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Balance between education and game-play— A case study of design and optimization of the mini-game book classification 被引量:4
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作者 Jianhua WU Yanan CHEN Xiangtao MA 《Chinese Journal of Library and Information Science》 2015年第1期53-65,共13页
Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for stri... Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for striking a balance between education and entertainment for the designers of quality IL games. Design/methodology/approach: The project team recruited 10 college students to play the game and post-game group interviews revealed problems and optimization priorities. The optimized game was tested among 50 college students. Based on a comparison of testing results of the two versions of the game, basic strategies for designing quality 1L games were summarized. Findings: The following 5 basic strategies can effectively promote combination of education and entertainment: l) using adventure games to enhance gaming experience, 2) plotting an intriguing story to attract players, 3) motivating players to engage in game play with game components such as challenge, curiosity, fantasy and control, 4) presenting learning materials through game props, and 5) assigning players tasks to be completed with subject knowledge. Research limitations: The 5 basic strategies have been tested only in the development process of one game, and the book classification knowledge in the mini-game is limited to the 22 major categories of the Chinese Library Classification. Practical implications: University libraries may refer to our experience to design and utilize educational games to promote the IL education for college students. Originality value: Few empirical studies tested and summarized strategies for combining learning and fun in the design of IL games for university students. The 5 strategies, which are summarized in the process of design and optimization of the mini-game book classification, are valuable for other designers of IL games. 展开更多
关键词 Educational game design game balance Design strategies of educationalgames Information literacy (IL) game Book classification
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Effects of virtual reality balance games combined with muscle strength training on balance function and motor ability of Parkinson's patients
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作者 Li-Chun Sun Rong Chen 《Journal of Hainan Medical University》 2020年第9期15-18,共4页
Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patien... Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patients with Parkinson's disease were selected from January 2018 to October 2019.The random number table method was divided into the control group(n=30)and the observation group(n=30).Both groups were given conventional drugs and For rehabilitation training,the observation group was given a virtual reality balance game combined with strengthening muscle training.The upper limbs,lower limbs,balance function,comprehensive rehabilitation effect and daily living ability were compared before and after training.Results After training,the Brunnstrom score,FMA-UE,FMA-LE score,and cadence score of the two groups of patients increased.The common contraction rate(CR)of the biceps brachii in elbow flexion and the three heads of the brachii in elbow extension Muscle CR,standing walking test,10m walking test,reduced left and right step difference,and the observation group was better than the control group,which was significant(P<0.05).Conclusion Patients with Parkinson's disease have improved their upper and lower extremity motor capacity and balance function through virtual reality balance games combined with strengthening muscle training,which can improve the overall rehabilitation effect and ability of daily living. 展开更多
关键词 Parkinson's disease balance movement Virtual reality balance games Strengthen muscle strength trainin
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Solving the Balance Problem of On-Line Role-Playing Games Using Evolutionary Algorithms
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作者 Haoyang Chen Yasukuni Mori Ikuo Matsuba 《Journal of Software Engineering and Applications》 2012年第8期574-582,共9页
In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a functi... In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a function of the character’s level, which are called Ability-Increasing Functions (AIFs). A well-balanced on-line RPG is characterized by having a set of well-balanced AIFs. In this paper, we propose an evolutionary design method, including integration with an improved Probabilistic Incremental Program Evolution (PIPE) and a Cooperative Coevolutionary Algorithm (CCEA), for on-line RPGs to maintain the game balance. Moreover, we construct a simplest turn-based game model and perform a series of experiments based on it. The results indicate that the proposed method is able to obtain a set of well-balanced AIFs efficiently. They also show that in this case the CCEA outperforms the simple genetic algorithm, and that the capability of PIPE has been significantly improved through the improvement work. 展开更多
