaborative work on high-energy jets such as present in tactical aircraft (those with supersonic plumes). The emphasis of this work is improving our understanding of flow physics and our prediction tools. In this presentation we will discuss recent flow diagnostics acquired using Particle Image Velocimetry (PIV) made on an underexpanded shocked jet plume from a tactical aircraft nozzle. In this presentation we show cross-sectional and streamwise cuts of both mean and turbulent velocities of an F404 engine nozzle with various chevron designs applied. The impact of chevron penetration, length, and width are documented. The impact of the parameters is generally nonlinear in measures considered here, a surprising result given the relatively smooth behavior of the noise to variations in these chevron parameters.

  10. Tactical 3D model generation using structure-from-motion on video from unmanned systems

    NASA Astrophysics Data System (ADS)

    Harguess, Josh; Bilinski, Mark; Nguyen, Kim B.; Powell, Darren

    2015-05-01

    Unmanned systems have been cited as one of the future enablers of all the services to assist the warfighter in dominating the battlespace. The potential benefits of unmanned systems are being closely investigated -- from providing increased and potentially stealthy surveillance, removing the warfighter from harms way, to reducing the manpower required to complete a specific job. In many instances, data obtained from an unmanned system is used sparingly, being applied only to the mission at hand. Other potential benefits to be gained from the data are overlooked and, after completion of the mission, the data is often discarded or lost. However, this data can be further exploited to offer tremendous tactical, operational, and strategic value. To show the potential value of this otherwise lost data, we designed a system that persistently stores the data in its original format from the unmanned vehicle and then generates a new, innovative data medium for further analysis. The system streams imagery and video from an unmanned system (original data format) and then constructs a 3D model (new data medium) using structure-from-motion. The 3D generated model provides warfighters additional situational awareness, tactical and strategic advantages that the original video stream lacks. We present our results using simulated unmanned vehicle data with Google Earth™providing the imagery as well as real-world data, including data captured from an unmanned aerial vehicle flight.

  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. 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

  13. The challenge of audience reception: a developmental model for educational game engagement.

    PubMed

    Sherry, John L

    2013-01-01

    According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn which games are likely to promote satisfying psychological needs and yield positive experiences, which then informs their engagement with the games. A model is presented for research and development of educational games based on uses and gratifications theory from communication science, as well as developmental science and cognitive science findings. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  14. 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.

  15. Study on system dynamics of evolutionary mix-game models

    NASA Astrophysics Data System (ADS)

    Gou, Chengling; Guo, Xiaoqian; Chen, Fang

    2008-11-01

    Mix-game model is ameliorated from an agent-based MG model, which is used to simulate the real financial market. Different from MG, there are two groups of agents in Mix-game: Group 1 plays a majority game and Group 2 plays a minority game. These two groups of agents have different bounded abilities to deal with historical information and to count their own performance. In this paper, we modify Mix-game model by assigning the evolution abilities to agents: if the winning rates of agents are smaller than a threshold, they will copy the best strategies the other agent has; and agents will repeat such evolution at certain time intervals. Through simulations this paper finds: (1) the average winning rates of agents in Group 1 and the mean volatilities increase with the increases of the thresholds of Group 1; (2) the average winning rates of both groups decrease but the mean volatilities of system increase with the increase of the thresholds of Group 2; (3) the thresholds of Group 2 have greater impact on system dynamics than the thresholds of Group 1; (4) the characteristics of system dynamics under different time intervals of strategy change are similar to each other qualitatively, but they are different quantitatively; (5) As the time interval of strategy change increases from 1 to 20, the system behaves more and more stable and the performances of agents in both groups become better also.

  16. 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.

  17. 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

  18. Playing with Process: Video Game Choice as a Model of Behavior

    ERIC Educational Resources Information Center

    Waelchli, Paul

    2010-01-01

    Popular culture experience in video games creates avenues to practice information literacy skills and model research in a real-world setting. Video games create a unique popular culture experience where players can invest dozens of hours on one game, create characters to identify with, organize skill sets and plot points, collaborate with people…

  19. 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.

  20. A Computer-Assisted Learning Model Based on the Digital Game Exponential Reward System

    ERIC Educational Resources Information Center

    Moon, Man-Ki; Jahng, Surng-Gahb; Kim, Tae-Yong

    2011-01-01

    The aim of this research was to construct a motivational model which would stimulate voluntary and proactive learning using digital game methods offering players more freedom and control. The theoretical framework of this research lays the foundation for a pedagogical learning model based on digital games. We analyzed the game reward system, which…

  1. Modeling Multiple Human-Automation Distributed Systems using Network-form Games

    NASA Technical Reports Server (NTRS)

    Brat, Guillaume

    2012-01-01

    The paper describes at a high-level the network-form game framework (based on Bayes net and game theory), which can be used to model and analyze safety issues in large, distributed, mixed human-automation systems such as NextGen.

  2. NMR analysis and chemical shift calculations of poly(lactic acid) dimer model compounds with different tacticities

    USDA-ARS?s Scientific Manuscript database

    In this work, PLA dimer model compounds with different tacticities were synthesized and studied in detail by 1H and 13C NMR in three solvents, CDCl3/CCl4 (20/80 v/v), CDCl3 and DMSO-d6. All the peaks in the 1H and 13C NMR spectra were assigned with the help of two-dimensional NMR. Although the solve...

  3. 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.

  4. System dynamics of behaviour-evolutionary mix-game models

    NASA Astrophysics Data System (ADS)

    Gou, Cheng-Ling; Gao, Jie-Ping; Chen, Fang

    2010-11-01

    In real financial markets there are two kinds of traders: one is fundamentalist, and the other is a trend-follower. The mix-game model is proposed to mimic such phenomena. In a mix-game model there are two groups of agents: Group 1 plays the majority game and Group 2 plays the minority game. In this paper, we investigate such a case that some traders in real financial markets could change their investment behaviours by assigning the evolutionary abilities to agents: if the winning rates of agents are smaller than a threshold, they will join the other group; and agents will repeat such an evolution at certain time intervals. Through the simulations, we obtain the following findings: (i) the volatilities of systems increase with the increase of the number of agents in Group 1 and the times of behavioural changes of all agents; (ii) the performances of agents in both groups and the stabilities of systems become better if all agents take more time to observe their new investment behaviours; (iii) there are two-phase zones of market and non-market and two-phase zones of evolution and non-evolution; (iv) parameter configurations located within the cross areas between the zones of markets and the zones of evolution are suited for simulating the financial markets.

  5. 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…

  6. A Tutoring and Student Modelling Paradigm for Gaming Environments.

    ERIC Educational Resources Information Center

    Burton, Richard R.; Brown, John Seely

    This paper describes a paradigm for tutorial systems capable of automatically providing feedback and hints in a game environment. The paradigm is illustrated by a tutoring system for the PLATO game "How the West Was Won." The system uses a computer-based "Expert" player to evaluate a student's moves and construct a "differential model" of the…

  7. 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

  8. Communications Modeling of Training and Simulation Traffic in a Tactical Internet

    DTIC Science & Technology

    2006-08-01

    Florida. VIDEO GAME TRAINING Eric Minton Today’s Officer January 24, 2005 Here is something parents everywhere won’t want to read: video ...experience, video games make for a wiser and more adaptable individual and team player. That is what the U.S. military is discovering as each branch...embraces video games and gaming technology in their training regimens. This is more just catering to a generation that knew the joy of joysticks while

  9. 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

  10. 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.

  11. 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…

  12. 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.

  13. Game Theoretic Modeling of Water Resources Allocation Under Hydro-Climatic Uncertainty

    NASA Astrophysics Data System (ADS)

    Brown, C.; Lall, U.; Siegfried, T.

    2005-12-01

    Typical hydrologic and economic modeling approaches rely on assumptions of climate stationarity and economic conditions of ideal markets and rational decision-makers. In this study, we incorporate hydroclimatic variability with a game theoretic approach to simulate and evaluate common water allocation paradigms. Game Theory may be particularly appropriate for modeling water allocation decisions. First, a game theoretic approach allows economic analysis in situations where price theory doesn't apply, which is typically the case in water resources where markets are thin, players are few, and rules of exchange are highly constrained by legal or cultural traditions. Previous studies confirm that game theory is applicable to water resources decision problems, yet applications and modeling based on these principles is only rarely observed in the literature. Second, there are numerous existing theoretical and empirical studies of specific games and human behavior that may be applied in the development of predictive water allocation models. With this framework, one can evaluate alternative orderings and rules regarding the fraction of available water that one is allowed to appropriate. Specific attributes of the players involved in water resources management complicate the determination of solutions to game theory models. While an analytical approach will be useful for providing general insights, the variety of preference structures of individual players in a realistic water scenario will likely require a simulation approach. We propose a simulation approach incorporating the rationality, self-interest and equilibrium concepts of game theory with an agent-based modeling framework that allows the distinct properties of each player to be expressed and allows the performance of the system to manifest the integrative effect of these factors. Underlying this framework, we apply a realistic representation of spatio-temporal hydrologic variability and incorporate the impact of

  14. 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.

  15. 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…

  16. 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

  17. 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

  18. 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

  19. A Game-Theoretic Model of Grounding for Referential Communication Tasks

    ERIC Educational Resources Information Center

    Thompson, William

    2009-01-01

    Conversational grounding theory proposes that language use is a form of rational joint action, by which dialog participants systematically and collaboratively add to their common ground of shared knowledge and beliefs. Following recent work applying "game theory" to pragmatics, this thesis develops a game-theoretic model of grounding that…

  20. Teaching Tip: Using Rapid Game Prototyping for Exploring Requirements Discovery and Modeling

    ERIC Educational Resources Information Center

    Dalal, Nikunj

    2012-01-01

    We describe the use of rapid game prototyping as a pedagogic technique to experientially explore and learn requirements discovery, modeling, and specification in systems analysis and design courses. Students have a natural interest in gaming that transcends age, gender, and background. Rapid digital game creation is used to build computer games…

  1. 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.

  2. 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.

  3. Managing a perilous stigma: Ex-offenders' use of reparative impression management tactics in hiring contexts.

    PubMed

    Ali, Abdifatah A; Lyons, Brent J; Ryan, Ann Marie

    2017-09-01

    Individuals with a criminal record face employment challenges because of the nature of their stigma. In this study, we examined the efficacy of using reparative impression management tactics to mitigate integrity concerns associated with a perilous stigma. Drawing on affect control theory, we proposed that the use of 3 impression management tactics-apology, justification, excuse-would differentially affect hiring evaluations through their influence on perceived remorse and anticipated workplace deviance. Across 3 studies, we found support for our proposed model. Our results revealed the use of an apology or justification tactic when explaining a previous criminal offense had a positive indirect effect on hiring evaluations, whereas the use of an excuse tactic had a negative indirect effect. These findings suggest applicants may benefit from using impression management tactics that communicate remorse when discussing events or associations that violate integrity expectations. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  4. 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

  5. Dynamic Bayesian Network Modeling of Game Based Diagnostic Assessments. CRESST Report 837

    ERIC Educational Resources Information Center

    Levy, Roy

    2014-01-01

    Digital games offer an appealing environment for assessing student proficiencies, including skills and misconceptions in a diagnostic setting. This paper proposes a dynamic Bayesian network modeling approach for observations of student performance from an educational video game. A Bayesian approach to model construction, calibration, and use in…

  6. Working Together but in Opposition: An Examination of the "Good-Cop/Bad-Cop" Negotiating Team Tactic.

    PubMed

    Brodt; Tuchinsky

    2000-03-01

    Unlike solo negotiators, members of negotiating teams may for strategic reasons choose to play different roles; the familiar "good cop/bad cop" distributive bargaining tactic is one example of role differentiation designed to enhance a team's success at the bargaining table. In two empirical studies about a hypothetical three-person work group, we examined the cognitive processes underlying this tactic using a social-cognitive decision model (Brodt & Duncan, 1998) that conceptualizes the negotiators' decision tasks and persuasion processes. Results generally supported the model except for an intriguing asymmetry depending on a person's initial inclination (accepting, rejecting). This research extends findings on the tactic and on contrast effects (Cialdini, 1984) and supports the model's usefulness as an approximate representation of negotiator cognition. Copyright 2000 Academic Press.

  7. Modeling Dynamic Tactical Behaviors in Combatxxi using Hierarchical Task Networks

    DTIC Science & Technology

    2014-06-01

    concept; many aspects of HTN implementation have not been researched in depth. Work in this thesis involved development and testing of HTNs capable of...tactics. The use of HTNs within COMBATXXI is a relatively new concept; many aspects of HTN im- plementation have not been researched in depth. Work in...5 1.4 Focus of Research . . . . . . . . . . . . . . . . . . . . . . . . 6 1.5 Research Questions

  8. Integrated strategic and tactical biomass-biofuel supply chain optimization.

    PubMed

    Lin, Tao; Rodríguez, Luis F; Shastri, Yogendra N; Hansen, Alan C; Ting, K C

    2014-03-01

    To ensure effective biomass feedstock provision for large-scale biofuel production, an integrated biomass supply chain optimization model was developed to minimize annual biomass-ethanol production costs by optimizing both strategic and tactical planning decisions simultaneously. The mixed integer linear programming model optimizes the activities range from biomass harvesting, packing, in-field transportation, stacking, transportation, preprocessing, and storage, to ethanol production and distribution. The numbers, locations, and capacities of facilities as well as biomass and ethanol distribution patterns are key strategic decisions; while biomass production, delivery, and operating schedules and inventory monitoring are key tactical decisions. The model was implemented to study Miscanthus-ethanol supply chain in Illinois. The base case results showed unit Miscanthus-ethanol production costs were $0.72L(-1) of ethanol. Biorefinery related costs accounts for 62% of the total costs, followed by biomass procurement costs. Sensitivity analysis showed that a 50% reduction in biomass yield would increase unit production costs by 11%. Copyright © 2014 Elsevier Ltd. All rights reserved.

  9. Trial Maneuver Generation and Selection in the Paladin Tactical Decision Generation System

    NASA Technical Reports Server (NTRS)

    Chappell, Alan R.; McManus, John W.; Goodrich, Kenneth H.

    1992-01-01

    To date, increased levels of maneuverability and controllability in aircraft have been postulated as tactically advantageous, but little research has studied maneuvers or tactics that make use of these capabilities. In order to help fill this void, a real time tactical decision generation system for air combat engagements, Paladin, has been developed. Paladin models an air combat engagement as a series of discrete decisions. A detailed description of Paladin's decision making process is presented. This includes the sources of data used, methods of generating reasonable maneuvers for the Paladin aircraft, and selection criteria for choosing the "best" maneuver. Simulation results are presented that show Paladin to be relatively insensitive to errors introduced into the decision process by estimation of future positional and geometric data.

  10. Trial maneuver generation and selection in the Paladin tactical decision generation system

    NASA Technical Reports Server (NTRS)

    Chappell, Alan R.; Mcmanus, John W.; Goodrich, Kenneth H.

    1993-01-01

    To date, increased levels of maneuverability and controllability in aircraft have been postulated as tactically advantageous, but little research has studied maneuvers or tactics that make use of these capabilities. In order to help fill this void, a real-time tactical decision generation system for air combat engagements, Paladin, has been developed. Paladin models an air combat engagement as a series of discrete decisions. A detailed description of Paladin's decision making process is presented. This includes the sources of data used, methods of generating reasonable maneuvers for the Paladin aircraft, and selection criteria for choosing the 'best' maneuver. Simulation results are presented that show Paladin to be relatively insensitive to errors introduced into the decision process by estimation of future positional and geometric data.

  11. 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.

  12. Modeling the Player: Predictability of the Models of Bartle and Kolb Based on NEO-FFI (Big5) and the Implications for Game Based Learning

    ERIC Educational Resources Information Center

    Konert, Johannes; Gutjahr, Michael; Göbel, Stefan; Steinmetz, Ralf

    2014-01-01

    For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments. Thus, the game flow can be optimized to increase efficiency and effectiveness of gaming and learning in parallel. In the field of gaming still the Bartle model is commonly used due to its simplicity and good…

  13. Internet gaming disorder: Inadequate diagnostic criteria wrapped in a constraining conceptual model.

    PubMed

    Starcevic, Vladan

    2017-06-01

    Background and aims The paper "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" by Kuss, Griffiths, and Pontes (in press) critically examines the DSM-5 diagnostic criteria for Internet gaming disorder (IGD) and addresses the issue of whether IGD should be reconceptualized as gaming disorder, regardless of whether video games are played online or offline. This commentary provides additional critical perspectives on the concept of IGD. Methods The focus of this commentary is on the addiction model on which the concept of IGD is based, the nature of the DSM-5 criteria for IGD, and the inclusion of withdrawal symptoms and tolerance as the diagnostic criteria for IGD. Results The addiction framework on which the DSM-5 concept of IGD is based is not without problems and represents only one of multiple theoretical approaches to problematic gaming. The polythetic, non-hierarchical DSM-5 diagnostic criteria for IGD make the concept of IGD unacceptably heterogeneous. There is no support for maintaining withdrawal symptoms and tolerance as the diagnostic criteria for IGD without their substantial revision. Conclusions The addiction model of IGD is constraining and does not contribute to a better understanding of the various patterns of problematic gaming. The corresponding diagnostic criteria need a thorough overhaul, which should be based on a model of problematic gaming that can accommodate its disparate aspects.

  14. 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.

  15. 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.

