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  1. 61

    Dam Risk Identification Method Based on EAHP-EWM-TOPSIS by ZHAN Mingqiang, CHEN Bo, TIAN Jufei, HU Zelin, PAN Xinmei

    Published 2024-01-01
    “…To address the uncertainty and fuzziness of dam risk indicators, this paper proposes a dam risk identification model based on the EAHP-EWM-TOPSIS game combination model.This is to determine the subjective and objective weights of risk evaluation indicators by extension analytic hierarchy process and entropy weight method respectively.Meanwhile, the game theory is introduced to determine the optimal combination weight, and a weighted standardized decision matrix is constructed.Then, the TOPSIS method is employed to calculate the relative proximity between each risk factor and the ideal solution as the basis for ranking risk factors to identify the main risk sources of dams.The engineering example shows that the main risk factors affecting the safe service of the dams are dam seepage and cross-bank seepage, with the relative proximity of 0.712 7 and 0.855 2 respectively.The identified main risk factors are consistent with the actual engineering situation, which verifies the model effectiveness.The differentiation degree of this model is more obvious than other models, providing an effective basis for dam reinforcement and risk management.…”
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  2. 62

    Retracted: Fast Recognition Method of Football Robot’s Graphics From the VR Perspective by Zhen Bai, Liang Wang, Sheng Zhou, Yuan Cao, Ying Liu, Jie Zhang

    Published 2020-01-01
    “…At the same time, using the humanoid medium-sized football game machine system as the platform, the relevant processing algorithms of the humanoid football robot front-view system are studied to realize the work of color image segmentation, edge extraction, straight line extraction, cross-line recognition and target post-recognition. …”
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  3. 63

    Deux joueurs mais un jeu by Alain Farah

    Published 2019-11-01
    “…Its aim is thus to identify how the crossed style of the exchange appears at first glance conducive to a “reclassification” of Olivier Cadiot, a writer who has been previously deemed “difficult”, into an author now accessible to the general public. …”
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  4. 64

    Editorial by Christian Gütl

    Published 2025-01-01
    “… Emre Önal and Abdullah Bülbül from Turkiye cover in their research a computational game unit balancing approach based on game theory to make each game unit equally preferable against a uniform play strategy. …”
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  5. 65

    Liberté, éducation et pouvoir. Lecture non-directive à partir des travaux de Daniel Hameline by Émilie Osmont

    Published 2016-03-01
    “…But the valuation of the actor has limits, the very ones who make the school game, and the emancipation of child can not be though without his subjugation. …”
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  6. 66

    Archives on Stage. New Forms of Valorising the Archive: From Communication to the Catwalk Stage by Vittorio Linfante

    Published 2025-01-01
    “…Thus, in this continuous game of cross-references, even the catwalks — historically deputed to the presentation of new products on the market — become places that stage the company’s archive. …”
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  7. 67

    Penerapan Deep Convolutional Generative Adversarial Network Untuk Menciptakan Data Sintesis Perilaku Pengemudi Dalam Berkendara by Michael Stephen Lui, Fitra Abdurrachman Bachtiar, Novanto Yudistira

    Published 2023-10-01
    “…DCGAN terdiri dari dua neural network bernama generator dan discriminator yang membentuk hubungan ­zero-sum game. Generator menerima masukan berupa gambar asli dengan tambahan noise sebagai input proses latih secara unsupervised, menghasilkan gambar sintesis, sedangkan discriminator menerima gambar asli dan gambar sintesis sebagai input dan menghitung keaslian gambar yang selanjutnya digunakan sebagai nilai loss dengan fungsi loss Binary Cross Entropy. …”
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  8. 68

    Pricing Strategies in Dual-Channel Supply Chain with a Fair Caring Retailer by Lufeng Dai, Xifu Wang, Xiaoguang Liu, Lai Wei

    Published 2019-01-01
    “…First, we use the Stackelberg game approach to determine the equilibrium pricing strategy for a fair caring retailer. …”
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  9. 69

    Patterns of physical activity and sedentary behavior associated with overweight in brazilian adolescents by Alexandre Romero, Camila Borges, Betzabeth Villar

    Published 2015-03-01
    “…Six PPASB were identified:  1) composed by volleyball and dance; 2) composed by soccer, video-game and computer; 3) composed by television and computer; 4) composed by dodge-ball and cycling; 5) composed by walking activity and 6) composed by gymnastics. …”
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  10. 70