关键词 game Design game balance COOPERATIVE Coevolutionary Algorithm PROBABILISTIC INCREMENTAL Program Evolution
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Load-Balance Mechanism for WSNs Based on Minority Game with Dormancy Strategy
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作者 张彦波 《Journal of Donghua University(English Edition)》 EI CAS 2012年第1期103-106,共4页
Load-balance is an important issue in wireless sensor networks (WSNs), especially in WSNs with hierarchical structure. Energy consumed unevenly will bring the production of hot spots. Hot spot will cause WSNs to divid... Load-balance is an important issue in wireless sensor networks (WSNs), especially in WSNs with hierarchical structure. Energy consumed unevenly will bring the production of hot spots. Hot spot will cause WSNs to divide some unconnected sub-networks and shorten the lifetime of WSNs. To tackle this problem, a load-balance mechanism is proposed based on minority game (MG) with dormancy strategy. This mechanism can cause the rich behaviors of cooperation , prolong lifetime of WSNs, and keep energy consumed evenly. This dormancy mechanism can save energy of nodes by keeping in sleep temperately . Simulation results show that the proposed strategy can efficiently enhance the lifetime of cluster and the lifetime of whole WSNs. 展开更多
关键词 minority game(MG) energy efficien cy dormancy mechanism wireless sensor networks(WSNs) load-balance
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A Prospective, Randomized Trial to Evaluate the Efficacy of Virtual Reality Treatment Versus Traditional Balance Treatment in Patients with Stroke 被引量:2
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作者 Zsanett Sipos Zsofia Hogye Zsuzsanna Vekerdy-Nagy 《Journal of Sports Science》 2016年第3期150-155,共6页
Recovery from stroke needs different time and speed in every case depending on the brain capacity of neural plasticity. Based on neurophysiological researches high repetition of practice is required to induce neuropla... Recovery from stroke needs different time and speed in every case depending on the brain capacity of neural plasticity. Based on neurophysiological researches high repetition of practice is required to induce neuroplastic changes and functional recovery of motor deficits. However, data from earlier studies shows that stroke patients generally perform a very limited number of movement repetitions in traditional therapy sessions. Virtual Reality therapy was found to be beneficial in improving trunk, hand, upper and lower extremity functions. However, reviews found no definitive conclusions regarding balance. The present study focuses on evaluating the efficacy of Nintendo WiiTM on balance and gait functions of stroke patients. Twenty one hemiparetic stroke patients were randomly assigned to either control or therapy groups. Effectiveness was evaluated by Fugl-Meyer balance subtest, Functional Ambulation Categories (FAC), Romberg (R), sharpened Romberg (SR), one-legged stance (OLS), six-meter walking test (6MWT) and timed up and go test (TUG). The analysis revealed a significant effect of training with Nintendo Wii M for FAC z = 0.0267, FMBS z = 0.0046, OLST2 z = 0.0068 and OLS1 z = 0.0067 (affected side). The control group demonstrated improvement in R (z = 0.0474) and SR (z = 0.0411). In both groups improvement was detected in functional mobility and 6MWT (control group z = 0.0069, Wii groupz = 0.0123). No significant differences were found between groups. Findings of the current study support that balance treatment with Nintendo WiiTM is similarly effective method to improve static balance and functional mobility when compared with conventional therapy. 展开更多
关键词 Nintendo WiiTM STROKE dynamic balance REHABILITATION video game.
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Cooperative game theoretic load balancing scheme with admission control in IEEE 802.11 WLANs 被引量:1
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作者 Lü Na Zhang Yuetong Zhang Guopeng 《Journal of Systems Engineering and Electronics》 SCIE EI CSCD 2009年第6期1361-1365,共5页
A load-balancing scheme for IEEE 802.11 WLANs based on cooperative game theory is presented.A coalition among the access points(APs) with overlapping coverage is formed to share the network load through a game.First... A load-balancing scheme for IEEE 802.11 WLANs based on cooperative game theory is presented.A coalition among the access points(APs) with overlapping coverage is formed to share the network load through a game.Firstly, the candidate APs submit their load-competing strategies(i.e., the amount of user traffic they can admit in an AC/game period) to the control AP.Secondly, the control AP solves the game by the method of shapley value, which is the maximum traffic allocated to each AP in an AC/game period.Finally, the game is repeated periodically to distribute the traffic load among the APs.Simulation results show that the proposed game can balance the network load effectively compared with the IEEE 802.11 standard balancing solution. 展开更多
关键词 IEEE 802.11 DCF game theory load-balancing.