  16. Tactical Decision Making: A Proposed Evaluation Criteria Model for the Infantry Battalion’s Tactical Estimate during Offensive Operations

    DTIC Science & Technology

    1993-06-04

    34 J In a paper entitled "Understanding and Developing Combat Power," by Colonel Huba Vass de Czege, a method identifying analytical techniques for...reiterates several important doctrinal and theoretical requirements for the de ’elopment of 9« an optimal «valuation criteria nodal. Although...Methode de Ralsonnenent Tactlque" (The Tactical Reasoning Method)’". Is a version of concurrent COA analysis under conditions at uncertainty. Figure

  17. Tactical Firefighter Teams: Pivoting Toward the Fire Service’s Evolving Homeland Security Mission

    DTIC Science & Technology

    2016-09-01

    critical response command C-TECC Committee on Tactical Emergency Casualty Care EMS emergency medical services EMT emergency medical technician ESU...Interagency Tactical Response Model: Integrating Fire and EMS with Law Enforcement to Mitigate Mumbai-Style Terrorist Attacks (New York: FDNY Center...the assailants, several traditional fire and EMS activities must often occur simultaneously to successfully mitigate the threat. Although rare

  18. A Model for Ubiquitous Serious Games Development Focused on Problem Based Learning

    ERIC Educational Resources Information Center

    Dorneles, Sandro Oliveira; da Costa, Cristiano André; Rigo, Sandro José

    2015-01-01

    The possibility of using serious games with problem-based learning opens up huge opportunities to connect the experiences of daily life of students with learning. In this context, this article presents a model for serious and ubiquitous games development, focusing on problem based learning methodology. The model allows teachers to create games…

  19. 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.

  20. Simulating Serious Games: A Discrete-Time Computational Model Based on Cognitive Flow Theory

    ERIC Educational Resources Information Center

    Westera, Wim

    2018-01-01

    This paper presents a computational model for simulating how people learn from serious games. While avoiding the combinatorial explosion of a games micro-states, the model offers a meso-level pathfinding approach, which is guided by cognitive flow theory and various concepts from learning sciences. It extends a basic, existing model by exposing…

  1. Bipartite graphs as models of population structures in evolutionary multiplayer games.

    PubMed

    Peña, Jorge; Rochat, Yannick

    2012-01-01

    By combining evolutionary game theory and graph theory, "games on graphs" study the evolutionary dynamics of frequency-dependent selection in population structures modeled as geographical or social networks. Networks are usually represented by means of unipartite graphs, and social interactions by two-person games such as the famous prisoner's dilemma. Unipartite graphs have also been used for modeling interactions going beyond pairwise interactions. In this paper, we argue that bipartite graphs are a better alternative to unipartite graphs for describing population structures in evolutionary multiplayer games. To illustrate this point, we make use of bipartite graphs to investigate, by means of computer simulations, the evolution of cooperation under the conventional and the distributed N-person prisoner's dilemma. We show that several implicit assumptions arising from the standard approach based on unipartite graphs (such as the definition of replacement neighborhoods, the intertwining of individual and group diversity, and the large overlap of interaction neighborhoods) can have a large impact on the resulting evolutionary dynamics. Our work provides a clear example of the importance of construction procedures in games on graphs, of the suitability of bigraphs and hypergraphs for computational modeling, and of the importance of concepts from social network analysis such as centrality, centralization and bipartite clustering for the understanding of dynamical processes occurring on networked population structures.

  2. Bipartite Graphs as Models of Population Structures in Evolutionary Multiplayer Games

    PubMed Central

    Peña, Jorge; Rochat, Yannick

    2012-01-01

    By combining evolutionary game theory and graph theory, “games on graphs” study the evolutionary dynamics of frequency-dependent selection in population structures modeled as geographical or social networks. Networks are usually represented by means of unipartite graphs, and social interactions by two-person games such as the famous prisoner’s dilemma. Unipartite graphs have also been used for modeling interactions going beyond pairwise interactions. In this paper, we argue that bipartite graphs are a better alternative to unipartite graphs for describing population structures in evolutionary multiplayer games. To illustrate this point, we make use of bipartite graphs to investigate, by means of computer simulations, the evolution of cooperation under the conventional and the distributed N-person prisoner’s dilemma. We show that several implicit assumptions arising from the standard approach based on unipartite graphs (such as the definition of replacement neighborhoods, the intertwining of individual and group diversity, and the large overlap of interaction neighborhoods) can have a large impact on the resulting evolutionary dynamics. Our work provides a clear example of the importance of construction procedures in games on graphs, of the suitability of bigraphs and hypergraphs for computational modeling, and of the importance of concepts from social network analysis such as centrality, centralization and bipartite clustering for the understanding of dynamical processes occurring on networked population structures. PMID:22970237

  3. Model-based video segmentation for vision-augmented interactive games

    NASA Astrophysics Data System (ADS)

    Liu, Lurng-Kuo

    2000-04-01

    This paper presents an architecture and algorithms for model based video object segmentation and its applications to vision augmented interactive game. We are especially interested in real time low cost vision based applications that can be implemented in software in a PC. We use different models for background and a player object. The object segmentation algorithm is performed in two different levels: pixel level and object level. At pixel level, the segmentation algorithm is formulated as a maximizing a posteriori probability (MAP) problem. The statistical likelihood of each pixel is calculated and used in the MAP problem. Object level segmentation is used to improve segmentation quality by utilizing the information about the spatial and temporal extent of the object. The concept of an active region, which is defined based on motion histogram and trajectory prediction, is introduced to indicate the possibility of a video object region for both background and foreground modeling. It also reduces the overall computation complexity. In contrast with other applications, the proposed video object segmentation system is able to create background and foreground models on the fly even without introductory background frames. Furthermore, we apply different rate of self-tuning on the scene model so that the system can adapt to the environment when there is a scene change. We applied the proposed video object segmentation algorithms to several prototype virtual interactive games. In our prototype vision augmented interactive games, a player can immerse himself/herself inside a game and can virtually interact with other animated characters in a real time manner without being constrained by helmets, gloves, special sensing devices, or background environment. The potential applications of the proposed algorithms including human computer gesture interface and object based video coding such as MPEG-4 video coding.

  4. Teaching Using Computer Games

    ERIC Educational Resources Information Center

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  5. Examining human behavior in video games: The development of a computational model to measure aggression.

    PubMed

    Lamb, Richard; Annetta, Leonard; Hoston, Douglas; Shapiro, Marina; Matthews, Benjamin

    2018-06-01

    Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games. A secondary purpose is to provide a method of measuring and examining individual aggression arising from video game play. Total participants examined for this study are N = 1065. This study occurs in three phases. Phase 1 is the development and quantification of the profile combination of traits via latent class profile analysis. Phase 2 is the training of the artificial neural network. Phase 3 is the comparison of each model as a computational model with and without the presence of video game violence. Results suggest that a combination of environmental factors and genetic predispositions trigger aggression related to video games.

  6. "The Academic Game" as a Frame Game.

    ERIC Educational Resources Information Center

    Bredemeier, Mary E.; And Others

    1981-01-01

    Describes a frame game which focuses on problems of sex, status, and organizational development. "The Academic Game" is a specific model of a generic game that has differential consequences for men and women, and is easily adaptable to other organizational settings, including public administration and industry. Six references are listed.…

  7. Categorization of Digital Games in English Language Learning Studies: Introducing the SSI Model

    ERIC Educational Resources Information Center

    Sundqvist, Pia

    2013-01-01

    The main aim of the present paper is to introduce a model for digital game categorization suitable for use in English language learning studies: the Scale of Social Interaction (SSI) Model (original idea published as Sundqvist, 2013). The SSI Model proposes a classification of commercial off-the-shelf (COTS) digital games into three categories:…

  8. 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.

  9. An Instructional Model for the Use of Simulation Games in the Classroom.

    ERIC Educational Resources Information Center

    Kidder, Steven J.; And Others

    The use of simulation games in the classroom has greatly increased over the past decade. However, little attention has been given to the need for a set of programs -- an instructional model -- that will enable teachers to use these games in a consistent and effective manner. This paper describes such an instructional model and provides a classroom…

  10. 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

  11. Evolutionary games with self-questioning adaptive mechanism and the Ising model

    NASA Astrophysics Data System (ADS)

    Liu, J.; Xu, C.; Hui, P. M.

    2017-09-01

    A class of evolutionary games using a self-questioning strategy switching mechanism played in a population of connected agents is shown to behave as an Ising model Hamiltonian of spins connected in the same way. The payoff parameters combine to give the coupling between spins and an external magnetic field. The mapping covers the prisoner's dilemma, snowdrift and stag hunt games in structured populations. A well-mixed system is used to illustrate the equivalence. In a chain of agents/spins, the mapping to Ising model leads to an exact solution to the games effortlessly. The accuracy of standard approximations on the games can then be quantified. The site approximation is found to show varied accuracies depending on the payoff parameters, and the link approximation is shown to give the exact result in a chain but not in a closed form. The mapping established here connects two research areas, with each having much to offer to the other.

  12. 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…

  13. 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.

  14. Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization

    ERIC Educational Resources Information Center

    Lui, Richard W. C.; Au, Cheuk Hang

    2018-01-01

    This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…

  15. Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.

    PubMed

    Wang, Xiaohui; Goh, Dion Hoe-Lian

    2017-11-01

    The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research.

  16. Sworn testimony of the model evidence: Gaussian Mixture Importance (GAME) sampling

    NASA Astrophysics Data System (ADS)

    Volpi, Elena; Schoups, Gerrit; Firmani, Giovanni; Vrugt, Jasper A.

    2017-07-01

    What is the "best" model? The answer to this question lies in part in the eyes of the beholder, nevertheless a good model must blend rigorous theory with redeeming qualities such as parsimony and quality of fit. Model selection is used to make inferences, via weighted averaging, from a set of K candidate models, Mk; k=>(1,…,K>), and help identify which model is most supported by the observed data, Y>˜=>(y˜1,…,y˜n>). Here, we introduce a new and robust estimator of the model evidence, p>(Y>˜|Mk>), which acts as normalizing constant in the denominator of Bayes' theorem and provides a single quantitative measure of relative support for each hypothesis that integrates model accuracy, uncertainty, and complexity. However, p>(Y>˜|Mk>) is analytically intractable for most practical modeling problems. Our method, coined GAussian Mixture importancE (GAME) sampling, uses bridge sampling of a mixture distribution fitted to samples of the posterior model parameter distribution derived from MCMC simulation. We benchmark the accuracy and reliability of GAME sampling by application to a diverse set of multivariate target distributions (up to 100 dimensions) with known values of p>(Y>˜|Mk>) and to hypothesis testing using numerical modeling of the rainfall-runoff transformation of the Leaf River watershed in Mississippi, USA. These case studies demonstrate that GAME sampling provides robust and unbiased estimates of the evidence at a relatively small computational cost outperforming commonly used estimators. The GAME sampler is implemented in the MATLAB package of DREAM and simplifies considerably scientific inquiry through hypothesis testing and model selection.

  17. An Authoring Tool for Educational Adventure Games: Concept, Game Models and Authoring Processes

    ERIC Educational Resources Information Center

    Mehm, Florian; Göbel, Stefan; Steinmetz, Ralf

    2013-01-01

    The genre of educational adventure games is a common and successful choice in game-based learning. The games combine captivating narratives that motivate players to continue playing with game mechanics that are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and focused on puzzles that can be…

  18. An IUR evolutionary game model on the patent cooperate of Shandong China

    NASA Astrophysics Data System (ADS)

    Liu, Mengmeng; Ma, Yinghong; Liu, Zhiyuan; You, Xuemei

    2017-06-01

    Organizations of industries and university & research institutes cooperate to meet their respective needs based on social contacts, trust and share complementary resources. From the perspective of complex network together with the patent data of Shandong province in China, a novel evolutionary game model on patent cooperation network is presented. Two sides in the game model are industries and universities & research institutes respectively. The cooperation is represented by a connection when a new patent is developed together by the two sides. The optimal strategy of the evolutionary game model is quantified by the average positive cooperation probability p ¯ and the average payoff U ¯ . The feasibility of this game model is simulated on the parameters such as the knowledge spillover, the punishment, the development cost and the distribution coefficient of the benefit. The numerical simulations show that the cooperative behaviors are affected by the variation of parameters. The knowledge spillover displays different behaviors when the punishment is larger than the development cost or less than it. Those results indicate that reasonable punishment would improve the positive cooperation. The appropriate punishment will be useful to enhance the big degree nodes positively cooperate with industries and universities & research institutes. And an equitable plan for the distribution of cooperative profits is half-and-half distribution strategy for the two sides in game.

  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. 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.

  1. 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

  2. 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

  3. Teachers' Views on Cyberloafing and Impression Management Tactics

    ERIC Educational Resources Information Center

    Nartgün, Senay Sezgin; Ekinci, Serkan; Limon, Ibrahim; Tükel, Hayrettin

    2017-01-01

    The aim of this study is to identify secondary school teachers' employed in Nevsehir central district views on impression management tactics and cyberloafing. It also aims to determine whether there is a significant relationship between their views. The study was conducted in relational screening model. On the other hand, the universe of the study…

  4. Asymmetric Evolutionary Games.

    PubMed

    McAvoy, Alex; Hauert, Christoph

    2015-08-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.

  5. Asymmetric Evolutionary Games

    PubMed Central

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  6. 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.

  7. 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.

  8. The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements.

    ERIC Educational Resources Information Center

    Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia

    1999-01-01

    Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)

  9. 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…

  10. A high-fidelity, six-degree-of-freedom batch simulation environment for tactical guidance research and evaluation

    NASA Technical Reports Server (NTRS)

    Goodrich, Kenneth H.

    1993-01-01

    A batch air combat simulation environment, the tactical maneuvering simulator (TMS), is presented. The TMS is a tool for developing and evaluating tactical maneuvering logics, but it can also be used to evaluate the tactical implications of perturbations to aircraft performance or supporting systems. The TMS can simulate air combat between any number of engagement participants, with practical limits imposed by computer memory and processing power. Aircraft are modeled using equations of motion, control laws, aerodynamics, and propulsive characteristics equivalent to those used in high-fidelity piloted simulations. Data bases representative of a modern high-performance aircraft with and without thrust-vectoring capability are included. To simplify the task of developing and implementing maneuvering logics in the TMS, an outer-loop control system, the tactical autopilot (TA), is implemented in the aircraft simulation model. The TA converts guidance commands by computerized maneuvering logics from desired angle of attack and wind-axis bank-angle inputs to the inner loop control augmentation system of the aircraft. The capabilities and operation of the TMS and the TA are described.

  11. 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

  12. A cognitive approach to game usability and design: mental model development in novice real-time strategy gamers.

    PubMed

    Graham, John; Zheng, Liya; Gonzalez, Cleotilde

    2006-06-01

    We developed a technique to observe and characterize a novice real-time-strategy (RTS) player's mental model as it shifts with experience. We then tested this technique using an off-the-shelf RTS game, EA Games Generals. Norman defined mental models as, "an internal representation of a target system that provides predictive and explanatory power to the operator." In the case of RTS games, the operator is the player and the target system is expressed by the relationships within the game. We studied five novice participants in laboratory-controlled conditions playing a RTS game. They played Command and Conquer Generals for 2 h per day over the course of 5 days. A mental model analysis was generated using player dissimilarity-ratings of the game's artificial intelligence (AI) agents analyzed using multidimensional scaling (MDS) statistical methods. We hypothesized that novices would begin with an impoverished model based on the visible physical characteristics of the game system. As they gained experience and insight, their mental models would shift and accommodate the functional characteristics of the AI agents. We found that all five of the novice participants began with the predicted physical-based mental model. However, while their models did qualitatively shift with experience, they did not necessarily change to the predicted functional-based model. This research presents an opportunity for the design of games that are guided by shifts in a player's mental model as opposed to the typical progression through successive performance levels.

  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. Continuous model for the rock-scissors-paper game between bacteriocin producing bacteria.

    PubMed

    Neumann, Gunter; Schuster, Stefan

    2007-06-01

    In this work, important aspects of bacteriocin producing bacteria and their interplay are elucidated. Various attempts to model the resistant, producer and sensitive Escherichia coli strains in the so-called rock-scissors-paper (RSP) game had been made in the literature. The question arose whether there is a continuous model with a cyclic structure and admitting an oscillatory dynamics as observed in various experiments. The May-Leonard system admits a Hopf bifurcation, which is, however, degenerate and hence inadequate. The traditional differential equation model of the RSP-game cannot be applied either to the bacteriocin system because it involves positive interaction terms. In this paper, a plausible competitive Lotka-Volterra system model of the RSP game is presented and the dynamics generated by that model is analyzed. For the first time, a continuous, spatially homogeneous model that describes the competitive interaction between bacteriocin-producing, resistant and sensitive bacteria is established. The interaction terms have negative coefficients. In some experiments, for example, in mice cultures, migration seemed to be essential for the reinfection in the RSP cycle. Often statistical and spatial effects such as migration and mutation are regarded to be essential for periodicity. Our model gives rise to oscillatory dynamics in the RSP game without such effects. Here, a normal form description of the limit cycle and conditions for its stability are derived. The toxicity of the bacteriocin is used as a bifurcation parameter. Exact parameter ranges are obtained for which a stable (robust) limit cycle and a stable heteroclinic cycle exist in the three-species game. These parameters are in good accordance with the observed relations for the E. coli strains. The roles of growth rate and growth yield of the three strains are discussed. Numerical calculations show that the sensitive, which might be regarded as the weakest, can have the longest sojourn times.

  15. Modelling home advantage in the Summer Olympic Games.

    PubMed

    Balmer, N J; Nevill, A M; Williams, A M

    2003-06-01

    Home advantage in team games is well proven and the influence of the crowd upon officials' decisions has been identified as a plausible cause. The aim of this study was to assess the significance of home advantage for five event groups selected from the Summer Olympic Games between 1896 and 1996, and put home advantage in team games in context with other sports. The five event groups were athletics and weightlifting (predominantly objectively judged), boxing and gymnastics (predominantly subjectively judged) and team games (involving subjective decisions). The proportion of points won was analysed as a binomial response variable using generalized linear interactive modelling. Preliminary exploration of the data highlighted the need to control for the proportion of competitors entered and to split the analysis pre- and post-war. Highly significant home advantage was found in event groups that were either subjectively judged or rely on subjective decisions. In contrast, little or no home advantage (and even away advantage) was observed for the two objectively judged groups. Officiating system was vital to both the existence and extent of home advantage. Our findings suggest that crowd noise has a greater influence upon officials' decisions than players' performances, as events with greater officiating input enjoyed significantly greater home advantage.