    A Flexible Framework Integrating Digital and Social Competences in Vocational Education Across Diverse Contexts by María José Hernández-Serrano, Joe Cullen, Barbara Jones, Noelia Morales Romo

    Published 2025-01-01
    “…The flexible framework and 26 competences were tested with 358 VET teachers using three evaluation tools (self-assessment survey, game-quiz scores, and programme satisfaction survey). …”
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  11. 71

    Hubungan Near-Work dengan Miopia pada Siswa SD Negeri Percobaan Kelas 5 dan 6 by Indah ARBR Tobing, Kemala Sayuti, Afdal Afdal

    Published 2017-07-01
    “…Tidak terdapat hubungan bermakna antara kebiasaan menonton televisi (p=0,579), bermain video game (p=0,205) dan menggunakan komputer (p=0,084)  dengan  kejadian  miopia. …”
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  12. 72
  13. 73

    Gamification and healthcare volunteer motivation: A qualitative survey in the Asir region, Saudi Arabia by Abdulrahman Alshehri, Mousa Assiri, Khalid Hakami, Zayed Ali, Sabah Althbyani, Lamia Ibrahim, Khlood Almsaad, Wendy Leslie

    Published 2024-12-01
    “…Introduction: Gamification, the application of game-like elements in nongame settings, has shown promise for increasing motivation across various sectors. …”
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  14. 74
  15. 75

    Attendance of Patients with ophthalmological problems about Eye Protection from UV/blue Light Radiation from Sun light and Electronic Devices in Sulaimani City by Salah Qadir Mahmood, Muhammad Babakir-Mina, Salar Ibrahim Ali, Abdulrahman M. Ibrahem, Bakhtyar Kamal Talabany

    Published 2018-07-01
    “…There was a significant difference for the males who were more game-player and using electronic devices like smartphone/tablet /iPad than females. …”
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  16. 76

    Impact of distress and anxiety due to COVID-19 on digital addictions in university students in the third wave period  [version 2; peer review: 3 approved] by Yovana Pardavé-Livia, Armando Martínez-Portillo, Evelyn Barboza-Navarro, Luz Elizabeth Mayorga-Falcón, Walter Capa-Luque, Catalina Bello-Vidal, Aldo Bazán-Ramírez, Edmundo Hervias-Guerra

    Published 2025-01-01
    “…Regarding the problematic use of smartphones and internet, there is a prevalence of 40% regardless of sex; but as for the problematic use of video games, there is a marked difference between males (18.8%) and females (2.7%). …”
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  17. 77

    Evaluation of the Back-in-Action test Battery In Uninjured High School American Football Players by Marcel Rohde, Alina Ruhlemann, Andre Busch, Ulrich Grunwald, Marcus Jaeger, Constantin Mayer

    Published 2023-06-01
    “…These data may serve as sport and position specific reference for high school American football players, instead of using the non-specific reference group data. # Study design cross-sectional study- # Level of evidence IIb…”
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  18. 78

    Examining Adolescents’ Technology Addiction Levels Before and After COVID-19 Pandemic by Renan Seker, Tezcan Kartal, Adem Tasdemir, Ibrahim Serdar Kiziltepe

    Published 2023-10-01
    “…It was observed that the students' highest addiction levels were in instant messaging, website use, social network use and online gaming, respectively. While the addiction levels of the participants varied based on the time spent on social networks and online gaming, the interaction effect between owning a computer and the family socioeconomic level also caused significant differences. …”
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  19. 79

    Associations of time spent on different types of digital media with self-rated general and mental health in Swedish adolescents by Helena Frielingsdorf, Victoria Fomichov, Ingrid Rystedt, Sofia Lindstrand, Laura Korhonen, Hanna Henriksson

    Published 2025-01-01
    “…Spending six hours or more on digital media was also associated with worry/anxiety (for social media and gaming), head/neck/shoulder pain (for social media, watching movies/series/video clips and schoolwork), poor general health (for gaming and watching movies/series/video clips) and low trust (for gaming) (ORs 1.39–3.18, p < 0.05). …”
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  20. 80

    Decoding user experience in exergames: A systematic scoping review of assessment methods by Fabrízzio Martin Pelle Perez, Ericles Andrei Bellei, Juliana Rosa Nascimento, Larissa Tumelero Bombarda, Vitor de Farias Belger, Ana Carolina Bertoletti De Marchi

    Published 2025-06-01
    “…Exergames, which blend physical activity with digital gaming, are increasingly recognized for their potential to boost user engagement in exercise. …”
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