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Non-Cooperative Differential Game Based Load Balancing Algorithm in Radio-Over-Fibre System
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作者 HE Zhen WANG Jianping 《China Communications》 SCIE CSCD 2014年第A02期79-85,共7页
Load balancing plays a critical role in a cellular network. As one kind of cellular network, Radio-over-Fibre (RoF) system can provide ubiquitous high data-rate transmissions, which has attracted many attentions, bu... Load balancing plays a critical role in a cellular network. As one kind of cellular network, Radio-over-Fibre (RoF) system can provide ubiquitous high data-rate transmissions, which has attracted many attentions, but it also suffer load unbalancing problem. In order to improve the system performance, in this paper, we propose a novel loading balance scheme in RoF system based on differential game theory. The scheme formulates the load allocated to each RAP (Radio Access Point) as a Nasb Equilibrium, using non-cooperative differential game to obtain the optical load allocation of each RAP. The simulations performed show that the non-cooperative differential game algorithm is applicable and the optimal load solution can be achieved. 展开更多
关键词 loading balancing ROF RAP non- cooperative differential game
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Three-dimensional nonlinear H_2/H_∞ guidance law based upon approach of solving the state feedback Nash balance point
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作者 桑保华 姜长生 《Journal of Harbin Institute of Technology(New Series)》 EI CAS 2010年第3期383-388,共6页
Based upon the theory of the nonlinear quadric two-person nonzero-sum differential game,the fact that the time-limited mixed H2/H∞ control problem can be turned into the problem of solving the state feedback Nash bal... Based upon the theory of the nonlinear quadric two-person nonzero-sum differential game,the fact that the time-limited mixed H2/H∞ control problem can be turned into the problem of solving the state feedback Nash balance point is mentioned. Upon this,a theorem about the solution of the state feedback control is given,the Lyapunov stabilization of the nonlinear system under this control is proved,too. At the same time,this solution is used to design the nonlinear H2/H∞ guidance law of the relative motion between the missile and the target in three-dimensional(3D) space. By solving two coupled Hamilton-Jacobi partial differential inequalities(HJPDI),a control with more robust stabilities and more robust performances is obtained. With different H∞ performance indexes,the correlative weighting factors of the control are analytically designed. At last,simulations under different robust performance indexes and under different initial conditions and under the cases of intercepting different maneuvering targets are carried out. All results indicate that the designed law is valid. 展开更多
关键词 nonlinear system mixed H2/H∞ control state feedback Nash balance point two-person nonzero-sum differential game three-dimensional guidance law
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Wii Fit Gaming System——How to Select among Balance Exercise and Measurement Tools
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作者 Zsanett Sipos Zsuzsanna Vekerdy-Nagy 《Journal of Sports Science》 2020年第2期41-46,共6页
VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most comm... VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most commonly stroke.It is not the only commercially available gaming system however it is the most popular virtual gaming used at home,research and clinical practice.VR training has been proven to be beneficial in lower extremity functions,balance and gait recovery.Previous studies focused on evaluating the efficacy and effectiveness of the Nintendo Wii and VR and the dosage and intensity of the“Wii therapy”remained unclear.The objective of the recent trial was to evaluate the knowledge about balance games and clinical measurement using Nintendo Wii,alongside helping clinicians plan therapy with Nintendo Wii. 展开更多
关键词 balance rehabilitation Nintendo Wii video game VR.
