On a Simple Game Theoretical Equivalence of Voting Majority Games with Vetoes of First and Second Degrees

Author(s):  
Jacek Mercik ◽  
David Ramsey
1997 ◽  
Vol 77 (1) ◽  
pp. 205-213 ◽  
Author(s):  
Sungwhee Shin ◽  
Sang-Chul Suh
Keyword(s):  

2011 ◽  
Vol 2011 ◽  
pp. 1-13 ◽  
Author(s):  
Nicola Dusi ◽  
Maria Federico ◽  
Marco Furini

The process of producing new creative videos by editing, combining, and organizing pre-existing material (e.g., video shots) is a popular phenomenon in the current web scenario. Known asremixor video remix, the produced video may have new and different meanings with respect to the source material. Unfortunately, when managing audiovisual objects, the technological aspect can be a burden for many creative users. Motivated by the large success of the gaming market, we propose a novel game and an architecture to make the remix process a pleasant and stimulating gaming experience. MovieRemix allows people to act like a movie director, but instead of dealing with cast and cameras, the player has to create a remixed video starting from a given screenplay and from video shots retrieved from the provided catalog. MovieRemix is not a simple video editing tool nor is a simple game: it is a challenging environment that stimulates creativity. To temp to play the game, players can access different levels of screenplay (original, outline, derived) and can also challenge other players. Computational and storage issues are kept at the server side, whereas the client device just needs to have the capability of playing streaming videos.


2016 ◽  
Vol 9 (3) ◽  
pp. 556-582 ◽  
Author(s):  
THOMAS WILLIAM BARRETT ◽  
HANS HALVORSON

AbstractLogicians and philosophers of science have proposed various formal criteria for theoretical equivalence. In this paper, we examine two such proposals: definitional equivalence and categorical equivalence. In order to show precisely how these two well-known criteria are related to one another, we investigate an intermediate criterion called Morita equivalence.


Author(s):  
Piyush N Shinde

In this paper, we will present the process of creating a simple game(Dracula) made in Python. For the purposes of this work, we created the game Dracula using the Pygame package. The aim of this paper is to show the process of creating a game, i.e the gradual construction of each element of the game. The game was created in several phases, and we will describe and explain each in detail. We will start from the construction of the basic skeleton of the game, that is. a graphical representation of the background image window. We will gradually introduce and add new elements (heroes, enemies, bullets, levels ...) all the way to a fully built and functional game. We will point out the possibilities and limitations that arise when programming the dracula game.


Author(s):  
Vitor Carvalho ◽  
Celina Pinto Leão ◽  
Filomena Soares ◽  
Maria Manuela Cruz-Cunha

This chapter presents a research developed in collaboration by two higher education institutions. Nowadays, high education programs can only be successful with the use of new technologies in the teaching/learning process, especially when there are special education requirements. Two experiments were carried out: (1) a set of billiard balls, for snooker game, simulated by using physics laws and, (2) aLJo 2009, a game whose aim is to achieve the correct sorting of a sequence to accomplish a common task. Both projects were developed by students from University of Minho (UM), with different background and from different engineering courses. The snooker game, an academic project, aims to demonstrate that, through a simple game, several areas of knowledge can be used. On the other hand, aLJo 2009 was developed considering a collaboration protocol between UM and the Parents and Friends Association of the Citizen with Mental Deficiency (APPCDM), to improve behavior and social skills in patients with mental impairments.


2010 ◽  
pp. 194-208 ◽  
Author(s):  
Francesco Bellotti ◽  
Riccardo Berta ◽  
Alessandro De Gloria ◽  
Ludovica Primavera

Virtual reality environments are ever more going online. This trend, opened by videogames, will open new important opportunities to enhance cultural tourism, given the possibility of creating compelling virtual adventures set in the context of artistic and natural beauties. The authors are exploring these challenges in the context of the Travel in Europe (TiE) project, and developing tools to build enriched virtual environments where the player could explore faithfully reconstructed places and live there information-rich, contextualized experiences. The TiE architecture is based on a state-of-the-art commercial game engine, with massive multiplayer online games (MMOG) facilities that support access to multiple concurrent users, plus ad-hoc designed modules. The 3D model is completely geo-referenced. In each covered area, a few points-of-interest (POIs) are implemented. These buildings are rigorously reconstructed at a high level of detail. The textures for the rest of the palaces are built dynamically by the TiE system using a statistical template-based algorithm that exploits local characterizations of common architectonic elements. The TiE virtual world is enriched by geo-localized, contextualized MicroGames (mGs). mGs are simple, short games that focus the player’s attention on a particular item that is found during exploration of the 3D world. mGs are typically taken from well known simple game models, such as Puzzle, MemoryGame, and FindTheWrongDetails. The main concept that underpins mGs is that, they should be intuitive and easy to play, so that the player can focus on the contents rather than on learning how to play. Preliminary informal tests have suggested that the approach is valid and that the enriched 3D environment supports the contextualized promotion of artifacts, products and services, which is an important growing demand from institutions and enterprises that want to valorize the resources of a territory.


2019 ◽  
Vol 14 (5) ◽  
Author(s):  
James Owen Weatherall

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