  16. Modeling Cyber Physical War Gaming

    DTIC Science & Technology

    2017-08-07

    and benefits of the cyber war game vary depending on the goals of the organization. These goals may include identifying hidden vulnerabilities...example. This is a generalized case of our game -theoretic framework described in Section 2.1. Although the defender costs are not dependent on the...

  17. Androgen responses to reproductive competition of males pursuing either fixed or plastic alternative reproductive tactics.

    PubMed

    von Kuerthy, Corinna; Ros, Albert F H; Taborsky, Michael

    2016-11-15

    Alternative reproductive tactics (ARTs), which can be plastic or fixed for life, may be characterized by distinct hormonal profiles. The relative plasticity hypothesis predicts flexible androgen regulation for adult males pursuing plastic tactics, but a less flexible regulation for males using a fixed tactic throughout life. Furthermore, androgen profiles may respond to changes in the social environment, as predicted by the social reciprocity models of hormone/behaviour interactions. The cichlid fish Lamprologus callipterus provides a rare opportunity to study the roles of androgens for male ARTs within a single species, because fixed and plastic ARTs coexist. We experimentally exposed males to competitors pursuing either the same or different tactics to test predictions of the relative plasticity and the social reciprocity models. Androgen profiles of different male types partly comply with predictions derived from the relative plasticity hypothesis: males of the plastic bourgeois/sneaker male trajectory showed different 11-ketotestosterone (11-KT) levels when pursuing either bourgeois or parasitic sneaker male behaviours. Surprisingly, males pursuing the fixed dwarf male tactic showed the highest free and conjugated 11-KT and testosterone (T) levels. Our experimental social challenges significantly affected the free 11-KT levels of bourgeois males, but the androgen responses did not differ between challenges involving different types of competitors. Furthermore, the free T-responses of the bourgeois males correlated with their aggressive behaviour exhibited against competitors. Our results provide new insights into the endocrine responsiveness of fixed and plastic ARTs, confirming and refuting some predictions of both the relative plasticity and the social reciprocity models. © 2016. Published by The Company of Biologists Ltd.

  18. Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity

    PubMed Central

    Hu, Jianping; Zhen, Shuangju; Yu, Chengfu; Zhang, Qiuyan; Zhang, Wei

    2017-01-01

    Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a) and the biosocial-affect model (Romer and Hennessy, 2007) of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator) and when (impulsivity as a moderator) did sensation seeking influence online gaming addiction in adolescence. A total of 375 Chinese male adolescents (mean age = 16.02 years, SD = 0.85) from southern China completed anonymous questionnaires regarding sensation seeking, positive affective associations with online games, impulsivity, and online gaming addiction. Our findings revealed that sensation seeking, positive affective associations with online games and impulsivity were each significantly and positively associated with online gaming addiction in adolescents. Positive affective associations mediated the relationship between sensation seeking and online gaming addiction. Further, impulsivity moderated the relationship between positive affective associations and online gaming addiction, such that the association between positive affective association and online gaming addiction was stronger for high than for low impulsivity adolescents. These findings underscore the importance of integrating the biosocial-affect model and the Dual Systems Model to understand how and when sensation seeking impacts adolescent online gaming addiction. PMID:28529494

  19. Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity.

    PubMed

    Hu, Jianping; Zhen, Shuangju; Yu, Chengfu; Zhang, Qiuyan; Zhang, Wei

    2017-01-01

    Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a) and the biosocial-affect model (Romer and Hennessy, 2007) of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator) and when (impulsivity as a moderator) did sensation seeking influence online gaming addiction in adolescence. A total of 375 Chinese male adolescents (mean age = 16.02 years, SD = 0.85) from southern China completed anonymous questionnaires regarding sensation seeking, positive affective associations with online games, impulsivity, and online gaming addiction. Our findings revealed that sensation seeking, positive affective associations with online games and impulsivity were each significantly and positively associated with online gaming addiction in adolescents. Positive affective associations mediated the relationship between sensation seeking and online gaming addiction. Further, impulsivity moderated the relationship between positive affective associations and online gaming addiction, such that the association between positive affective association and online gaming addiction was stronger for high than for low impulsivity adolescents. These findings underscore the importance of integrating the biosocial-affect model and the Dual Systems Model to understand how and when sensation seeking impacts adolescent online gaming addiction.

  20. 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

  1. A game theory-based trust measurement model for social networks.

    PubMed

    Wang, Yingjie; Cai, Zhipeng; Yin, Guisheng; Gao, Yang; Tong, Xiangrong; Han, Qilong

    2016-01-01

    In social networks, trust is a complex social network. Participants in online social networks want to share information and experiences with as many reliable users as possible. However, the modeling of trust is complicated and application dependent. Modeling trust needs to consider interaction history, recommendation, user behaviors and so on. Therefore, modeling trust is an important focus for online social networks. We propose a game theory-based trust measurement model for social networks. The trust degree is calculated from three aspects, service reliability, feedback effectiveness, recommendation credibility, to get more accurate result. In addition, to alleviate the free-riding problem, we propose a game theory-based punishment mechanism for specific trust and global trust, respectively. We prove that the proposed trust measurement model is effective. The free-riding problem can be resolved effectively through adding the proposed punishment mechanism.

  2. Assessing variation in life-history tactics within a population using mixture regression models: a practical guide for evolutionary ecologists.

    PubMed

    Hamel, Sandra; Yoccoz, Nigel G; Gaillard, Jean-Michel

    2017-05-01

    Mixed models are now well-established methods in ecology and evolution because they allow accounting for and quantifying within- and between-individual variation. However, the required normal distribution of the random effects can often be violated by the presence of clusters among subjects, which leads to multi-modal distributions. In such cases, using what is known as mixture regression models might offer a more appropriate approach. These models are widely used in psychology, sociology, and medicine to describe the diversity of trajectories occurring within a population over time (e.g. psychological development, growth). In ecology and evolution, however, these models are seldom used even though understanding changes in individual trajectories is an active area of research in life-history studies. Our aim is to demonstrate the value of using mixture models to describe variation in individual life-history tactics within a population, and hence to promote the use of these models by ecologists and evolutionary ecologists. We first ran a set of simulations to determine whether and when a mixture model allows teasing apart latent clustering, and to contrast the precision and accuracy of estimates obtained from mixture models versus mixed models under a wide range of ecological contexts. We then used empirical data from long-term studies of large mammals to illustrate the potential of using mixture models for assessing within-population variation in life-history tactics. Mixture models performed well in most cases, except for variables following a Bernoulli distribution and when sample size was small. The four selection criteria we evaluated [Akaike information criterion (AIC), Bayesian information criterion (BIC), and two bootstrap methods] performed similarly well, selecting the right number of clusters in most ecological situations. We then showed that the normality of random effects implicitly assumed by evolutionary ecologists when using mixed models was often

  3. 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

  4. An evolutionary game model for behavioral gambit of loyalists: Global awareness and risk-aversion

    NASA Astrophysics Data System (ADS)

    Alfinito, E.; Barra, A.; Beccaria, M.; Fachechi, A.; Macorini, G.

    2018-02-01

    We study the phase diagram of a minority game where three classes of agents are present. Two types of agents play a risk-loving game that we model by the standard Snowdrift Game. The behaviour of the third type of agents is coded by indifference with respect to the game at all: their dynamics is designed to account for risk-aversion as an innovative behavioral gambit. From this point of view, the choice of this solitary strategy is enhanced when innovation starts, while is depressed when it becomes the majority option. This implies that the payoff matrix of the game becomes dependent on the global awareness of the agents measured by the relevance of the population of the indifferent players. The resulting dynamics is nontrivial with different kinds of phase transition depending on a few model parameters. The phase diagram is studied on regular as well as complex networks.

  5. 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

  6. 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

  7. 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

  8. 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.

  9. 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

  10. Modelling Human Teaching Tactics and Strategies for Tutoring Systems: 14 Years On

    ERIC Educational Resources Information Center

    du Boulay, Benedict; Luckin, Rosemary

    2016-01-01

    Our original paper tried to characterize the richness of the teaching repertoire of expert human teachers and to give a sense of how far there still was to go in the development of pedagogic expertise in AIED systems. It considered three ways in which more expert teaching strategies and tactics might be developed. These were via (i) the…

  11. 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

  12. 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

  13. Deduction of initial strategy distributions of agents in mix-game models

    NASA Astrophysics Data System (ADS)

    Gou, Chengling

    2006-11-01

    This paper reports the effort of deducing the initial strategy distributions (ISDs) of agents in mix-game models that is used to predict a real financial time series generated from a target financial market. Using mix-games to predict Shanghai Index, we find that the time series of prediction accurate rates is sensitive to the ISDs of agents in group 2 who play a minority game, but less sensitive to the ISDs of agents in group 1 who play a majority game. And agents in group 2 tend to cluster in full strategy space (FSS) if the real financial time series has obvious tendency (upward or downward), otherwise they tend to scatter in FSS. We also find that the ISDs and the number of agents in group 1 influence the level of prediction accurate rates. Finally, this paper gives suggestion about further research.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. Modeling infectious diseases dissemination through online role-playing games.

    PubMed

    Balicer, Ran D

    2007-03-01

    As mathematical modeling of infectious diseases becomes increasingly important for developing public health policies, a novel platform for such studies might be considered. Millions of people worldwide play interactive online role-playing games, forming complex and rich networks among their virtual characters. An unexpected outbreak of an infective communicable disease (unplanned by the game creators) recently occurred in this virtual world. This outbreak holds surprising similarities to real-world epidemics. It is possible that these virtual environments could serve as a platform for studying the dissemination of infectious diseases, and as a testing ground for novel interventions to control emerging communicable diseases.

  19. Research in network management techniques for tactical data communications networks

    NASA Astrophysics Data System (ADS)

    Boorstyn, R.; Kershenbaum, A.; Maglaris, B.; Sarachik, P.

    1982-09-01

    This is the final technical report for work performed on network management techniques for tactical data networks. It includes all technical papers that have been published during the control period. Research areas include Packet Network modelling, adaptive network routing, network design algorithms, network design techniques, and local area networks.

  20. 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.

  1. 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.

  2. Redefining Tactical Operations for MER Using Cloud Computing

    NASA Technical Reports Server (NTRS)

    Joswig, Joseph C.; Shams, Khawaja S.

    2011-01-01

    The Mars Exploration Rover Mission (MER) includes the twin rovers, Spirit and Opportunity, which have been performing geological research and surface exploration since early 2004. The rovers' durability well beyond their original prime mission (90 sols or Martian days) has allowed them to be a valuable platform for scientific research for well over 2000 sols, but as a by-product it has produced new challenges in providing efficient and cost-effective tactical operational planning. An early stage process adaptation was the move to distributed operations as mission scientists returned to their places of work in the summer of 2004, but they would still came together via teleconference and connected software to plan rover activities a few times a week. This distributed model has worked well since, but it requires the purchase, operation, and maintenance of a dedicated infrastructure at the Jet Propulsion Laboratory. This server infrastructure is costly to operate and the periodic nature of its usage (typically heavy usage for 8 hours every 2 days) has made moving to a cloud based tactical infrastructure an extremely tempting proposition. In this paper we will review both past and current implementations of the tactical planning application focusing on remote plan saving and discuss the unique challenges present with long-latency, distributed operations. We then detail the motivations behind our move to cloud based computing services and as well as our system design and implementation. We will discuss security and reliability concerns and how they were addressed

  3. 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

  4. Tactics and Economics of Wildlife Oral Rabies Vaccination, Canada and the United States

    PubMed Central

    Meltzer, Martin I.; Shwiff, Stephanie A.; Slate, Dennis

    2009-01-01

    Progressive elimination of rabies in wildlife has been a general strategy in Canada and the United States; common campaign tactics are trap–vaccinate–release (TVR), point infection control (PIC), and oral rabies vaccination (ORV). TVR and PIC are labor intensive and the most expensive tactics per unit area (≈$616/km2 [in 2008 Can$, converted from the reported $450/km2 in 1991 Can$] and ≈$612/km2 [$500/km2 in 1999 Can$], respectively), but these tactics have proven crucial to elimination of raccoon rabies in Canada and to maintenance of ORV zones for preventing the spread of raccoon rabies in the United States. Economic assessments have shown that during rabies epizootics, costs of human postexposure prophylaxis, pet vaccination, public health, and animal control spike. Modeling studies, involving diverse assumptions, have shown that ORV programs can be cost-efficient and yield benefit:cost ratios >1.0. PMID:19757549

  5. Dynamic Stackelberg game model for water rationalization in drought emergency

    NASA Astrophysics Data System (ADS)

    Kicsiny, R.; Piscopo, V.; Scarelli, A.; Varga, Z.

    2014-09-01

    In water resource management, in case of a limited resource, there is a conflict situation between different consumers. In this paper, a dynamic game-theoretical model is suggested for the solution of such conflict. Let us suppose that in a region, water supply is based on a given aquifer, from which a quantity of effective reserve can be used without damaging the aquifer, and a long drought is foreseen. The use of water is divided between the social sector represented by the local authority, and the production sector, in our case, simplified to a single agricultural producer using water for irrigation; they are the players in the game. For a fixed time period, every day, a given amount is available, from which first the authority, then the producer takes a proportion, which corresponds to the strategy choices of the players. A price function is given, which depends on the total available reserve, the payoffs of both players are quantified as their net incomes for the whole period: for the producer: profit from selling the product minus price of water and tax paid, for the authority: tax received plus the gain for the authority from selling the water bought to the social sector minus price of water purchased. A solution (equilibrium) of the game consists of such strategy choices of both players, with which each player maximizes her/his total payoff (over the whole time horizon of the game) provided that the other player also maximizes her/his own payoff. In the paper, in a mathematical model for the above conflict situation, a deterministic continuum-strategy two-player discrete-time dynamic Stackelberg game with fixed finite time duration and closed-loop information structure is proposed, where the authority is “leader” and the producer is “follower”. The algorithms for the solution of the game are based on recent theoretical results of the authors. Illustrative numerical examples are also given.

  6. 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…

  7. A hybrid fuzzy logic/constraint satisfaction problem approach to automatic decision making in simulation game models.

    PubMed

    Braathen, Sverre; Sendstad, Ole Jakob

    2004-08-01

    Possible techniques for representing automatic decision-making behavior approximating human experts in complex simulation model experiments are of interest. Here, fuzzy logic (FL) and constraint satisfaction problem (CSP) methods are applied in a hybrid design of automatic decision making in simulation game models. The decision processes of a military headquarters are used as a model for the FL/CSP decision agents choice of variables and rulebases. The hybrid decision agent design is applied in two different types of simulation games to test the general applicability of the design. The first application is a two-sided zero-sum sequential resource allocation game with imperfect information interpreted as an air campaign game. The second example is a network flow stochastic board game designed to capture important aspects of land manoeuvre operations. The proposed design is shown to perform well also in this complex game with a very large (billionsize) action set. Training of the automatic FL/CSP decision agents against selected performance measures is also shown and results are presented together with directions for future research.

  8. 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".

  9. 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

  10. Considerations for Adaptive Tutoring Within Serious Games: Authoring Cognitive Models and game Interfaces

    DTIC Science & Technology

    2011-06-01

    character skills correspond to real- world player skills (transfer). In games such as World of Warcraft , "grinding" behaviors are popular (boring...reflecting on a recent emphasis on self-directed learning using game-based simulations and virtual worlds , the authors considered key challenges in...transforming serious games and virtual worlds into adaptive training tools. This article reflects specifically on the challenges and potential of cognitive

  11. 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…

  12. 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.

  13. Genetic variation in threshold reaction norms for alternative reproductive tactics in male Atlantic salmon, Salmo salar.

    PubMed

    Piché, Jacinthe; Hutchings, Jeffrey A; Blanchard, Wade

    2008-07-07

    Alternative reproductive tactics may be a product of adaptive phenotypic plasticity, such that discontinuous variation in life history depends on both the genotype and the environment. Phenotypes that fall below a genetically determined threshold adopt one tactic, while those exceeding the threshold adopt the alternative tactic. We report evidence of genetic variability in maturation thresholds for male Atlantic salmon (Salmo salar) that mature either as large (more than 1 kg) anadromous males or as small (10-150 g) parr. Using a common-garden experimental protocol, we find that the growth rate at which the sneaker parr phenotype is expressed differs among pure- and mixed-population crosses. Maturation thresholds of hybrids were intermediate to those of pure crosses, consistent with the hypothesis that the life-history switch points are heritable. Our work provides evidence, for a vertebrate, that thresholds for alternative reproductive tactics differ genetically among populations and can be modelled as discontinuous reaction norms for age and size at maturity.

  14. We Are the Game Changers: An Open Gaming Literacy Programme

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Morini, Luca; Green, Kate; Masters, Alex; Bellamy-Woods, Tyrone

    2017-01-01

    This paper discusses the first iteration of Game Changers Programme hosted by Coventry University's Disruptive Media Learning Lab (DMLL), an open game design initiative. The Programme had the goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/ collaboration to make game design and development more…

  15. 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.

  16. Cognitive Model of Trust Dynamics Predicts Human Behavior within and between Two Games of Strategic Interaction with Computerized Confederate Agents

    PubMed Central

    Collins, Michael G.; Juvina, Ion; Gluck, Kevin A.