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考虑主从博弈的电热能源系统优化调度
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作者 黄悦华 邱元城 +3 位作者 张磊 随权 叶婧 杨楠 《电力系统及其自动化学报》 CSCD 北大核心 2024年第9期115-123,共9页
针对多主体利益纷争导致电热能源系统运行经济性欠优的问题,提出一种基于主从博弈理论的电热能源系统优化调度方法。首先,分析博弈过程中的信息交互机理,建立电热能源系统调度框架;其次,制定上网电价和供能商出力约束,构建旨在实现环境... 针对多主体利益纷争导致电热能源系统运行经济性欠优的问题,提出一种基于主从博弈理论的电热能源系统优化调度方法。首先,分析博弈过程中的信息交互机理,建立电热能源系统调度框架;其次,制定上网电价和供能商出力约束,构建旨在实现环境成本和购电成本之和最小化的主体模型,同时构建以自身经济性最优为目标的从体模型;最后,采用差分进化法求解各主体的出力分配和利益分配问题。仿真结果验证了所提模型的优越性。 展开更多
关键词 电热能源系统 优化调度 利益均衡 主从博弈 热电联产
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杭州电竞中心结构设计重难点概述
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作者 熊森 冯孝宾 +3 位作者 张卫 罗俊 鲁伟 郑小庆 《建筑结构》 北大核心 2024年第17期9-15,共7页
杭州电竞中心内圈主体结构采用钢框架-支撑结构,外圈采用“大倾角梭形斜柱+多段钢折梁框架”,是集承重与抗侧力于一体的结构体系,屋盖采用车辐式索承网格自平衡结构形式。详细介绍了地下结构、中央场馆结构的设计要点,门厅处利用建筑造... 杭州电竞中心内圈主体结构采用钢框架-支撑结构,外圈采用“大倾角梭形斜柱+多段钢折梁框架”,是集承重与抗侧力于一体的结构体系,屋盖采用车辐式索承网格自平衡结构形式。详细介绍了地下结构、中央场馆结构的设计要点,门厅处利用建筑造型空间设计为多段钢折梁与跨层桁架相结合的结构形式;室内二层至三层楼面设计一浮空弧形人行桥,截面形式为薄壁钢箱梁,桥宽2.2m,跨度57m,采用“上挂下支”的稳定结构形式。对整体结构进行了静力弹性、动力弹塑性、振动台试验、典型节点有限元、整体稳定以及局部稳定等系列分析与试验。结果表明:结构在静力荷载和地震作用下强度和刚度均满足规范要求;典型节点极限承载力为荷载设计值的4.17倍;结构整体稳定性安全系数为3.79;斜柱局部稳定安全系数为2.52。合理的设计保证了结构的安全、经济和实用性。 展开更多
关键词 杭州亚运会 杭州电竞中心 钢框架-支撑 大倾角梭形斜柱 多段钢折梁 车辐式索承网格自平衡结构
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碳排放约束下绿色技术创新供需双方的利益均衡博弈分析
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作者 武亮 董莹锘 +2 位作者 周建华 唐洪雷 肖汉杰 《生态经济》 北大核心 2024年第5期71-78,共8页
绿色技术创新对于人类实现经济、社会、环境协调发展具有重要意义。立足碳排放约束机制持续深化推进的现实背景,论文将政府、企业和消费者作为研究对象,引入碳价、碳补贴、感知系数等参数,构建碳排放约束下政府、企业和消费者之间的三... 绿色技术创新对于人类实现经济、社会、环境协调发展具有重要意义。立足碳排放约束机制持续深化推进的现实背景,论文将政府、企业和消费者作为研究对象,引入碳价、碳补贴、感知系数等参数,构建碳排放约束下政府、企业和消费者之间的三方动态演化博弈模型,探讨供需双方的决策过程以及博弈系统的演化规律。研究结果表明:政府、企业和消费者三方策略会根据不同条件发生动态变化,没有任何一方具有严格的优势策略,且博弈系统演化均衡点受到碳价、碳补贴和碳积分等多种因素的共同影响。同时,绿色技术创新供给端的碳约束机制和消费端的碳激励机制具有良好的协同效应,值得推广。另外,刺激绿色产品需求是优化绿色技术创新政策的关键。 展开更多
关键词 碳排放约束 绿色技术创新 利益均衡 演化博弈 数值模拟
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Exploring Biocomplexity in Cancer: A Comprehensive Review
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作者 Andras Szasz Gyula Peter Szigeti 《Open Journal of Biophysics》 2024年第2期154-238,共85页
Living objects have complex internal and external interactions. The complexity is regulated and controlled by homeostasis, which is the balance of multiple opposing influences. The environmental effects finally guide ... Living objects have complex internal and external interactions. The complexity is regulated and controlled by homeostasis, which is the balance of multiple opposing