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1.
In this article, with Ehrenfeucht-Fraïssé games we prove that Δ1Δ0 on BFR, which implies ΔΔ0 on BFR, and thus solve an open problem raised by Albert Atserias in his dissertation (Δ0,Δ1,Δ are fragments of first order logic and BFR is a class of finite sets which in essence is equivalent to a class of finite pure arithmetic structures with built-in BIT predicate).  相似文献   
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Failure to establish agreed-upon criteria by which to measure and identify online video game addiction has resulted in a lack of reliable evidence of the actual percentage of individuals who are pathologically dependent. Building upon prior research, the present study sought to better determine the magnitude of pathological online video game play using a distinction between core and peripheral criteria for behavioral addiction. Preferences and perceptions towards online video games and addiction were also examined to better understand players’ habits. A questionnaire was administered to 1332 South Korean students across 11 high schools and 1 middle school in an area surrounding the capital of Seoul. Using a monothetic and a polythetic classification system, findings showed rates ranging between 1.7% and 25.5%, with a 2.7% addiction rate when distinguishing core from peripheral criteria. These results may suggest that online video game addiction rates in intense gaming cultures such as South Korea are not as high as otherwise believed. The findings will be of assistance to educators, policymakers, clinicians, and researchers in understanding the challenges in deriving meaningful video game addiction prevalence rates, and thus being able to better separate reality from conjecture with regard to the notion of pathological game play.  相似文献   
4.
Individuals collaborating around and through computers benefit from receiving information that helps them understand one another, which is often termed awareness. This article explores what collaborators understand about each other’s emotions and the potential benefits for performance that might come from raising this understanding. In Experiment 1 co-located collaborators judged each other’s emotions after playing a game that required cooperative data collection and analysis. Their judgements were largely inaccurate and based on their own emotions, suggesting limited emotion understanding. Experiment 2 explored if this could be overcome by making collaborators aware of each other’s emotions. Co-located and remote collaborators played a cooperative puzzle-solving game under conditions of awareness or no awareness. Awareness was manipulated by making collaborators share their self-reported emotions during key moments of their game play. Both remote and co-located collaborators improved their performance after sharing their emotions. However, unlike co-located collaborators, remote collaborators also improved their understanding of each other’s emotions and experienced more positive affect. We conclude by discussing the content of collaborators’ emotion understanding and the probable mechanisms underlying the observed effects of being made aware of a partner’s emotions.  相似文献   
5.
Recently in the field of agent communication, many authors have adopted the view of interaction as a joint activity regulated by means of dialogue games. It is argued in particular that this approach should increase the flexibility of dialogues by allowing a variety of game compositions. In this research note, we present a framework suited to this feature. A preliminary attempt to capture the negotiation phase (which allows agents to agree upon the dialogue game currently regulating their conversation) is discussed.  相似文献   
6.
Studies on Game Transfer Phenomena (GTP) have demonstrated that experiencing altered sensorial perceptions, automatic thoughts and behaviours after playing video games are relatively common phenomena. The aim of this paper is twofold: (i) to validate the Turkish version of the GTP scale (GTPS), and (ii) to examine the prevalence and the relation between the various dimensions of GTP (e.g., visual perceptions, thoughts, behaviours) and video game players’ individual characteristics (e.g., demographics, gaming habits). A total of 954 frequent players were recruited online. Independently of the different samples used in the original validation of the GTPS and the current study, the findings obtained via confirmatory factor analysis showed that the GTPS-Turkish is reliable and valid and proved to be adequate for measuring GTP. A total of 99% of the players in the sample had experienced some type of GTP. Moreover, the correlational, univariate and multivariate analyses showed associations between various video game player characteristics and GTP. The most remarkable finding was that the prevalence of GTP was higher among minors than adults.  相似文献   
7.
近年来,电视游戏得到了迅速的发展,与此同时,关于电视游戏技术的专利申请也在迅速增长.首先构建了电视游戏领域的专利数据集,并对该领域的专利申请情况进行较为详细的分析,最后给出了我国电视游戏技术的发展建议.  相似文献   
8.
给出了一种基于重叠式联盟形成博弈论的协作式算法,用于解决正交频分多址宏小区和家庭基站(Femtocell)两层网络中的资源分配和干扰管理问题。给出的算法相比于已有算法显著降低了家庭基站接入点到家庭基站用户的下行同层干扰,提高了以系统码率衡量的系统性能。  相似文献   
9.
水声正交频分复用(OFDM)系统中,采用传统正交匹配追踪(OMP)方法估计离网格(off-grid)时延时,需要很高的过采样因子和高昂的计算开销.针对传统OMP方法估计离网格时延计算复杂度高的问题,该文借鉴多元线性拟合思想引入路径补偿的概念,提出了一种基于路径补偿的改进OMP时延估计算法,用以补偿从离网格路径向其周围网...  相似文献   
10.
匹配追踪(Matching pursuit, MP)方法可以在过完备库中实现信号的稀疏、能量集中的分解。该文从对信号分解稀疏性的有利原则出发,在迭代过程中,将过完备库划分为新(未选择过的)、旧(已选择过的)原子库,通过引入退火降温阈值函数来约束迭代过程中最优原子的选择,使选择的最优原子比原始MP方法有更大的可能性落入对信号稀疏性有利的旧原子库中,从而实现对信号更加稀疏的分解。对余弦调制指数信号和一段语音信号的分解结果,证实了改进MP方法对信号有更加稀疏的分解结果。  相似文献   
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