    2016-01-01

    When playing games of strategic interaction, such as iterated Prisoner's Dilemma and iterated Chicken Game, people exhibit specific within-game learning (e.g., learning a game's optimal outcome) as well as transfer of learning between games (e.g., a game's optimal outcome occurring at a higher proportion when played after another game). The reciprocal trust players develop during the first game is thought to mediate transfer of learning effects. Recently, a computational cognitive model using a novel trust mechanism has been shown to account for human behavior in both games, including the transfer between games. We present the results of a study in which we evaluate the model's a priori predictions of human learning and transfer in 16 different conditions. The model's predictive validity is compared against five model variants that lacked a trust mechanism. The results suggest that a trust mechanism is necessary to explain human behavior across multiple conditions, even when a human plays against a non-human agent. The addition of a trust mechanism to the other learning mechanisms within the cognitive architecture, such as sequence learning, instance-based learning, and utility learning, leads to better prediction of the empirical data. It is argued that computational cognitive modeling is a useful tool for studying trust development, calibration, and repair. PMID:26903892

  17. Cooperative Trust Games

    DTIC Science & Technology

    2013-01-01

    the more widely recognized competitive (non-cooperative) game theory. Cooperative game theory focuses on what groups of self-interested agents can...provides immediate justification for using non-cooperative game theory as the basis for modeling the purely competitive agents. 2.4. Superadditive...the competitive and altruistic contributions of the subset team. Definition: Given a payoff function ( ) in a subset team game , the total marginal

  18. 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.

  19. Perceiving intergroup conflict: from game models to mental templates.

    PubMed

    Halevy, Nir; Sagiv, Lilach; Roccas, Sonia; Bornstein, Gary

    2006-12-01

    This article puts forward a parsimonious framework for studying subjective perceptions of real-life intergroup conflicts. Four studies were conducted to explore how individuals perceive the strategic properties of the Israeli-Palestinian conflict. Studies 1 and 2 found theory-driven associations between people's subjective perception of the conflict's structure as a Chicken, Assurance, or Prisoner's Dilemma game and their ingroup/outgroup perceptions, national identification, religiosity, political partisanship, voting behavior, and right-wing authoritarianism. Studies 3 and 4 manipulated the saliency of the needs for cognitive closure and security, respectively, demonstrating that these needs affect people's endorsement of the game models as descriptions of the conflict.

  20. 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.

  1. 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

  2. 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.

  3. 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

  4. 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

  5. The Impact of a Hybrid Sport Education-Invasion Games Competence Model Soccer Unit on Students' Decision Making, Skill Execution and Overall Game Performance

    ERIC Educational Resources Information Center

    Mesquita, Isabel; Farias, Claudio; Hastie, Peter

    2012-01-01

    The purpose of this study was to examine the impact of a hybrid Sport Education-Invasion Games Competence Model (SE-IGCM) unit application on students' improvements in decision making, skill execution and overall game performance, during a soccer season. Twenty-six fifth-grade students from a Portuguese public elementary school participated in a…

  6. Game Literacy, Gaming Cultures and Media Education

    ERIC Educational Resources Information Center

    Partington, Anthony

    2010-01-01

    This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…

  7. Some dynamics of signaling games.

    PubMed

    Huttegger, Simon; Skyrms, Brian; Tarrès, Pierre; Wagner, Elliott

    2014-07-22

    Information transfer is a basic feature of life that includes signaling within and between organisms. Owing to its interactive nature, signaling can be investigated by using game theory. Game theoretic models of signaling have a long tradition in biology, economics, and philosophy. For a long time the analyses of these games has mostly relied on using static equilibrium concepts such as Pareto optimal Nash equilibria or evolutionarily stable strategies. More recently signaling games of various types have been investigated with the help of game dynamics, which includes dynamical models of evolution and individual learning. A dynamical analysis leads to more nuanced conclusions as to the outcomes of signaling interactions. Here we explore different kinds of signaling games that range from interactions without conflicts of interest between the players to interactions where their interests are seriously misaligned. We consider these games within the context of evolutionary dynamics (both infinite and finite population models) and learning dynamics (reinforcement learning). Some results are specific features of a particular dynamical model, whereas others turn out to be quite robust across different models. This suggests that there are certain qualitative aspects that are common to many real-world signaling interactions.

  8. Some dynamics of signaling games

    PubMed Central

    Huttegger, Simon; Skyrms, Brian; Tarrès, Pierre; Wagner, Elliott

    2014-01-01

    Information transfer is a basic feature of life that includes signaling within and between organisms. Owing to its interactive nature, signaling can be investigated by using game theory. Game theoretic models of signaling have a long tradition in biology, economics, and philosophy. For a long time the analyses of these games has mostly relied on using static equilibrium concepts such as Pareto optimal Nash equilibria or evolutionarily stable strategies. More recently signaling games of various types have been investigated with the help of game dynamics, which includes dynamical models of evolution and individual learning. A dynamical analysis leads to more nuanced conclusions as to the outcomes of signaling interactions. Here we explore different kinds of signaling games that range from interactions without conflicts of interest between the players to interactions where their interests are seriously misaligned. We consider these games within the context of evolutionary dynamics (both infinite and finite population models) and learning dynamics (reinforcement learning). Some results are specific features of a particular dynamical model, whereas others turn out to be quite robust across different models. This suggests that there are certain qualitative aspects that are common to many real-world signaling interactions. PMID:25024209

  9. 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

  10. 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.

  11. 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

  12. 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.

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

    NASA Astrophysics Data System (ADS)

    Mour, Ankur

    to the defense community. In this thesis, we consider a scenario where a number of military platforms have been tasked with the goal of detecting and tracking targets. The sensors onboard a military platform have a partial and inaccurate view of the operating picture and need to make use of data transmitted from neighboring sensors in order to improve the accuracy of their own measurements. The communication takes place over tactical data networks with scarce bandwidth. The problem is compounded by the possibility that the local goals of military platforms might not be aligned with the global system goal. Such a scenario might occur in multi-flag, multi-platform military exercises, where the military commanders of each platform are more concerned with the well-being of their own platform over others. Therefore there is a need to design a mechanism that efficiently allocates the flow of data within the network to ensure that the resulting global performance maximizes the information gain of the entire system, despite the self-interested actions of the individual actors. We propose a two-stage mechanism based on modified strictly-proper scoring rules, with unknown costs, whereby multiple sensor platforms can provide estimates of limited precisions and the center does not have to rely on knowledge of the actual outcome when calculating payments. In particular, our work emphasizes the importance of applying robust optimization techniques to deal with the uncertainty in the operating environment. We apply our robust optimization - based scoring rules algorithm to an agent-based model framework of the combat tactical data network, and analyze the results obtained. Through the work we hope to demonstrate how mechanism design, perched at the intersection of game theory and microeconomics, is aptly suited to address one set of challenges of the ULS system paradigm - challenges not amenable to traditional system engineering approaches.

  14. Establishing a Suitable Tactical Design Model for Clear-Hold-Build Counterinsurgency Operations

    DTIC Science & Technology

    2009-06-12

    Vietnam capitol of Saigon. Cedar Falls was tactically designed to achieve this result through two measures . First, U.S. Army forces would separate...provide a higher force ratio for the operation. This tethering would mitigate risk for the Soldiers themselves. Because risk management is so integrated...Vietnam) BCT Brigade Combat Team BCTP Battle Command Training Program BN Battalion BSP Baghdad Security Plan CF Coalition Forces C-H-B Clear-Hold

  15. A Game-Theoretical Model to Improve Process Plant Protection from Terrorist Attacks.

    PubMed

    Zhang, Laobing; Reniers, Genserik

    2016-12-01

    The New York City 9/11 terrorist attacks urged people from academia as well as from industry to pay more attention to operational security research. The required focus in this type of research is human intention. Unlike safety-related accidents, security-related accidents have a deliberate nature, and one has to face intelligent adversaries with characteristics that traditional probabilistic risk assessment techniques are not capable of dealing with. In recent years, the mathematical tool of game theory, being capable to handle intelligent players, has been used in a variety of ways in terrorism risk assessment. In this article, we analyze the general intrusion detection system in process plants, and propose a game-theoretical model for security management in such plants. Players in our model are assumed to be rational and they play the game with complete information. Both the pure strategy and the mixed strategy solutions are explored and explained. We illustrate our model by an illustrative case, and find that in our case, no pure strategy but, instead, a mixed strategy Nash equilibrium exists. © 2016 Society for Risk Analysis.

  16. 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

  17. 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

  18. 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

  19. 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

  20. The Emergence of Simulation and Gaming.

    ERIC Educational Resources Information Center

    Becker, Henk A.

    1980-01-01

    Describes the historical and international development of simulation and gaming in terms of simulation as analytical models, and games as communicative models; and forecasts possible futures of simulation and gaming. (CMV)

  1. MIQSTURE: An Experimental Online Language for Army Tactical Intelligence Information Processing

    DTIC Science & Technology

    1978-07-01

    algorithms. The most critical component of an active information processing model for Army tactical intelligence is the user interface, which must be based on...1976)** defined some preliminary notions of an active information model centered around a data base that can introspect about its contents and...34An Introspective Data Base for an Active Information Model." OSI Technical Note N76-017, 17 November 1976 1-4 L4 beyond optimistic expectations and

  2. 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…

  3. Taking Educational Games Seriously: Using the RETAIN Model to Design Endogenous Fantasy into Standalone Educational Games

    ERIC Educational Resources Information Center

    Gunter, Glenda A.; Kenny, Robert F.; Vick, Erik H.

    2008-01-01

    We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended…

  4. 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.

  5. 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

  6. Game and Information Theory Analysis of Electronic Counter Measures in Pursuit-Evasion Games

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

    Griffin, Christopher H

    Two-player Pursuit-Evasion games in the literature typically either assume both players have perfect knowledge of the opponent s positions or use primitive sensing models. This unrealistically skews the problem in favor of the pursuer who need only maintain a faster velocity at all turning radii. In real life, an evader usually escapes when the pursuer no longer knows the evader s position. In our previous work, we modeled pursuit-evasion without perfect information as a two-player bi-matrix game by using a realistic sensor model and information theory to compute game theoretic payoff matrices. That game has a saddle point when themore » evader uses strategies that exploit sensor limitations, while the pursuer relies on strategies that ignore the sensing limitations. In this paper, we consider for the first time the effect of many types of electronic counter measures (ECM) on pursuit evasion games. The evader s decision to initiate its ECM is modeled as a function of the distance between the players. Simulations show how to find optimal strategies for ECM use when initial conditions are known. We also discuss the effectiveness of different ECM technologies in pursuit-evasion games.« less

  7. 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

  8. An Evolutionary Game Theory Model of Revision-Resistant Motivations and Strategic Reasoning

    DTIC Science & Technology

    2008-08-01

    The model also is consistent with a number of findings on the nature of emotions and related forms of motivation. 15. SUBJECT TERMS...because human beings have some kinds of motivations that are not reducible to the economist’s traditional notion of ordered preferences. These...simulation is designed in light of the most current human subject research on a widely studied game: the Ultimatum Game. This allows us to test

  9. Communicating with sentences: A multi-word naming game model

    NASA Astrophysics Data System (ADS)

    Lou, Yang; Chen, Guanrong; Hu, Jianwei

    2018-01-01

    Naming game simulates the process of naming an object by a single word, in which a population of communicating agents can reach global consensus asymptotically through iteratively pair-wise conversations. We propose an extension of the single-word model to a multi-word naming game (MWNG), simulating the case of describing a complex object by a sentence (multiple words). Words are defined in categories, and then organized as sentences by combining them from different categories. We refer to a formatted combination of several words as a pattern. In such an MWNG, through a pair-wise conversation, it requires the hearer to achieve consensus with the speaker with respect to both every single word in the sentence as well as the sentence pattern, so as to guarantee the correct meaning of the saying; otherwise, they fail reaching consensus in the interaction. We validate the model in three typical topologies as the underlying communication network, and employ both conventional and man-designed patterns in performing the MWNG.

  10. [A prediction model for internet game addiction in adolescents: using a decision tree analysis].

    PubMed

    Kim, Ki Sook; Kim, Kyung Hee

    2010-06-01

    This study was designed to build a theoretical frame to provide practical help to prevent and manage adolescent internet game addiction by developing a prediction model through a comprehensive analysis of related factors. The participants were 1,318 students studying in elementary, middle, and high schools in Seoul and Gyeonggi Province, Korea. Collected data were analyzed using the SPSS program. Decision Tree Analysis using the Clementine program was applied to build an optimum and significant prediction model to predict internet game addiction related to various factors, especially parent related factors. From the data analyses, the prediction model for factors related to internet game addiction presented with 5 pathways. Causative factors included gender, type of school, siblings, economic status, religion, time spent alone, gaming place, payment to Internet café, frequency, duration, parent's ability to use internet, occupation (mother), trust (father), expectations regarding adolescent's study (mother), supervising (both parents), rearing attitude (both parents). The results suggest preventive and managerial nursing programs for specific groups by path. Use of this predictive model can expand the role of school nurses, not only in counseling addicted adolescents but also, in developing and carrying out programs with parents and approaching adolescents individually through databases and computer programming.

  11. Impulsivity, self-regulation,and pathological video gaming among youth: testing a mediation model.

    PubMed

    Liau, Albert K; Neo, Eng Chuan; Gentile, Douglas A; Choo, Hyekyung; Sim, Timothy; Li, Dongdong; Khoo, Angeline

    2015-03-01

    Given the potential negative mental health consequences of pathological video gaming, understanding its etiology may lead to useful treatment developments. The purpose of the study was to examine the influence of impulsive and regulatory processes on pathological video gaming. Study 1 involved 2154 students from 6 primary and 4 secondary schools in Singapore. Study 2 involved 191 students from 2 secondary schools. The results of study 1 and study 2 supported the hypothesis that self-regulation is a mediator between impulsivity and pathological video gaming. Specifically, higher levels of impulsivity was related to lower levels of self-regulation, which in turn was related to higher levels of pathological video gaming. The use of impulsivity and self-regulation in predicting pathological video gaming supports the dual-system model of incorporating both impulsive and reflective systems in the prediction of self-control outcomes. The study highlights the development of self-regulatory resources as a possible avenue for future prevention and treatment research. © 2011 APJPH.

  12. 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

  13. 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…

  14. Physical fitness predicts technical-tactical and time-motion profile in simulated Judo and Brazilian Jiu-Jitsu matches.

    PubMed

    Coswig, Victor S; Gentil, Paulo; Bueno, João C A; Follmer, Bruno; Marques, Vitor A; Del Vecchio, Fabrício B

    2018-01-01

    Among combat sports, Judo and Brazilian Jiu-Jitsu (BJJ) present elevated physical fitness demands from the high-intensity intermittent efforts. However, information regarding how metabolic and neuromuscular physical fitness is associated with technical-tactical performance in Judo and BJJ fights is not available. This study aimed to relate indicators of physical fitness with combat performance variables in Judo and BJJ. The sample consisted of Judo ( n  = 16) and BJJ ( n  = 24) male athletes. At the first meeting, the physical tests were applied and, in the second, simulated fights were performed for later notational analysis. The main findings indicate: (i) high reproducibility of the proposed instrument and protocol used for notational analysis in a mobile device; (ii) differences in the technical-tactical and time-motion patterns between modalities; (iii) performance-related variables are different in Judo and BJJ; and (iv) regression models based on metabolic fitness variables may account for up to 53% of the variances in technical-tactical and/or time-motion variables in Judo and up to 31% in BJJ, whereas neuromuscular fitness models can reach values up to 44 and 73% of prediction in Judo and BJJ, respectively. When all components are combined, they can explain up to 90% of high intensity actions in Judo. In conclusion, performance prediction models in simulated combat indicate that anaerobic, aerobic and neuromuscular fitness variables contribute to explain time-motion variables associated with high intensity and technical-tactical variables in Judo and BJJ fights.

  15. The development of video game enjoyment in a role playing game.

    PubMed

    Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika

    2013-04-01

    This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.

  16. A Tripartite Neurocognitive Model of Internet Gaming Disorder

    PubMed Central

    Wei, Lei; Zhang, Shuyue; Turel, Ofir; Bechara, Antoine; He, Qinghua

    2017-01-01

    Playing Internet games has emerged as a growing in prevalence leisure activity. In some cases, excess gaming can lead to addiction-like symptoms and aversive outcomes that may be seen by some as manifestations of a behavioral addiction. Even though agreement regarding the pathologizing of excessive video gaming is not yet achieved and perhaps because the field requires more research, many works have examined the antecedents and outcomes of what is termed internet gaming disorder (IGD). In this article, we aim at summarizing perspectives and findings related to the neurocognitive processes that may underlie IGD and map such findings onto the triadic-system that governs behavior and decision-making, the deficits in which have been shown to be associated with many addictive disorders. This tripartite system model includes the following three brain systems: (1) the impulsive system, which often mediates fast, automatic, unconscious, and habitual behaviors; (2) the reflective system, which mediates deliberating, planning, predicting future outcomes of selected behaviors, and exerting inhibitory control; and (3) the interoceptive awareness system, which generates a state of craving through the translation of somatic signals into a subjective state of drive. We suggest that IGD formation and maintenance can be associated with (1) a hyperactive “impulsive” system; (2) a hypoactive “reflective” system, as exacerbated by (3) an interoceptive awareness system that potentiates the activity of the impulsive system, and/or hijacks the goal-driven cognitive resources needed for the normal operation of the reflective system. Based on this review, we propose ways to improve the therapy and treatment of IGD and reduce the risk of relapse among recovering IGD populations. PMID:29312016

  17. Intense video gaming is not essentially problematic.

    PubMed

    Király, Orsolya; Tóth, Dénes; Urbán, Róbert; Demetrovics, Zsolt; Maraz, Aniko

    2017-11-01

    Video games are more popular than ever and the general public, including parents, educators, and the media, tends to consider intense video gaming fundamentally problematic. To test this hypothesis, participants were recruited via gaming-related websites resulting in a sample of N = 5,222 online video gamers (mean age: 22.2 years, SD = 6.4). Besides assessing gaming time, we administered the Ten-Item Internet Gaming Disorder Test, the Brief Symptom Inventory, and the Motives for Online Gaming Questionnaire. Two structural regression models were estimated with both gaming time and problematic gaming as outcome variables. Predictors were psychiatric symptoms in the first, and gaming motives in the second model. Both models yielded adequate fit indices. Psychiatric symptoms had a moderate positive effect on problematic use (β = .46, p < .001) whereas their effect on gaming time was practically zero (β = -.01, p = .84). In the second model, Escape was the most prominent motive and was moderately to-strongly associated (β = .58, p < .001) with problematic use. However, the association between Escape and gaming time was substantially weaker (β = .21, p < .001). The correlation between gaming time and problematic use was weak-to-moderate in both models (r = .26, p < .001 and r = .21, p < .001, respectively). Data suggest that gaming time is weakly associated with negative psychological factors such as psychiatric symptoms and Escape motive, which were found to be consistently related to problematic use. Therefore, the amount of gaming time alone appears to be an unreliable predictor of problematic use, which questions the aforementioned idea that intense gaming is essentially problematic. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  18. Use of Knowledge Base Systems (EMDS) in Strategic and Tactical Forest Planning

    NASA Astrophysics Data System (ADS)

    Jensen, M. E.; Reynolds, K.; Stockmann, K.