influences. The environmental effects finally guide the self-organized structure. The living systems are open, dynamic structures performing random, stationary, stochastic, self-organizing processes. The self-organizing procedure is defined by the spatial-temporal fractal structure, which is self-similar both in space and time. The system’s complexity appears in its energetics, which tries the most efficient use of the available energies;for that, it organizes various well-connected networks. The controller of environmental relations is the Darwinian selection on a long-time scale. The energetics optimize the healthy processes tuned to the highest efficacy and minimal loss (minimalization of the entropy production). The organism is built up by morphogenetic rules and develops various networks from the genetic level to the organism. The networks have intensive crosstalk and form a balance in the Nash equilibrium, which is the homeostatic state in healthy conditions. Homeostasis may be described as a Nash equilibrium, which ensures energy distribution in a “democratic” way regarding the functions of the parts in the complete system. Cancer radically changes the network system in the organism. Cancer is a network disease. Deviation from healthy networking appears at every level, from genetic (molecular) to cells, tissues, organs, and organisms. The strong proliferation of malignant tissue is the origin of most of the life-threatening processes. The weak side of cancer development is the change of complex information networking in the system, being vulnerable to immune attacks. Cancer cells are masters of adaptation and evade immune surveillance. This hiding process can be broken by electromagnetic nonionizing radiation, for which the malignant structure has no adaptation strategy. Our objective is to review the different sides of living complexity and use the knowledge to fight against cancer. 展开更多
关键词 Complexity Networks SMALL-WORLD Genetic Mutations SELF-ORGANIZING Self-Symmetry Energetic balance Entropy Nash Equilibrium gameS Evolution CANCER Therapy
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体感游戏康复运动对社区老年人衰弱及平衡能力的影响
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作者 徐婉莹 王霄 +7 位作者 岳跃学 王秀红 汪俊华 杨春琼 邓罗义 李雪 郭庆娇 罗倩 《护理学杂志》 CSCD 北大核心 2024年第14期1-5,共5页
目的探讨体感游戏康复运动对社区衰弱前期老年人衰弱水平及平衡能力的影响。方法2022年6-9月,便利选取贵阳市4个社区衰弱前期老年人46人作为研究对象,随机分为对照组和干预组各23人。对照组维持日常活动锻炼并接受健康教育,干预组在对... 目的探讨体感游戏康复运动对社区衰弱前期老年人衰弱水平及平衡能力的影响。方法2022年6-9月,便利选取贵阳市4个社区衰弱前期老年人46人作为研究对象,随机分为对照组和干预组各23人。对照组维持日常活动锻炼并接受健康教育,干预组在对照组基础上增加体感游戏康复运动干预,每周3次,干预实施12周。分别于干预前、干预12周末对两组老年人进行衰弱水平及平衡能力的评估。结果干预组脱落2人。干预12周末,干预组衰弱得分显著低于对照组,干预组静态平衡能力、动态平衡能力、反应性平衡能力和综合平衡能力得分显著优于对照组(均P<0.05)。结论体感游戏康复运动可有效改善社区衰弱前期老年人的衰弱水平,提高其平衡能力。 展开更多
关键词 社区 老年人 衰弱前期 体感游戏 康复运动 衰弱 平衡能力
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数字音乐“去”独家授权的合理性——基于数字音乐多方主体博弈视角
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作者 韩冰 刁炳文 《经济论坛》 2024年第4期114-124,共11页
数字音乐独家授权制度作为我国数字音乐市场在自我完善、自我规范化的过程中所发展出的产物,在保障版权人收入、营造正版市场环境等方面发挥了积极作用。随着数字音乐独家授权制度飞速发展,其弊端也日渐明显。现阶段数字音乐独家授权制... 数字音乐独家授权制度作为我国数字音乐市场在自我完善、自我规范化的过程中所发展出的产物,在保障版权人收入、营造正版市场环境等方面发挥了积极作用。随着数字音乐独家授权制度飞速发展,其弊端也日渐明显。现阶段数字音乐独家授权制度已造成数字音乐行业各方主体利益严重失衡,甚至对整个音乐市场的良性发展和社会公共利益产生了一定程度的限制和损害。在后版权时代人们对数字音乐“去”独家授权的呼声渐高,但对其争议也一直存在。文章对数字音乐独家授权与各方主体利益影响进行分析,通过构建演化博弈模型验证为何“去”独家成为当前数字音乐发展的必然趋势,进而为数字音乐“去”独家授权制度的构建提供有益建议。 展开更多
关键词 数字音乐 独家授权 演化博弈 利益平衡
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趋向善治的高质量高等教育学术共同体建设
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作者 孙刚成 杜怡文 《吉林师范大学学报(人文社会科学版)》 2024年第1期94-102,共9页
建设与优化学术共同体关系到高等教育高质量发展进程与学术治理的改革成果,但权力博弈不均、平衡陷阱以及公众与专家学者意识冲突等突出问题均影响学术共同体的可持续发展。鉴于此,需要通过完善学术共同体运行的基本制度,构建权责清晰... 建设与优化学术共同体关系到高等教育高质量发展进程与学术治理的改革成果,但权力博弈不均、平衡陷阱以及公众与专家学者意识冲突等突出问题均影响学术共同体的可持续发展。鉴于此,需要通过完善学术共同体运行的基本制度,构建权责清晰且具有约束力的合作型博弈;深刻认识学术治理的可持续发展理念,开拓打破平衡状态的学术精神内涵;谋求学术共同体发展共识共治的良好生态环境,秉行责任以回应社会承诺的契约精神等多条途径,厘清学术共同体可持续发展建设的运行机制,构建学术共同体“善治”的新态势。 展开更多
关键词 学术共同体 权力博弈 平衡陷阱 公众接洽 可持续发展
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杭州第19届亚运会竞技体操平衡木动作编排特征分析
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作者 马晓宁 《体育科技文献通报》 2024年第5期8-10,7,共4页
本文采用文献资料法、录像观察法、数理统计法等研究方法,对参加杭州第19届亚运会平衡木单项决赛的8名运动员成套动作的编排、难度及完成度进行比较分析。结果表明:(1)运动员的难度分和完成分呈现上升趋势,朝着高难度和高艺术性方向发展... 本文采用文献资料法、录像观察法、数理统计法等研究方法,对参加杭州第19届亚运会平衡木单项决赛的8名运动员成套动作的编排、难度及完成度进行比较分析。结果表明:(1)运动员的难度分和完成分呈现上升趋势,朝着高难度和高艺术性方向发展。(2)上法方面,木端上法占主要优势,上法多为D组难度的交换腿劈叉跳上。(3)木中单个动作占比下降,转体类动作中低于水平立转360°占比较大、舞蹈类动作中于交换腿结环跳占比较大、技巧类动作中于团身侧空翻占比较大;木中连接动作比重增大,混合连接动作占优势,舞蹈连接还是以二连接为主,技巧连接以D+C难度动作为主。(4)下法方面,以木端下法为主,踺子接空翻转体类的高难度连接动作占据主要优势;“后手翻+后手翻+后空翻类”的高难度长串连接下法比较新颖,也是国际体联鼓励的新方向。 展开更多
关键词 杭州亚运会 平衡木 动作编排 得分
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新规则视角下杭州亚运会平衡木成套动作编排特征研究
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作者 杨丽 《当代体育科技》 2024年第2期22-27,共6页
该研究通过文献资料法、录像观察法、数理统计法以及专家访谈法,分析《2022年女子竞技体操评分规则》的变化,并运用新规则对杭州亚运会女子平衡木项目决赛成套动作进行分析,旨在厘清目前亚洲女子平衡木项目的成套动作编排特征及发展趋势... 该研究通过文献资料法、录像观察法、数理统计法以及专家访谈法,分析《2022年女子竞技体操评分规则》的变化,并运用新规则对杭州亚运会女子平衡木项目决赛成套动作进行分析,旨在厘清目前亚洲女子平衡木项目的成套动作编排特征及发展趋势,为我国平衡木项目成套编排提供参考。结果显示,杭州亚运会平衡木决赛运动员成套编排上法优选D组交换腿劈叉跳上和E组的踺子接拉拉提上;下法踺子接D组以上的向后空翻成为主流;D组空翻动作为首选单个空翻技巧;舞蹈难度满足基本编排要求,缺乏多样性和创新性;D+B+B的混合连接成为编排主旋律。 展开更多