    2008-12-01

    The USDA Forest Service 2008 Planning Rule requires Forest plans to provide a strategic vision for maintaining the sustainability of ecological, economic, and social systems across USFS lands through the identification of desired conditions and objectives. In this paper we show how knowledge-based systems can be efficiently used to evaluate disparate natural resource information to assess desired conditions and related objectives in Forest planning. We use the Ecosystem Management Decision Support (EMDS) system (http://www.institute.redlands.edu/emds/), which facilitates development of both logic-based models for evaluating ecosystem sustainability (desired conditions) and decision models to identify priority areas for integrated landscape restoration (objectives). The study area for our analysis spans 1,057 subwatersheds within western Montana and northern Idaho. Results of our study suggest that knowledge-based systems such as EMDS are well suited to both strategic and tactical planning and that the following points merit consideration in future National Forest (and other land management) planning efforts: 1) Logic models provide a consistent, transparent, and reproducible method for evaluating broad propositions about ecosystem sustainability such as: are watershed integrity, ecosystem and species diversity, social opportunities, and economic integrity in good shape across a planning area? The ability to evaluate such propositions in a formal logic framework also allows users the opportunity to evaluate statistical changes in outcomes over time, which could be very useful for regional and national reporting purposes and for addressing litigation; 2) The use of logic and decision models in strategic and tactical Forest planning provides a repository for expert knowledge (corporate memory) that is critical to the evaluation and management of ecosystem sustainability over time. This is especially true for the USFS and other federal resource agencies, which are

  19. A Simple Classification Model for Debriefing Simulation Games

    ERIC Educational Resources Information Center

    Peters, Vincent A. M.; Vissers, Geert A. N.

    2004-01-01

    Debriefing is an important phase in using simulation games. Participants are invited to make a connection between experiences gained from playing the game and experiences in real-life situations. Thus, debriefing is the phase meant to encourage learning from the simulation game. Although design and practice of debriefing sessions should be aligned…

  20. 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.

  1. 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.

  2. 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

  3. Towards an Iterated Game Model with Multiple Adversaries in Smart-World Systems.

    PubMed

    He, Xiaofei; Yang, Xinyu; Yu, Wei; Lin, Jie; Yang, Qingyu

    2018-02-24

    Diverse and varied cyber-attacks challenge the operation of the smart-world system that is supported by Internet-of-Things (IoT) (smart cities, smart grid, smart transportation, etc.) and must be carefully and thoughtfully addressed before widespread adoption of the smart-world system can be fully realized. Although a number of research efforts have been devoted to defending against these threats, a majority of existing schemes focus on the development of a specific defensive strategy to deal with specific, often singular threats. In this paper, we address the issue of coalitional attacks, which can be launched by multiple adversaries cooperatively against the smart-world system such as smart cities. Particularly, we propose a game-theory based model to capture the interaction among multiple adversaries, and quantify the capacity of the defender based on the extended Iterated Public Goods Game (IPGG) model. In the formalized game model, in each round of the attack, a participant can either cooperate by participating in the coalitional attack, or defect by standing aside. In our work, we consider the generic defensive strategy that has a probability to detect the coalitional attack. When the coalitional attack is detected, all participating adversaries are penalized. The expected payoff of each participant is derived through the equalizer strategy that provides participants with competitive benefits. The multiple adversaries with the collusive strategy are also considered. Via a combination of theoretical analysis and experimentation, our results show that no matter which strategies the adversaries choose (random strategy, win-stay-lose-shift strategy, or even the adaptive equalizer strategy), our formalized game model is capable of enabling the defender to greatly reduce the maximum value of the expected average payoff to the adversaries via provisioning sufficient defensive resources, which is reflected by setting a proper penalty factor against the adversaries

  4. Games network and application to PAs system.

    PubMed

    Chettaoui, C; Delaplace, F; Manceny, M; Malo, M

    2007-02-01

    In this article, we present a game theory based framework, named games network, for modeling biological interactions. After introducing the theory, we more precisely describe the methodology to model biological interactions. Then we apply it to the plasminogen activator system (PAs) which is a signal transduction pathway involved in cancer cell migration. The games network theory extends game theory by including the locality of interactions. Each game in a games network represents local interactions between biological agents. The PAs system is implicated in cytoskeleton modifications via regulation of actin and microtubules, which in turn favors cell migration. The games network model has enabled us a better understanding of the regulation involved in the PAs system.

  5. Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming

    ERIC Educational Resources Information Center

    Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2009-01-01

    Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…

  6. A consensus opinion model based on the evolutionary game

    NASA Astrophysics Data System (ADS)

    Yang, Han-Xin

    2016-08-01

    We propose a consensus opinion model based on the evolutionary game. In our model, both of the two connected agents receive a benefit if they have the same opinion, otherwise they both pay a cost. Agents update their opinions by comparing payoffs with neighbors. The opinion of an agent with higher payoff is more likely to be imitated. We apply this model in scale-free networks with tunable degree distribution. Interestingly, we find that there exists an optimal ratio of cost to benefit, leading to the shortest consensus time. Qualitative analysis is obtained by examining the evolution of the opinion clusters. Moreover, we find that the consensus time decreases as the average degree of the network increases, but increases with the noise introduced to permit irrational choices. The dependence of the consensus time on the network size is found to be a power-law form. For small or larger ratio of cost to benefit, the consensus time decreases as the degree exponent increases. However, for moderate ratio of cost to benefit, the consensus time increases with the degree exponent. Our results may provide new insights into opinion dynamics driven by the evolutionary game theory.

  7. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment.

    PubMed

    Fjællingsdal, Kristoffer S; Klöckner, Christian A

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.

  8. 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

  9. Game theory and plant ecology.

    PubMed

    McNickle, Gordon G; Dybzinski, Ray

    2013-04-01

    The fixed and plastic traits possessed by a plant, which may be collectively thought of as its strategy, are commonly modelled as density-independent adaptations to its environment. However, plant strategies may also represent density- or frequency-dependent adaptations to the strategies used by neighbours. Game theory provides the tools to characterise such density- and frequency-dependent interactions. Here, we review the contributions of game theory to plant ecology. After briefly reviewing game theory from the perspective of plant ecology, we divide our review into three sections. First, game theoretical models of allocation to shoots and roots often predict investment in those organs beyond what would be optimal in the absence of competition. Second, game theoretical models of enemy defence suggest that an individual's investment in defence is not only a means of reducing its own tissue damage but also a means of deflecting enemies onto competitors. Finally, game theoretical models of trade with mutualistic partners suggest that the optimal trade may reflect competition for access to mutualistic partners among plants. In short, our review provides an accessible entrance to game theory that will help plant ecologists enrich their research with its worldview and existing predictions. © 2013 Blackwell Publishing Ltd/CNRS.

  10. 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

  11. 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.

  12. 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

  13. 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)

  14. 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…

  15. 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

  16. 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.

  17. Modelling Market Dynamics with a "Market Game"

    NASA Astrophysics Data System (ADS)

    Katahira, Kei; Chen, Yu

    In the financial market, traders, especially speculators, typically behave as to yield capital gains by the difference between selling and buying prices. Making use of the structure of Minority Game, we build a novel market toy model which takes account of such the speculative mind involving a round-trip trade to analyze the market dynamics as a system. Even though the micro-level behavioral rules of players in this new model is quite simple, its macroscopic aggregational output has the reproducibility of the well-known stylized facts such as volatility clustering and heavy tails. The proposed model may become a new alternative bottom-up approach in order to study the emerging mechanism of those stylized qualitative properties of asset returns.

  18. Quantum-Like Model for Decision Making Process in Two Players Game. A Non-Kolmogorovian Model

    NASA Astrophysics Data System (ADS)

    Asano, Masanari; Ohya, Masanori; Khrennikov, Andrei

    2011-03-01

    In experiments of games, players frequently make choices which are regarded as irrational in game theory. In papers of Khrennikov (Information Dynamics in Cognitive, Psychological and Anomalous Phenomena. Fundamental Theories of Physics, Kluwer Academic, Norwell, 2004; Fuzzy Sets Syst. 155:4-17, 2005; Biosystems 84:225-241, 2006; Found. Phys. 35(10):1655-1693, 2005; in QP-PQ Quantum Probability and White Noise Analysis, vol. XXIV, pp. 105-117, 2009), it was pointed out that statistics collected in such the experiments have "quantum-like" properties, which can not be explained in classical probability theory. In this paper, we design a simple quantum-like model describing a decision-making process in a two-players game and try to explain a mechanism of the irrational behavior of players. Finally we discuss a mathematical frame of non-Kolmogorovian system in terms of liftings (Accardi and Ohya, in Appl. Math. Optim. 39:33-59, 1999).

  19. INFLUENCE OF PARENT-ADOLESCENT CONFLICT FREQUENCY ON ADOLESCENT FAMILY SATISFACTION AND SELF-SATISFACTION IN CHINA: CONFLICT COPING TACTICS AS MODERATORS.

    PubMed

    Zhao, Hongyu; Xu, Yan; Wang, Fang; Jiang, Jiang; Zhang, Xiaohui

    2015-12-01

    Existing studies have found that parent-adolescent conflict frequency and conflict coping tactics influence adolescent family satisfaction and self-satisfaction under the background of Western culture. However, due to differences between Eastern and Western cultures, it is unknown whether previous results of the Western population can be extended to Chinese adolescents. The present study investigated grade differences in parent-adolescent conflict frequency and conflict coping tactics and examined the moderating effects of conflict coping tactics on the relationships between conflict frequency and adolescent family satisfaction and between conflict frequency and adolescent self-satisfaction. Chinese adolescents in Grades 7, 8, 10, and 11 (N = 524) completed measures on conflict frequency, conflict coping tactics, family satisfaction, and self-satisfaction. An analysis of variance (ANOVA) and structural equation model analyses found, first, that conflict frequency decreased with grade level. For coping tactics, conciliation, avoidance, and assertion behaviors increased with grade level. Second, conflict frequency was negatively related to family satisfaction regardless of conciliation and avoidance tactics. By contrast, conflict frequency was negatively related to self-satisfaction when high conciliation and high avoidance behaviors were practiced. In addition, at low conflict frequency conciliation was positively associated with self-satisfaction and was not significant at high conflict frequency.

  20. Teaching Game Sense in Soccer

    ERIC Educational Resources Information Center

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  1. 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

  2. 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.

  3. A Model of a Sudden-Death Field-Goal Football Game as a Sequential Duel,

    DTIC Science & Technology

    1985-05-25

    AD-RI58 232 A MODEL OF A SUDDEN-DEATH FIEL-D-GOAL FOOTBALL GAME AS A 1/1 SEGUENTIAL DUEL .. (U) VALE UNIV NEW HAVEN CT COWIES FOUNDATION FOR RESEARCH...author to pro- tect the tentative character of these papers. A MODEL OF A SUDDEN-DEATH FIELD-GOAL FOOTBALL GAME LUJ-. j AS A SEQUENTIAL DUEL S -ELECTE...abstraction. Yet an interesting extension of the military dueling literature appears to be feasible. Rather than claim Immediate relevance to football as

  4. Physical fitness predicts technical-tactical and time-motion profile in simulated Judo and Brazilian Jiu-Jitsu matches

    PubMed Central

    Gentil, Paulo; Bueno, João C.A.; Follmer, Bruno; Marques, Vitor A.; Del Vecchio, Fabrício B.

    2018-01-01

    Background Among combat sports, Judo and Brazilian Jiu-Jitsu (BJJ) present elevated physical fitness demands from the high-intensity intermittent efforts. However, information regarding how metabolic and neuromuscular physical fitness is associated with technical-tactical performance in Judo and BJJ fights is not available. This study aimed to relate indicators of physical fitness with combat performance variables in Judo and BJJ. Methods The sample consisted of Judo (n = 16) and BJJ (n = 24) male athletes. At the first meeting, the physical tests were applied and, in the second, simulated fights were performed for later notational analysis. Results The main findings indicate: (i) high reproducibility of the proposed instrument and protocol used for notational analysis in a mobile device; (ii) differences in the technical-tactical and time-motion patterns between modalities; (iii) performance-related variables are different in Judo and BJJ; and (iv) regression models based on metabolic fitness variables may account for up to 53% of the variances in technical-tactical and/or time-motion variables in Judo and up to 31% in BJJ, whereas neuromuscular fitness models can reach values up to 44 and 73% of prediction in Judo and BJJ, respectively. When all components are combined, they can explain up to 90% of high intensity actions in Judo. Discussion In conclusion, performance prediction models in simulated combat indicate that anaerobic, aerobic and neuromuscular fitness variables contribute to explain time-motion variables associated with high intensity and technical-tactical variables in Judo and BJJ fights. PMID:29844991

  5. 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

  6. 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…

  7. Sensor/Response Coordination In A Tactical Self-Protection System

    NASA Astrophysics Data System (ADS)

    Steinberg, Alan N.

    1988-08-01

    This paper describes a model for integrating information acquisition functions into a response planner within a tactical self-defense system. This model may be used in defining requirements in such applications for sensor systems and for associated processing and control functions. The goal of information acquisition in a self-defense system is generally not that of achieving the best possible estimate of the threat environment; but rather to provide resolution of that environment sufficient to support response decisions. We model the information acquisition problem as that of achieving a partition among possible world states such that the final partition maps into the system's repertoire of possible responses.

  8. Ethical issues in engineering models: an operations researcher's reflections.

    PubMed

    Kleijnen, J

    2011-09-01

    This article starts with an overview of the author's personal involvement--as an Operations Research consultant--in several engineering case-studies that may raise ethical questions; e.g., case-studies on nuclear waste, water management, sustainable ecology, military tactics, and animal welfare. All these case studies employ computer simulation models. In general, models are meant to solve practical problems, which may have ethical implications for the various stakeholders; namely, the modelers, the clients, and the public at large. The article further presents an overview of codes of ethics in a variety of disciples. It discusses the role of mathematical models, focusing on the validation of these models' assumptions. Documentation of these model assumptions needs special attention. Some ethical norms and values may be quantified through the model's multiple performance measures, which might be optimized. The uncertainty about the validity of the model leads to risk or uncertainty analysis and to a search for robust models. Ethical questions may be pressing in military models, including war games. However, computer games and the related experimental economics may also provide a special tool to study ethical issues. Finally, the article briefly discusses whistleblowing. Its many references to publications and websites enable further study of ethical issues in modeling.

  9. Do violent video games impair the effectiveness of in-game advertisements? The impact of gaming environment on brand recall, brand attitude, and purchase intention.

    PubMed

    Yoo, Seung-Chul; Peña, Jorge

    2011-01-01

    The present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game condition, thus suggesting that the effects of gaming environment interacts with participants' gender. The findings supported the predictions of the limited capacity model of attention and cognitive priming effects. The results also extend previous studies on how violent media impair advertising effectiveness and provide practical implications for researchers and practitioners.

  10. Mathematical Modeling of Language Games

    NASA Astrophysics Data System (ADS)

    Loreto, Vittorio; Baronchelli, Andrea; Puglisi, Andrea

    In this chapter we explore several language games of increasing complexity. We first consider the so-called Naming Game, possibly the simplest example of the complex processes leading progressively to the establishment of human-like languages. In this framework, a globally shared vocabulary emerges as a result of local adjustments of individual word-meaning association. The emergence of a common vocabulary only represents a first stage while it is interesting to investigate the emergence of higher forms of agreement, e.g., compositionality, categories, syntactic or grammatical structures. As an example in this direction we consider the so-called Category Game. Here one focuses on the process by which a population of individuals manages to categorize a single perceptually continuous channel. The problem of the emergence of a discrete shared set of categories out of a continuous perceptual channel is a notoriously difficult problem relevant for color categorization, vowels formation, etc. The central result here is the emergence of a hierarchical category structure made of two distinct levels: a basic layer, responsible for fine discrimination of the environment, and a shared linguistic layer that groups together perceptions to guarantee communicative success.

  11. The Acid Rain Game.

    ERIC Educational Resources Information Center

    Rakow, Steven J.; Glenn, Allen

    1982-01-01

    Provides rationale for and description of an acid rain game (designed for two players), a problem-solving model for elementary students. Although complete instructions are provided, including a copy of the game board, the game is also available for Apple II microcomputers. Information for the computer program is available from the author.…

  12. Video Modeling and Observational Learning to Teach Gaming Access to Students with ASD.

    PubMed

    Spriggs, Amy D; Gast, David L; Knight, Victoria F

    2016-09-01

    The purpose of this study was to evaluate both video modeling and observational learning to teach age-appropriate recreation and leisure skills (i.e., accessing video games) to students with autism spectrum disorder. Effects of video modeling were evaluated via a multiple probe design across participants and criteria for mastery were based on these results. Secondary measures were collected on observational learning across participants and behaviors. Participants included 4 children with autism, ages 8-11, who were served in self-contained special education classrooms. Results indicated a functional relation between video modeling and increased independence in gaming; observational learning occurred for at least some steps across students. Results, implications for practitioners, limitations, and ideas for future research are discussed.

  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. Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.

    PubMed

    Krockow, Eva M; Colman, Andrew M; Pulford, Briony D

    2018-03-01

    Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.

  15. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment

    PubMed Central

    Fjællingsdal, Kristoffer S.; Klöckner, Christian A.

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined. PMID:28701988

  16. Use of a Survival Analysis Technique in Understanding Game Performance in Instructional Games. CRESST Report 812

    ERIC Educational Resources Information Center

    Kim, Jinok; Chung, Gregory K. W. K.

    2012-01-01

    In this study we compared the effects of two math game designs on math and game performance, using discrete-time survival analysis (DTSA) to model players' risk of not advancing to the next level in the game. 137 students were randomly assigned to two game conditions. The game covered the concept of a unit and the addition of like-sized fractional…

  17. "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…

  18. Utilizing semantic Wiki technology for intelligence analysis at the tactical edge

    NASA Astrophysics Data System (ADS)

    Little, Eric

    2014-05-01

    Challenges exist for intelligence analysts to efficiently and accurately process large amounts of data collected from a myriad of available data sources. These challenges are even more evident for analysts who must operate within small military units at the tactical edge. In such environments, decisions must be made quickly without guaranteed access to the kinds of large-scale data sources available to analysts working at intelligence agencies. Improved technologies must be provided to analysts at the tactical edge to make informed, reliable decisions, since this is often a critical collection point for important intelligence data. To aid tactical edge users, new types of intelligent, automated technology interfaces are required to allow them to rapidly explore information associated with the intersection of hard and soft data fusion, such as multi-INT signals, semantic models, social network data, and natural language processing of text. Abilities to fuse these types of data is paramount to providing decision superiority. For these types of applications, we have developed BLADE. BLADE allows users to dynamically add, delete and link data via a semantic wiki, allowing for improved interaction between different users. Analysts can see information updates in near-real-time due to a common underlying set of semantic models operating within a triple store that allows for updates on related data points from independent users tracking different items (persons, events, locations, organizations, etc.). The wiki can capture pictures, videos and related information. New information added directly to pages is automatically updated in the triple store and its provenance and pedigree is tracked over time, making that data more trustworthy and easily integrated with other users' pages.

  19. 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 ...

  20. 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

  1. 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…

  2. A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems

    PubMed Central

    Merrick, Kathryn E.; Shafi, Kamran

    2013-01-01

    An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players' optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots. PMID:24198797

  3. A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems.

    PubMed

    Merrick, Kathryn E; Shafi, Kamran

    2013-01-01

    An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players' optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots.

  4. 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.

  5. A Semantic Navigation Model for Video Games

    NASA Astrophysics Data System (ADS)

    van Driel, Leonard; Bidarra, Rafael

    Navigational performance of artificial intelligence (AI) characters in computer games is gaining an increasingly important role in the perception of their behavior. While recent games successfully solve some complex navigation problems, there is little known or documented on the underlying approaches, often resembling a primitive conglomerate of ad-hoc algorithms for specific situations.

  6. 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.

  7. The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey

    PubMed Central

    Király, Orsolya; Urbán, Róbert; Griffiths, Mark D; Ágoston, Csilla; Nagygyörgy, Katalin; Kökönyei, Gyöngyi

    2015-01-01

    Background The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types. Objective This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model. Methods An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects. Results The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, P<.001) and a significant indirect (mediating) effect

  8. The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey.

    PubMed

    Király, Orsolya; Urbán, Róbert; Griffiths, Mark D; Ágoston, Csilla; Nagygyörgy, Katalin; Kökönyei, Gyöngyi; Demetrovics, Zsolt

    2015-04-07

    The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types. This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model. An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects. The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, P<.001) and a significant indirect (mediating) effect on POG (standardized effect=.194, P

  9. Integrative Gaming: A Framework for Sustainable Game-Based Diabetes Management

    PubMed Central

    Kahol, Kanav

    2011-01-01

    Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. In this article, we propose an integrative gaming paradigm designed to combine multiple activities involving physical exercises and cognitive skills through a game-based storyline. The persuasive story acts as a motivational binder that enables a user to perform multiple activities such as running, cycling, and problem solving. These activities guide a virtual character through different stages of the game. While performing the activities in the games, users wear sensors that can measure movement (accelerometers, gyrometers, magnetometers) and sense physiological measures (heart rate, pulse oximeter oxygen saturation). These measures drive the game and are stored and analyzed on a cloud computing platform. A prototype integrative gaming system is described and design considerations are discussed. The system is highly configurable and allows researchers to build games for the system with ease and drive the games with different types of activities. The capabilities of the system allow for engaging and motivating the user in the long term. Clinicians can employ the system to collect clinically relevant data in a seamless manner. PMID:21527096

  10. 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.

  11. Towards an Iterated Game Model with Multiple Adversaries in Smart-World Systems †

    PubMed Central

    Yang, Xinyu; Yu, Wei; Lin, Jie; Yang, Qingyu

    2018-01-01

    Diverse and varied cyber-attacks challenge the operation of the smart-world system that is supported by Internet-of-Things (IoT) (smart cities, smart grid, smart transportation, etc.) and must be carefully and thoughtfully addressed before widespread adoption of the smart-world system can be fully realized. Although a number of research efforts have been devoted to defending against these threats, a majority of existing schemes focus on the development of a specific defensive strategy to deal with specific, often singular threats. In this paper, we address the issue of coalitional attacks, which can be launched by multiple adversaries cooperatively against the smart-world system such as smart cities. Particularly, we propose a game-theory based model to capture the interaction among multiple adversaries, and quantify the capacity of the defender based on the extended Iterated Public Goods Game (IPGG) model. In the formalized game model, in each round of the attack, a participant can either cooperate by participating in the coalitional attack, or defect by standing aside. In our work, we consider the generic defensive strategy that has a probability to detect the coalitional attack. When the coalitional attack is detected, all participating adversaries are penalized. The expected payoff of each participant is derived through the equalizer strategy that provides participants with competitive benefits. The multiple adversaries with the collusive strategy are also considered. Via a combination of theoretical analysis and experimentation, our results show that no matter which strategies the adversaries choose (random strategy, win-stay-lose-shift strategy, or even the adaptive equalizer strategy), our formalized game model is capable of enabling the defender to greatly reduce the maximum value of the expected average payoff to the adversaries via provisioning sufficient defensive resources, which is reflected by setting a proper penalty factor against the adversaries

  12. 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

  13. Application of evolutionary games to modeling carcinogenesis.

    PubMed

    Swierniak, Andrzej; Krzeslak, Michal

    2013-06-01

    We review a quite large volume of literature concerning mathematical modelling of processes related to carcinogenesis and the growth of cancer cell populations based on the theory of evolutionary games. This review, although partly idiosyncratic, covers such major areas of cancer-related phenomena as production of cytotoxins, avoidance of apoptosis, production of growth factors, motility and invasion, and intra- and extracellular signaling. We discuss the results of other authors and append to them some additional results of our own simulations dealing with the possible dynamics and/or spatial distribution of the processes discussed.

  14. 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

  15. 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,…

  16. 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.

  17. Games of multicellularity.

    PubMed

    Kaveh, Kamran; Veller, Carl; Nowak, Martin A

    2016-08-21

    Evolutionary game dynamics are often studied in the context of different population structures. Here we propose a new population structure that is inspired by simple multicellular life forms. In our model, cells reproduce but can stay together after reproduction. They reach complexes of a certain size, n, before producing single cells again. The cells within a complex derive payoff from an evolutionary game by interacting with each other. The reproductive rate of cells is proportional to their payoff. We consider all two-strategy games. We study deterministic evolutionary dynamics with mutations, and derive exact conditions for selection to favor one strategy over another. Our main result has the same symmetry as the well-known sigma condition, which has been proven for stochastic game dynamics and weak selection. For a maximum complex size of n=2 our result holds for any intensity of selection. For n≥3 it holds for weak selection. As specific examples we study the prisoner's dilemma and hawk-dove games. Our model advances theoretical work on multicellularity by allowing for frequency-dependent interactions within groups. Copyright © 2016 Elsevier Ltd. All rights reserved.

  18. 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.

  19. A cellular automaton model for evacuation flow using game theory

    NASA Astrophysics Data System (ADS)

    Guan, Junbiao; Wang, Kaihua; Chen, Fangyue

    2016-11-01

    Game theory serves as a good tool to explore crowd dynamic conflicts during evacuation processes. The purpose of this study is to simulate the complicated interaction behavior among the conflicting pedestrians in an evacuation flow. Two types of pedestrians, namely, defectors and cooperators, are considered, and two important factors including fear index and cost coefficient are taken into account. By combining the snowdrift game theory with a cellular automaton (CA) model, it is shown that the increase of fear index and cost coefficient will lengthen the evacuation time, which is more apparent for large values of cost coefficient. Meanwhile, it is found that the defectors to cooperators ratio could always tend to consistent states despite different values of parameters, largely owing to self-organization effects.

  20. Mean-Field-Game Model for Botnet Defense in Cyber-Security

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

    Kolokoltsov, V. N., E-mail: v.kolokoltsov@warwick.ac.uk; Bensoussan, A.

    We initiate the analysis of the response of computer owners to various offers of defence systems against a cyber-hacker (for instance, a botnet attack), as a stochastic game of a large number of interacting agents. We introduce a simple mean-field game that models their behavior. It takes into account both the random process of the propagation of the infection (controlled by the botner herder) and the decision making process of customers. Its stationary version turns out to be exactly solvable (but not at all trivial) under an additional natural assumption that the execution time of the decisions of the customersmore » (say, switch on or out the defence system) is much faster that the infection rates.« less

  1. 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.

  2. Integrating Serious Games in the Educational Experience of Students with Intellectual Disabilities: Towards a Playful and Integrative Model

    ERIC Educational Resources Information Center

    Saridaki, Maria; Mourlas, Constantinos

    2013-01-01

    The purpose of this paper is to present a series of observations made by researchers and educators on the integration of serious games in the educational experience of users with intellectual disabilities (ID). Data were gathered from four different studies and different games were used, in order to identify a successful model of games based…

  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. 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.

  5. Does trust promote more teamwork? Modeling online game players' teamwork using team experience as a moderator.

    PubMed

    Lee, Chun-Chia; Chang, Jen-Wei

    2013-11-01

    The need for teamwork has grown significantly in today's organizations. Especially for online game communities, teamwork is an important means of online game players' engagement. This study aims to investigate the impacts of trust on players' teamwork with affective commitment and normative commitment as mediators. Furthermore, this research includes team experience as a moderator to compare the difference between different player groups. A model was proposed and tested on 296 online game players' data using structural equation modeling. Findings revealed that team experience moderated the relationship between trust and teamwork. The results indicated that trust promotes more teamwork only for players with high experience through affective commitment than those who with low experience. Implications of the findings are discussed.

  6. Men's harassment behavior in online video games: Personality traits and game factors.

    PubMed

    Tang, Wai Yen; Fox, Jesse

    2016-11-01

    Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  7. 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

  8. Computer Games versus Maps before Reading Stories: Priming Readers' Spatial Situation Models

    ERIC Educational Resources Information Center

    Smith, Glenn Gordon; Majchrzak, Dan; Hayes, Shelley; Drobisz, Jack

    2011-01-01

    The current study investigated how computer games and maps compare as preparation for readers to comprehend and retain spatial relations in text narratives. Readers create situation models of five dimensions: spatial, temporal, causal, goal, and protagonist (Zwaan, Langston, & Graesser 1995). Of these five, readers mentally model the spatial…

  9. 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.

  10. 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…

  11. 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…

  12. Outperforming Game Theoretic Play with Opponent Modeling in Two Player Dominoes

    DTIC Science & Technology

    2014-03-27

    36 III. Methodology Introduction This chapter describes the methodology of how a dominoes artificial intelligence agent employs...Applying this concept to a partially observable game means that both players will have to model each other and have some intelligence of the board...

  13. 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

  14. A Path Model of School Violence Perpetration: Introducing Online Game Addiction as a New Risk Factor.

    PubMed

    Kim, Jae Yop; Lee, Jeen Suk; Oh, Sehun

    2015-08-10

    Drawing on the cognitive information-processing model of aggression and the general aggression model, we explored why adolescents become addicted to online games and how their immersion in online games affects school violence perpetration (SVP). For this purpose, we conducted statistical analyses on 1,775 elementary and middle school students who resided in northern districts of Seoul, South Korea. The results validated the proposed structural equation model and confirmed the statistical significance of the structural paths from the variables; that is, the paths from child abuse and self-esteem to SVP were significant. The levels of self-esteem and child abuse victimization affected SVP, and this effect was mediated by online game addiction (OGA). Furthermore, a multigroup path analysis showed significant gender differences in the path coefficients of the proposed model, indicating that gender exerted differential effects on adolescents' OGA and SVP. Based on these results, prevention and intervention methods to curb violence in schools have been proposed. © The Author(s) 2015.

  15. Games of life and death: antibiotic resistance and production through the lens of evolutionary game theory.

    PubMed

    Conlin, Peter L; Chandler, Josephine R; Kerr, Benjamin

    2014-10-01

    In this review, we demonstrate how game theory can be a useful first step in modeling and understanding interactions among bacteria that produce and resist antibiotics. We introduce the basic features of evolutionary game theory and explore model microbial systems that correspond to some classical games. Each game discussed defines a different category of social interaction with different resulting population dynamics (exclusion, coexistence, bistability, cycling). We then explore how the framework can be extended to incorporate some of the complexity of natural microbial communities. Overall, the game theoretical perspective helps to guide our expectations about the evolution of some forms of antibiotic resistance and production because it makes clear the precise nature of social interaction in this context. Copyright © 2014 Elsevier Ltd. All rights reserved.

  16. 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)

  17. 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…

  18. Design Heuristics for Authentic Simulation-Based Learning Games

    ERIC Educational Resources Information Center

    Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas

    2014-01-01

    Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…

  19. Optimally designing games for behavioural research

    PubMed Central

    Rafferty, Anna N.; Zaharia, Matei; Griffiths, Thomas L.

    2014-01-01

    Computer games can be motivating and engaging experiences that facilitate learning, leading to their increasing use in education and behavioural experiments. For these applications, it is often important to make inferences about the knowledge and cognitive processes of players based on their behaviour. However, designing games that provide useful behavioural data are a difficult task that typically requires significant trial and error. We address this issue by creating a new formal framework that extends optimal experiment design, used in statistics, to apply to game design. In this framework, we use Markov decision processes to model players' actions within a game, and then make inferences about the parameters of a cognitive model from these actions. Using a variety of concept learning games, we show that in practice, this method can predict which games will result in better estimates of the parameters of interest. The best games require only half as many players to attain the same level of precision. PMID:25002821

  20. 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.

  1. Sperm competition games between sneaks and guards: a comparative analysis using dimorphic male beetles.

    PubMed

    Simmons, Leigh W; Emlen, Douglas J; Tomkins, Joseph L

    2007-11-01

    Sperm competition is widely recognized as a pervasive force of sexual selection. Theory predicts that across species increased risk of sperm competition should favor an increased expenditure on the ejaculate, a prediction for which there is much evidence. Sperm competition games have also been developed specifically for systems in which males adopt the alternative male mating tactics of sneaking copulations or guarding females. These models have not yet been tested in a comparative context, but predict that: across species male expenditure on the ejaculate should increase with increasing probability of a sneak mating; within species, sneaks should have the greater expenditure on the ejaculate; and the disparity in expenditure between sneaks and guards should be greatest in species with moderate risk of a sneak mating, and decline toward parity in species with low or high risk. Beetles in the genus Onthophagus are often characterized by dimorphic male morphologies that reflect the alternative mating tactics of sneak (minor males) and guard (major males). We conducted a comparative analysis across 16 species of male dimorphic onthophagines, finding that testes size increased across species with increasing frequency of the minor male phenotype. Minor males generally had the greater testes size, but across species the disparity between morphs was independent of the frequency of minor males. We present data on testes allometry from two populations of O. taurus that have undergone genetic divergence in the frequency of minor males. Consistent with the comparative analysis, these data support the notion that the relative frequency of sneaks in the population influences male expenditure on the ejaculate.

  2. MODIFIED FUNCTIONAL MOVEMENT SCREENING AS A PREDICTOR OF TACTICAL PERFORMANCE POTENTIAL IN RECREATIONALLY ACTIVE ADULTS.

    PubMed

    Glass, Stephen M; Ross, Scott E

    2015-10-01

    Failure to meet minimum performance standards is a leading cause of attrition from basic combat training. A standardized assessment such as the Functional Movement Screen™ (FMS™) could help identify movement behaviors relevant to physical performance in tactical occupations. Previous work has demonstrated only marginal association between FMS™ tests and performance outcomes, but adding a load challenge to this movement assessment may help highlight performance-limiting behaviors. The purposes of this investigation were to quantify the effect of load on FMS™ tests and determine the extent to which performance outcomes could be predicted using scores from both loaded and unloaded FMS™ conditions. Crossover Trial. Thirteen female and six male recreationally active college students (21 ± 1.37 years, 168 ± 9.8 cm, 66 ± 12.25 kg) completed the FMS™ under (1) a control condition (FMS™C), and (2) an 18.10kg weight vest condition (FMS™W). Balance was assessed using a force plate in double-legged stance and tactical physical performance was evaluated via completion times in a battery of field tests. For each condition, penalized regression was used to select models from the seven FMS™ component tests to predict balance and performance outcomes. Data were collected during a single session lasting approximately three hours per participant. For balance, significant predictors were identified from both conditions but primarily predicted poorer balance with increasing FMS™ scores. For tactical performance, models were retained almost exclusively from FMS™W and generally predicted better performance with higher item scores. The current results suggest that FMS™ screening with an external load could help predict performance relevant to tactical occupations. Sports medicine and fitness professionals interested in performance outcomes may consider assessing movement behaviors under a load. 3.