关键词 新规则 杭州亚运会 平衡木 成套动作编排
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A Competitive Markov Approach to the Optimal Combat Strategies of On-Line Action Role-Playing Game Using Evolutionary Algorithms
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作者 Haoyang Chen Yasukuni Mori Ikuo Matsuba 《Journal of Intelligent Learning Systems and Applications》 2012年第3期176-187,共12页
In the case of on-line action role-playing game, the combat strategies can be divided into three distinct classes, Strategy of Motion(SM), Strategy of Attacking Occasion (SAO) and Strategy of Using Skill (SUS). In thi... In the case of on-line action role-playing game, the combat strategies can be divided into three distinct classes, Strategy of Motion(SM), Strategy of Attacking Occasion (SAO) and Strategy of Using Skill (SUS). In this paper, we analyze such strategies of a basic game model in which the combat is modeled by the discrete competitive Markov decision process. By introducing the chase model and the combat assistant technology, we identify the optimal SM and the optimal SAO, successfully. Also, we propose an evolutionary framework, including integration with competitive coevolution and cooperative coevolution, to search the optimal SUS pair which is regarded as the Nash equilibrium point of the strategy space. Moreover, some experiments are made to demonstrate that the proposed framework has the ability to find the optimal SUS pair. Furthermore, from the results, it is shown that using cooperative coevolutionary algorithm is much more efficient than using simple evolutionary algorithm. 展开更多
关键词 game Design game balance COMPETITIVE MARKOV DECISION Process Cooperative Coevolutionary Algorithm COMPETITIVE Coevolution
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博弈与权衡:智能教育算法的规制性与人的自主性 被引量:4
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作者 张立新 陈倩倩 《现代教育技术》 2023年第4期32-39,共8页
在智能教育中,算法的规制性能够辅助人做出科学的决策,而人的自主性又能够对教学情境做出自主的感知判断,两者各有所长。然而,在具体教学实践中常出现两种偏向:一是过度青睐算法的规制性,这种偏向存在限制人的自主性发展的嫌疑;二是过... 在智能教育中,算法的规制性能够辅助人做出科学的决策,而人的自主性又能够对教学情境做出自主的感知判断,两者各有所长。然而,在具体教学实践中常出现两种偏向:一是过度青睐算法的规制性,这种偏向存在限制人的自主性发展的嫌疑;二是过度强调人的自主性发展,这种偏向又存在遮蔽算法工具理性、影响教育效益的可能。为此,文章首先对算法的规制性与人的自主性展开分析,并提出智能教育教学应在动态博弈中权衡算法的规制性与人的自主性;然后文章从目的、过程及结果三层面提出算法的规制性与人的自主性的耦合方案,即在精准挖掘教育需求中促进人的自主性发展,在人机协同过程中合理设计算法的规制性,在厘清运用边界中实现教育价值旨归,旨在理性回归智能时代的教育本质,为算法在教育中的合理与向善发展提供有效路径与方法。 展开更多
关键词 博弈 权衡 规制性 自主性 智能教育
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