  3. Foundations of Game-Based Learning

    ERIC Educational Resources Information Center

    Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K.

    2015-01-01

    In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…

  4. The Higher Education of Gaming

    ERIC Educational Resources Information Center

    Squire, Kurt D.; Giovanetto, Levi

    2008-01-01

    New models of schooling are necessary as educational institutions attempt to transition into the digital age. This article is an ethnography of Apolyton University, an informal online university of gamers created to enhance pleasure from the game experience, teach the game, and improve upon the game's standard rule set. It identifies the life…

  5. Stability of Zero-Sum Games in Evolutionary Game Theory

    NASA Astrophysics Data System (ADS)

    Knebel, Johannes; Krueger, Torben; Weber, Markus F.; Frey, Erwin

    2014-03-01

    Evolutionary game theory has evolved into a successful theoretical concept to study mechanisms that govern the evolution of ecological communities. On a mathematical level, this theory was formalized in the framework of the celebrated replicator equations (REs) and its stochastic generalizations. In our work, we analyze the long-time behavior of the REs for zero-sum games with arbitrarily many strategies, which are generalized versions of the children's game Rock-Paper-Scissors.[1] We demonstrate how to determine the strategies that survive and those that become extinct in the long run. Our results show that extinction of strategies is exponentially fast in generic setups, and that conditions for the survival can be formulated in terms of the Pfaffian of the REs' antisymmetric payoff matrix. Consequences for the stochastic dynamics, which arise in finite populations, are reflected by a generalized scaling law for the extinction time in the vicinity of critical reaction rates. Our findings underline the relevance of zero-sum games as a reference for the analysis of other models in evolutionary game theory.

  6. Sexual selection leads to a tenfold difference in reproductive success of alternative reproductive tactics in male Atlantic salmon

    NASA Astrophysics Data System (ADS)

    Tentelier, Cédric; Lepais, Olivier; Larranaga, Nicolas; Manicki, Aurélie; Lange, Frédéric; Rives, Jacques

    2016-06-01

    The precocious maturation of some male Atlantic salmon ( Salmo salar L.) has become a textbook example of alternative mating tactics, but the only estimates of reproductive success available so far are either the collective contribution of precocious males to reproduction in the wild or individual reproductive success in oversimplified experimental conditions. Using genetic parentage analysis on anadromous and precocious potential spawners and their offspring, we quantified components of individual reproductive success of both tactics in a natural population. On average, precocious males produced 2.24 (variance 67.62) offspring, against 27.17 (3080) for anadromous males. For both tactics, most of the variance in reproductive success was due to mating success, with 83 % of precocious males having no mate, against 50 % for anadromous males. Body size increased reproductive success of anadromous males and tended to decrease precocious males' reproductive success. Although these results do not solve the coexistence of alternative reproductive tactics (ARTs) in Atlantic salmon, their inclusion in comprehensive models of lifetime reproductive success should shed light on the evolution of precocious maturation in Atlantic salmon and its effect on the selection of phenotypic traits.

  7. Sexual selection leads to a tenfold difference in reproductive success of alternative reproductive tactics in male Atlantic salmon.

    PubMed

    Tentelier, Cédric; Lepais, Olivier; Larranaga, Nicolas; Manicki, Aurélie; Lange, Frédéric; Rives, Jacques

    2016-06-01

    The precocious maturation of some male Atlantic salmon (Salmo salar L.) has become a textbook example of alternative mating tactics, but the only estimates of reproductive success available so far are either the collective contribution of precocious males to reproduction in the wild or individual reproductive success in oversimplified experimental conditions. Using genetic parentage analysis on anadromous and precocious potential spawners and their offspring, we quantified components of individual reproductive success of both tactics in a natural population. On average, precocious males produced 2.24 (variance 67.62) offspring, against 27.17 (3080) for anadromous males. For both tactics, most of the variance in reproductive success was due to mating success, with 83% of precocious males having no mate, against 50% for anadromous males. Body size increased reproductive success of anadromous males and tended to decrease precocious males' reproductive success. Although these results do not solve the coexistence of alternative reproductive tactics (ARTs) in Atlantic salmon, their inclusion in comprehensive models of lifetime reproductive success should shed light on the evolution of precocious maturation in Atlantic salmon and its effect on the selection of phenotypic traits.

  8. Multi-language naming game

    NASA Astrophysics Data System (ADS)

    Zhou, Jianfeng; Lou, Yang; Chen, Guanrong; Tang, Wallace K. S.

    2018-04-01

    Naming game is a simulation-based experiment used to study the evolution of languages. The conventional naming game focuses on a single language. In this paper, a novel naming game model named multi-language naming game (MLNG) is proposed, where the agents are different-language speakers who cannot communicate with each other without a translator (interpreter) in between. The MLNG model is general, capable of managing k different languages with k ≥ 2. For illustration, the paper only discusses the MLNG with two different languages, and studies five representative network topologies, namely random-graph, WS small-world, NW small-world, scale-free, and random-triangle topologies. Simulation and analysis results both show that: 1) using the network features and based on the proportion of translators the probability of establishing a conversation between two or three agents can be theoretically estimated; 2) the relationship between the convergence speed and the proportion of translators has a power-law-like relation; 3) different agents require different memory sizes, thus a local memory allocation rule is recommended for saving memory resources. The new model and new findings should be useful for further studies of naming games and for better understanding of languages evolution from a dynamical network perspective.

  9. 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

  10. Smarter Instruments, Smarter Archives: Machine Learning for Tactical Science

    NASA Astrophysics Data System (ADS)

    Thompson, D. R.; Kiran, R.; Allwood, A.; Altinok, A.; Estlin, T.; Flannery, D.

    2014-12-01

    There has been a growing interest by Earth and Planetary Sciences in machine learning, visualization and cyberinfrastructure to interpret ever-increasing volumes of instrument data. Such tools are commonly used to analyze archival datasets, but they can also play a valuable real-time role during missions. Here we discuss ways that machine learning can benefit tactical science decisions during Earth and Planetary Exploration. Machine learning's potential begins at the instrument itself. Smart instruments endowed with pattern recognition can immediately recognize science features of interest. This allows robotic explorers to optimize their limited communications bandwidth, triaging science products and prioritizing the most relevant data. Smart instruments can also target their data collection on the fly, using principles of experimental design to reduce redundancy and generally improve sampling efficiency for time-limited operations. Moreover, smart instruments can respond immediately to transient or unexpected phenomena. Examples include detections of cometary plumes, terrestrial floods, or volcanism. We show recent examples of smart instruments from 2014 tests including: aircraft and spacecraft remote sensing instruments that recognize cloud contamination, field tests of a "smart camera" for robotic surface geology, and adaptive data collection by X-Ray fluorescence spectrometers. Machine learning can also assist human operators when tactical decision making is required. Terrestrial scenarios include airborne remote sensing, where the decision to re-fly a transect must be made immediately. Planetary scenarios include deep space encounters or planetary surface exploration, where the number of command cycles is limited and operators make rapid daily decisions about where next to collect measurements. Visualization and modeling can reveal trends, clusters, and outliers in new data. This can help operators recognize instrument artifacts or spot anomalies in real time

  11. The Effects of a Simulation Game on Mental Models about Organizational Systems

    ERIC Educational Resources Information Center

    Reese, Rebecca M.

    2017-01-01

    This mixed methods study was designed to uncover evidence of change to mental models about organizational systems resulting from participation in a simulation game that is based on a system dynamics model. Thirty participants in a 2 day experiential workshop completed a pretest and posttest to assess learning about particular systems concepts.…

  12. Genomics Analogy Model for Educators (GAME): From Jumping Genes to Alternative Splicing

    ERIC Educational Resources Information Center

    Corn, Joanie; Pittendrigh, Barry R.; Orvis, Kathryn S.

    2004-01-01

    Studies have shown that there is usually a lack of understanding concerning the fields of genetics and genomics among high school students (Lewis and Wood-Robinson, 2000). A recent article (Kirkpatrick et al, 2002) introduced the GAME (Genomics Analogy Model for Educators) model and two of its components: (1) explaining sequencing technology with…

  13. Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government-Industry Collaboration for the Development of Game-Based Training Tools

    DTIC Science & Technology

    2016-05-05

    Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based Training Tools R.M. Seater...Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based...unlimited. This page intentionally left blank. iii EXECUTIVE SUMMARY Game -based training tools, sometimes called “serious games ,” are becoming

  14. Foundation for Problem-Based Gaming

    ERIC Educational Resources Information Center

    Kiili, Kristian

    2007-01-01

    Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…

  15. Self-reported tactics of impulse control.

    PubMed

    Ainslie, G

    1987-02-01

    Recent behavioral research has suggested that delayed incentives are discounted in a highly concave curve, which should produce temporary preference for the poorer of two alternatives when that alternative is available earlier than the better one. Unlike the psychoanalytic model of impulsiveness, the temporary preference model implies a rational need for people to forestall impulses by committing their choices in advance. A questionnaire elicited college students' and prisoners' self-reports of approval of four basic kinds of precommitting tactics as applied to 14 commonplace temptations. Endorsement of private rules as a precommitting device was correlated with self-reported compulsive personality traits and negatively correlated with endorsement of extra-psychic (social or physical) devices; the latter endorsement was correlated with self-reported oral/paranoid traits. Female subjects endorsed attention control as a precommitting device more than males, and male subjects endorsed extrapsychic devices more than females. The ego psychology of conflict may be practical at the conscious level.

  16. How do passion for video games and needs frustration explain time spent gaming?

    PubMed

    Mills, Devin J; Milyavskaya, Marina; Mettler, Jessica; Heath, Nancy L; Derevensky, Jeffrey L

    2018-04-01

    Research applying self-determination theory and the dualistic model of passion (DMP) has shown video games may satisfy basic psychological needs (i.e., competence, autonomy, and relatedness) and be identified as a passion. The DMP distinguishes between healthy or harmonious passion and problematic or obsessive passion (OP), with the latter reflecting an overreliance towards one's passion to obtain needs satisfaction. The experience of daily obstructions to needs satisfaction, or needs frustration (NF), may facilitate such an overreliance. This study explored how NF and both types of passion explain the amount of time that university students spend gaming. The overall association between NF and time spent gaming was not significant. However, for video game users with low levels of OP for gaming, there was a significant negative association between NF and time spent gaming. Additionally, evidence of a mutually reinforcing association between NF and OP for gaming indicates that a vicious cycle exists, whereby a strong OP for gaming predicts and is reinforced by greater NF. The theoretical implications are discussed. © 2018 The British Psychological Society.

  17. Excessive and addictive gaming control using counselling agent in online game design

    NASA Astrophysics Data System (ADS)

    Ididi, Italumeh O.; Hassan, Sa'adah; Ghani, Abdul Azim Abd; Ali, Norhayati Mohd

    2017-10-01

    In recent times, online game play has become a food for thought to concerned individuals, researchers and authorities of various countries due to its excessive and addictive usage. Although, various government have taken certain measures such as shutting down internet cafe at certain hours of the day, censoring the most brutal, offensive and aggressive sections of certain games before they are released. Researchers have advised developers on ways of limiting harm on players by suggesting design changes on time limit. Furthermore, researchers have also suggested that online game distributors ought to make available appropriate referral services. The impart of the above are yet to make any remarkable impact on players. In this paper, we have proposed a Counseling Agent model integrating informative and self-appraisal messages in online game design as a control measure. Informative and self-appraisal messaging in games have proven optimistic through making positive impact on player's thoughts and behavior towards gaming. These messages are expected to remind players about the negative impact of excessive and addictive gaming habits, as well as suggesting possible reductive solutions through message streaming.

  18. Coal Field Fire Fighting - Practiced methods, strategies and tactics

    NASA Astrophysics Data System (ADS)

    Wündrich, T.; Korten, A. A.; Barth, U. H.

    2009-04-01

    Subsurface coal fires destroy millions of tons of coal each year, have an immense impact to the ecological surrounding and threaten further coal reservoirs. Due to enormous dimensions a coal seam fire can develop, high operational expenses are needed. As part of the Sino-German coal fire research initiative "Innovative technologies for exploration, extinction and monitoring of coal fires in Northern China" the research team of University of Wuppertal (BUW) focuses on fire extinction strategies and tactics as well as aspects of environmental and health safety. Besides the choice and the correct application of different extinction techniques further factors are essential for the successful extinction. Appropriate tactics, well trained and protected personnel and the choice of the best fitting extinguishing agents are necessary for the successful extinction of a coal seam fire. The chosen strategy for an extinction campaign is generally determined by urgency and importance. It may depend on national objectives and concepts of coal conservation, on environmental protection (e.g. commitment to green house gases (GHG) reductions), national funding and resources for fire fighting (e.g. personnel, infrastructure, vehicles, water pipelines); and computer-aided models and simulations of coal fire development from self ignition to extinction. In order to devise an optimal fire fighting strategy, "aims of protection" have to be defined in a first step. These may be: - directly affected coal seams; - neighboring seams and coalfields; - GHG emissions into the atmosphere; - Returns on investments (costs of fire fighting compared to value of saved coal). In a further step, it is imperative to decide whether the budget shall define the results, or the results define the budget; i.e. whether there are fixed objectives for the mission that will dictate the overall budget, or whether the limited resources available shall set the scope within which the best possible results shall be

  19. 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…

  20. 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

  1. 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.

  2. Evolutionary games in the multiverse.

    PubMed

    Gokhale, Chaitanya S; Traulsen, Arne

    2010-03-23

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts.

  3. Evolutionary games in the multiverse

    PubMed Central

    Gokhale, Chaitanya S.; Traulsen, Arne

    2010-01-01

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts. PMID:20212124

  4. 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

  5. An extended two-target differential game model for medium-range air combat game analysis

    NASA Technical Reports Server (NTRS)

    Shinar, J.

    1985-01-01

    The first phase of an investigation of a two-target game, representing an air combat with boresight limited all-aspect guided missiles is summarized. The results, obtained by using a line of sight coordinate system, are compared to a similar recently published work. The comparison indicates that improved insight, gained by using line of sight coordinates, allows to discover important new features of the game solution.

  6. 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.

  7. Using Epidemiological Principles to Explain Fungicide Resistance Management Tactics: Why do Mixtures Outperform Alternations?

    PubMed

    Elderfield, James A D; Lopez-Ruiz, Francisco J; van den Bosch, Frank; Cunniffe, Nik J

    2018-07-01

    Whether fungicide resistance management is optimized by spraying chemicals with different modes of action as a mixture (i.e., simultaneously) or in alternation (i.e., sequentially) has been studied by experimenters and modelers for decades. However, results have been inconclusive. We use previously parameterized and validated mathematical models of wheat Septoria leaf blotch and grapevine powdery mildew to test which tactic provides better resistance management, using the total yield before resistance causes disease control to become economically ineffective ("lifetime yield") to measure effectiveness. We focus on tactics involving the combination of a low-risk and a high-risk fungicide, and the case in which resistance to the high-risk chemical is complete (i.e., in which there is no partial resistance). Lifetime yield is then optimized by spraying as much low-risk fungicide as is permitted, combined with slightly more high-risk fungicide than needed for acceptable initial disease control, applying these fungicides as a mixture. That mixture rather than alternation gives better performance is invariant to model parameterization and structure, as well as the pathosystem in question. However, if comparison focuses on other metrics, e.g., lifetime yield at full label dose, either mixture or alternation can be optimal. Our work shows how epidemiological principles can explain the evolution of fungicide resistance, and also highlights a theoretical framework to address the question of whether mixture or alternation provides better resistance management. It also demonstrates that precisely how spray tactics are compared must be given careful consideration. [Formula: see text] Copyright © 2018 The Author(s). This is an open access article distributed under the CC BY 4.0 International license .

  8. 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.

  9. 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

  10. 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.

  11. How trees allocate carbon for optimal growth: insight from a game-theoretic model.

    PubMed

    Fu, Liyong; Sun, Lidan; Han, Hao; Jiang, Libo; Zhu, Sheng; Ye, Meixia; Tang, Shouzheng; Huang, Minren; Wu, Rongling

    2017-02-01

    How trees allocate photosynthetic products to primary height growth and secondary radial growth reflects their capacity to best use environmental resources. Despite substantial efforts to explore tree height-diameter relationship empirically and through theoretical modeling, our understanding of the biological mechanisms that govern this phenomenon is still limited. By thinking of stem woody biomass production as an ecological system of apical and lateral growth components, we implement game theory to model and discern how these two components cooperate symbiotically with each other or compete for resources to determine the size of a tree stem. This resulting allometry game theory is further embedded within a genetic mapping and association paradigm, allowing the genetic loci mediating the carbon allocation of stemwood growth to be characterized and mapped throughout the genome. Allometry game theory was validated by analyzing a mapping data of stem height and diameter growth over perennial seasons in a poplar tree. Several key quantitative trait loci were found to interpret the process and pattern of stemwood growth through regulating the ecological interactions of stem apical and lateral growth. The application of allometry game theory enables the prediction of the situations in which the cooperation, competition or altruism is an optimal decision of a tree to fully use the environmental resources it owns. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  12. Reasoning in Reference Games: Individual- vs. Population-Level Probabilistic Modeling

    PubMed Central

    Franke, Michael; Degen, Judith

    2016-01-01

    Recent advances in probabilistic pragmatics have achieved considerable success in modeling speakers’ and listeners’ pragmatic reasoning as probabilistic inference. However, these models are usually applied to population-level data, and so implicitly suggest a homogeneous population without individual differences. Here we investigate potential individual differences in Theory-of-Mind related depth of pragmatic reasoning in so-called reference games that require drawing ad hoc Quantity implicatures of varying complexity. We show by Bayesian model comparison that a model that assumes a heterogenous population is a better predictor of our data, especially for comprehension. We discuss the implications for the treatment of individual differences in probabilistic models of language use. PMID:27149675

  13. 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.

  14. 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

  15. 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.

  16. Two-target game model of an air combat with fire-and-forget all-aspect missiles

    NASA Technical Reports Server (NTRS)

    Davidovitz, A.; Shinar, J.

    1989-01-01

    An air combat duel between similar aggressive fighter aircraft, both equipped with the same type of guided missiles, is formulated as a two-target differential game using the dynamic model of the game of two identical cars. Each of the identical target sets represents the effective firing envelope of an all-aspect fire-and-forget air-to-air missile. The firing range limits depend on the target aspect angle and are approximated by analytical functions. The maximum range, computed by taking into account the optimal missile avoidance maneuver of the target, determines the no-escape firing envelope. The solution consists of the decomposition of the game space into four regions: the respective winning zones of the two opponents, the draw zone, and the region where the game terminates by a mutual kill. The solution provides a new insight for future air combat analysis.

  17. A strategic gaming model for health information exchange markets.

    PubMed

    Martinez, Diego A; Feijoo, Felipe; Zayas-Castro, Jose L; Levin, Scott; Das, Tapas K

    2018-03-01

    Current market conditions create incentives for some providers to exercise control over patient data in ways that unreasonably limit its availability and use. Here we develop a game theoretic model for estimating the willingness of healthcare organizations to join a health information exchange (HIE) network and demonstrate its use in HIE policy design. We formulated the model as a bi-level integer program. A quasi-Newton method is proposed to obtain a strategy Nash equilibrium. We applied our modeling and solution technique to 1,093,177 encounters for exchanging information over a 7.5-year period in 9 hospitals located within a three-county region in Florida. Under a set of assumptions, we found that a proposed federal penalty of up to $2,000,000 has a higher impact on increasing HIE adoption than current federal monetary incentives. Medium-sized hospitals were more reticent to adopt HIE than large-sized hospitals. In the presence of collusion among multiple hospitals to not adopt HIE, neither federal incentives nor proposed penalties increase hospitals' willingness to adopt. Hospitals' apathy toward HIE adoption may threaten the value of inter-connectivity even with federal incentives in place. Competition among hospitals, coupled with volume-based payment systems, creates no incentives for smaller hospitals to exchange data with competitors. Medium-sized hospitals need targeted actions (e.g., outside technological assistance, group purchasing arrangements) to mitigate market incentives to not adopt HIE. Strategic game theoretic models help to clarify HIE adoption decisions under market conditions at play in an extremely complex technology environment.

  18. 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

  19. Cancer growth and metastasis as a metaphor of Go gaming: An Ising model approach

    PubMed Central

    Barradas-Bautista, Didier; Agostino, Mark; Cocho, Germinal

    2018-01-01

    This work aims for modeling and simulating the metastasis of cancer, via the analogy between the cancer process and the board game Go. In the game of Go, black stones that play first could correspond to a metaphor of the birth, growth, and metastasis of cancer. Moreover, playing white stones on the second turn could correspond the inhibition of cancer invasion. Mathematical modeling and algorithmic simulation of Go may therefore benefit the efforts to deploy therapies to surpass cancer illness by providing insight into the cellular growth and expansion over a tissue area. We use the Ising Hamiltonian, that models the energy exchange in interacting particles, for modeling the cancer dynamics. Parameters in the energy function refer the biochemical elements that induce cancer birth, growth, and metastasis; as well as the biochemical immune system process of defense. PMID:29718932

  20. Cancer growth and metastasis as a metaphor of Go gaming: An Ising model approach.

    PubMed

    Barradas-Bautista, Didier; Alvarado-Mentado, Matias; Agostino, Mark; Cocho, Germinal

    2018-01-01

    This work aims for modeling and simulating the metastasis of cancer, via the analogy between the cancer process and the board game Go. In the game of Go, black stones that play first could correspond to a metaphor of the birth, growth, and metastasis of cancer. Moreover, playing white stones on the second turn could correspond the inhibition of cancer invasion. Mathematical modeling and algorithmic simulation of Go may therefore benefit the efforts to deploy therapies to surpass cancer illness by providing insight into the cellular growth and expansion over a tissue area. We use the Ising Hamiltonian, that models the energy exchange in interacting particles, for modeling the cancer dynamics. Parameters in the energy function refer the biochemical elements that induce cancer birth, growth, and metastasis; as well as the biochemical immune system process of defense.

  1. Mapping of the stochastic Lotka-Volterra model to models of population genetics and game theory

    NASA Astrophysics Data System (ADS)

    Constable, George W. A.; McKane, Alan J.

    2017-08-01

    The relationship between the M -species stochastic Lotka-Volterra competition (SLVC) model and the M -allele Moran model of population genetics is explored via timescale separation arguments. When selection for species is weak and the population size is large but finite, precise conditions are determined for the stochastic dynamics of the SLVC model to be mappable to the neutral Moran model, the Moran model with frequency-independent selection, and the Moran model with frequency-dependent selection (equivalently a game-theoretic formulation of the Moran model). We demonstrate how these mappings can be used to calculate extinction probabilities and the times until a species' extinction in the SLVC model.

  2. 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.

  3. Digital Games, Design, and Learning

    PubMed Central

    Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S.

    2016-01-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions (g¯ = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs (g¯ = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium. PMID:26937054

  4. 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)

  5. Games for health conference 2004: issues, trends, and needs unique to games for health.

    PubMed

    Howell, Kay

    2005-04-01

    The first-ever Games for Health Conference (Madison, WI, September 16-17, 2004) identified issues, trends, and needs unique to games for healthcare. More than 130 doctors, educators, therapists, and game makers gathered to share experiences particular to the health industry, health practitioners, and patient treatment. Co-sponsored by Games for Health, Project of the Serious Games Initiative, the Academic ADL Co-Lab, and the Federation of American Scientists, the conference highlighted applications for direct patient care and therapy, as well as health education, policy, and management ideas. This paper presents key concepts from the conference's panel discussions and summarizes successful projects demonstrated at the conference that can serve as models for the field.

  6. The Challenge of Audience Reception: A Developmental Model for Educational Game Engagement

    ERIC Educational Resources Information Center

    Sherry, John L.

    2013-01-01

    According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn…

  7. 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...

  8. 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

  9. 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.

  10. A Game-Theoretic Model of Marketing Skin Whiteners.

    PubMed

    Mendoza, Roger Lee

    2015-01-01

    Empirical studies consistently find that people in less developed countries tend to regard light or "white" skin, particularly among women, as more desirable or superior. This is a study about the marketing of skin whiteners in these countries, where over 80 percent of users are typically women. It proceeds from the following premises: a) Purely market or policy-oriented approaches toward the risks and harms of skin whitening are cost-inefficient; b) Psychosocial and informational factors breed uninformed and risky consumer choices that favor toxic skin whiteners; and c) Proliferation of toxic whiteners in a competitive buyer's market raises critical supplier accountability issues. Is intentional tort a rational outcome of uncooperative game equilibria? Can voluntary cooperation nonetheless evolve between buyers and sellers of skin whiteners? These twin questions are key to addressing the central paradox in this study: A robust and expanding buyer's market, where cheap whitening products abound at a high risk to personal and societal health and safety. Game-theoretic modeling of two-player and n-player strategic interactions is proposed in this study for both its explanatory and predictive value. Therein also lie its practical contributions to the economic literature on skin whitening.

  11. Modeling Resources Allocation in Attacker-Defender Games with "Warm Up" CSF.

    PubMed

    Guan, Peiqiu; Zhuang, Jun

    2016-04-01

    Like many other engineering investments, the attacker's and defender's investments may have limited impact without initial capital to "warm up" the systems. This article studies such "warm up" effects on both the attack and defense equilibrium strategies in a sequential-move game model by developing a class of novel and more realistic contest success functions. We first solve a single-target attacker-defender game analytically and provide numerical solutions to a multiple-target case. We compare the results of the models with and without consideration of the investment "warm up" effects, and find that the defender would suffer higher expected damage, and either underestimate the attacker effort or waste defense investment if the defender falsely believes that no investment "warm up" effects exist. We illustrate the model results with real data, and compare the results of the models with and without consideration of the correlation between the "warm up" threshold and the investment effectiveness. Interestingly, we find that the defender is suggested to give up defending all the targets when the attack or the defense "warm up" thresholds are sufficiently high. This article provides new insights and suggestions on policy implications for homeland security resource allocation. © 2015 Society for Risk Analysis.

  12. Serious Games for Health: The Potential of Metadata.

    PubMed

    Göbel, Stefan; Maddison, Ralph

    2017-02-01

    Numerous serious games and health games exist, either as commercial products (typically with a focus on entertaining a broad user group) or smaller games and game prototypes, often resulting from research projects (typically tailored to a smaller user group with a specific health characteristic). A major drawback of existing health games is that they are not very well described and attributed with (machine-readable, quantitative, and qualitative) metadata such as the characterizing goal of the game, the target user group, or expected health effects well proven in scientific studies. This makes it difficult or even impossible for end users to find and select the most appropriate game for a specific situation (e.g., health needs). Therefore, the aim of this article was to motivate the need and potential/benefit of metadata for the description and retrieval of health games and to describe a descriptive model for the qualitative description of games for health. It was not the aim of the article to describe a stable, running system (portal) for health games. This will be addressed in future work. Building on previous work toward a metadata format for serious games, a descriptive model for the formal description of games for health is introduced. For the conceptualization of this model, classification schemata of different existing health game repositories are considered. The classification schema consists of three levels: a core set of mandatory descriptive fields relevant for all games for health application areas, a detailed level with more comprehensive, optional information about the games, and so-called extension as level three with specific descriptive elements relevant for dedicated health games application areas, for example, cardio training. A metadata format provides a technical framework to describe, find, and select appropriate health games matching the needs of the end user. Future steps to improve, apply, and promote the metadata format in the health games

  13. Properties of interaction networks underlying the minority game.

    PubMed

    Caridi, Inés

    2014-11-01

    The minority game is a well-known agent-based model with no explicit interaction among its agents. However, it is known that they interact through the global magnitudes of the model and through their strategies. In this work we have attempted to formalize the implicit interactions among minority game agents as if they were links on a complex network. We have defined the link between two agents by quantifying the similarity between them. This link definition is based on the information of the instance of the game (the set of strategies assigned to each agent at the beginning) without any dynamic information on the game and brings about a static, unweighed and undirected network. We have analyzed the structure of the resulting network for different parameters, such as the number of agents (N) and the agent's capacity to process information (m), always taking into account games with two strategies per agent. In the region of crowd effects of the model, the resulting networks structure is a small-world network, whereas in the region where the behavior of the minority game is the same as in a game of random decisions, networks become a random network of Erdos-Renyi. The transition between these two types of networks is slow, without any peculiar feature of the network in the region of the coordination among agents. Finally, we have studied the resulting static networks for the full strategy minority game model, a maximal instance of the minority game in which all possible agents take part in the game. We have explicitly calculated the degree distribution of the full strategy minority game network and, on the basis of this analytical result, we have estimated the degree distribution of the minority game network, which is in accordance with computational results.

  14. Cognitive Aspects of Power in a Two-Level Game

    NASA Astrophysics Data System (ADS)

    Juvina, Ion; Lebiere, Christian; Martin, Jolie; Gonzalez, Cleotilde

    The Intergroup Prisoner's Dilemma with Intragroup Power Dynamics (IPD^2) is a new game paradigm for studying human behavior in conflict situations. IPD^2 adds the concept of intragroup power to an intergroup version of the standard Iterated Prisoner's Dilemma game. We conducted an exploratory laboratory study in which individual human participants played the game against computer strategies of various complexities. We also developed a cognitive model of human decision making in this game. The model was run in place of the human participant under the same conditions as in the laboratory study. Results from the human study and the model simulations are presented and discussed, emphasizing the value of including intragroup power in game theoretic models of conflict.

  15. Tactical emergency medical support programs: a comprehensive statewide survey.

    PubMed

    Bozeman, William P; Morel, Benjamin M; Black, Timothy D; Winslow, James E

    2012-01-01

    Specially trained tactical emergency medical support (TEMS) personnel provide support to law enforcement special weapons and tactics (SWAT) teams. These programs benefit law enforcement agencies, officers, suspects, and citizens. TEMS programs are increasingly popular, but there are wide variations in their organization and operation and no recent data on their prevalence. We sought to measure the current prevalence and specific characteristics of TEMS programs in a comprehensive fashion in a single southeastern state. North Carolina emergency medical services (EMS) systems have county-based central EMS oversight; each system was surveyed by phone and e-mail. The presence and selected characteristics of TEMS programs were recorded. U.S. Census data were used to measure the population impact of the programs. All of the 101 EMS systems statewide were successfully contacted. Thirty-three counties (33%) have TEMS programs providing medical support to 56 local law enforcement agencies as well as state and federal agencies. TEMS programs tend to be located in more populated urban and suburban areas, serving a population base of 5.9 million people, or 64% of the state's population. Tactical medics in the majority of these programs (29/33; 88%) are not sworn law enforcement officers. Approximately one-third of county-based EMS systems in North Carolina have TEMS programs. These programs serve almost two-thirds of the state's population base, using primarily nonsworn tactical medics. Comparison with other regions of the country will be useful to demonstrate differences in prevalence and program characteristics. Serial surveillance will help track trends and measure the growth and impact of this growing subspecialty field.

  16. The Reliability of Technical and Tactical Tagging Analysis Conducted by a Semi-Automatic VTS in Soccer.

    PubMed

    Beato, Marco; Jamil, Mikael; Devereux, Gavin

    2018-06-01

    The Video Tracking multiple cameras system (VTS) is a technology that records two-dimensional position data (x and y) at high sampling rates (over 25 Hz). The VTS is of great interest because it can record external load variables as well as collect technical and tactical parameters. Performance analysis is mainly focused on physical demands, yet less attention has been afforded to technical and tactical factors. Digital.Stadium® VTS is a performance analysis device widely used at national and international levels (i.e. Italian Serie A, Euro 2016) and the reliability evaluation of its technical tagging analysis (e.g. shots, passes, assists, set pieces) could be paramount for its application at elite level competitions, as well as in research studies. Two professional soccer teams, with 30 male players (age 23 ± 5 years, body mass 78.3 ± 6.9 kg, body height 1.81 ± 0.06 m), were monitored in the 2016 season during a friendly match and data analysis was performed immediately after the game ended. This process was then replicated a week later (4 operators conducted the data analysis in each week). This study reports a near perfect relationship between Match and its Replication. R2 coefficients (relationships between Match and Replication) were highly significant for each of the technical variables considered (p < 0.001). In particular, a high score of interclass correlation and a small coefficient of variation were reported. This study reports meaningless differences between Match and its Replication (intra-day reliability). We concluded that the semi-automatic process behind the Digital.Stadium® VTS was more than capable of recording technical tagging data accurately.

  17. Game design in virtual reality systems for stroke rehabilitation.

    PubMed

    Goude, Daniel; Björk, Staffan; Rydmark, Martin

    2007-01-01

    We propose a model for the structured design of games for post-stroke rehabilitation. The model is based on experiences with game development for a haptic and stereo vision immersive workbench intended for daily use in stroke patients' homes. A central component of this rehabilitation system is a library of games that are simultaneously entertaining for the patient and beneficial for rehabilitation [1], and where each game is designed for specific training tasks through the use of the model.

  18. A validity generalization procedure to test relations between intrinsic and extrinsic motivation and influence tactics.

    PubMed

    Barbuto, John E; Moss, Jennifer A

    2006-08-01

    The relations of intrinsic and extrinsic motivation with use of consultative, legitimating, and pressure influence tactics were examined using validity generalization procedures. 5 to 7 field studies with cumulative samples exceeding 800 were used to test each relationship. Significance was found for relation between agents' intrinsic motivation and their use of consultative influence tactics and agents' extrinsic motivation and their use of legitimating influence tactics.

  19. Stochastic stability in three-player games.

    PubMed

    Kamiński, Dominik; Miekisz, Jacek; Zaborowski, Marcin

    2005-11-01

    Animal behavior and evolution can often be described by game-theoretic models. Although in many situations the number of players is very large, their strategic interactions are usually decomposed into a sum of two-player games. Only recently were evolutionarily stable strategies defined for multi-player games and their properties analyzed [Broom, M., Cannings, C., Vickers, G.T., 1997. Multi-player matrix games. Bull. Math. Biol. 59, 931-952]. Here we study the long-run behavior of stochastic dynamics of populations of randomly matched individuals playing symmetric three-player games. We analyze the stochastic stability of equilibria in games with multiple evolutionarily stable strategies. We also show that, in some games, a population may not evolve in the long run to an evolutionarily stable equilibrium.

  20. A model linking video gaming, sleep quality, sweet drinks consumption and obesity among children and youth.

    PubMed

    Turel, O; Romashkin, A; Morrison, K M

    2017-08-01

    There is a growing need to curb paediatric obesity. The aim of this study is to untangle associations between video-game-use attributes and obesity as a first step towards identifying and examining possible interventions. Cross-sectional time-lagged cohort study was employed using parent-child surveys (t1) and objective physical activity and physiological measures (t2) from 125 children/adolescents (mean age = 13.06, 9-17-year-olds) who play video games, recruited from two clinics at a Canadian academic children's hospital. Structural equation modelling and analysis of covariance were employed for inference. The results of the study are as follows: (i) self-reported video-game play duration in the 4-h window before bedtime is related to greater abdominal adiposity (waist-to-height ratio) and this association may be mediated through reduced sleep quality (measured with the Pittsburgh Sleep Quality Index); and (ii) self-reported average video-game session duration is associated with greater abdominal adiposity and this association may be mediated through higher self-reported sweet drinks consumption while playing video games and reduced sleep quality. Video-game play duration in the 4-h window before bedtime, typical video-game session duration, sweet drinks consumption while playing video games and poor sleep quality have aversive associations with abdominal adiposity. Paediatricians and researchers should further explore how these factors can be altered through behavioural or pharmacological interventions as a means to reduce paediatric obesity. © 2017 World Obesity Federation.