Simple Games Versus Weighted Voting Games [PDF]
A simple game $(N,v)$ is given by a set $N$ of $n$ players and a partition of $2^N$ into a set $\mathcal{L}$ of losing coalitions $L$ with value $v(L)=0$ that is closed under taking subsets and a set $\mathcal{W}$ of winning coalitions $W$ with $v(W)=1$. Simple games with $ = \min_{p\geq 0}\max_{W\in {\cal W},L\in {\cal L}} \frac{p(L)}{p(W)}<1$ are
Hof, F. +3 more
openaire +5 more sources
Transducers convert physical signals into electrical and optical representations, yet each mechanism is bounded by intrinsic trade‐offs across bandwidth, sensitivity, speed, and energy. This review maps transduction mechanisms across physical scale and frequency, showing how heterogeneous integration and multiphysics co‐design transform isolated ...
Aolei Xu +8 more
wiley +1 more source
Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention
Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming.
J. Saunders +31 more
semanticscholar +1 more source
Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics
Highlights • This study showed a prevalence measure of addicted gamers as 1.2 percent.• Male gender was associated to problematic and addictive gaming.• Young age was associated with both engaged-, problem- and addictive gaming.• Hours spent on chatting ...
Frida André +3 more
semanticscholar +1 more source
Passive Shape‐Adaptive Fluidic Interface for Enhanced Skin‐Sensor Coupling in Wearable Devices
This study presents a passive fluidic interface for wearable biosensors that adapts to static and dynamic body shape changes to maintain consistent skin contact. Flexible, fluid‐filled pouches redistribute pressure from high‐load areas to regions requiring improved contact, enhancing signal quality and comfort in a compact, low‐energy design for ...
Natalia Sanchez‐Tamayo +6 more
wiley +1 more source
HOURS OF GAMING OR NON-ACADEMIC COMPUTER USE, SUBSTANCE USE, MENTAL HEALTH STATUS AND SCHOOL PERFORMANCE AMONG TEXAS ADOLESCENCE: FINDINGS FROM THE 2017 YRBS IN TEXAS [PDF]
Online gaming activities among adolescents and adults has increased exponentially in the last decade, and mental health issues associated with excessive gaming have drawn attention from health care professionals worldwide (Griffith, 2016).
Gao, Shanxiazi
core +1 more source
ABSTRACT Quantifying oral polymorphonuclear neutrophils (oPMNs) is a clinically validated approach for assessing periodontal inflammation. However, current methods, such as manual hemocytometry and flow cytometry, are time‐consuming (>3 h), require invasive sampling, and depend on staining and complex instrumentation, making them unsuitable for point ...
Mohsen Hassani +9 more
wiley +1 more source
Gaming Business Communities: Developing online learning organisations to foster communities, develop leadership, and grow interpersonal education [PDF]
This paper explores, through observation and testing, what possibilities from gaming can be extended into other realms of human interaction to help bring people together, extend education, and grow business.
Gallagher, Lloyd
core +1 more source
“Gaming the System”: Platform Paternalism and the Politics of Algorithmic Visibility
As the logic of data-driven metrification reconfigures various realms of social and economic life, cultural workers—from journalists and musicians to photographers and social media content creators—are pursuing online visibility in earnest.
Caitlin Petre, B. Duffy, Emily Hund
semanticscholar +1 more source
This review presents recent progress in vision‐augmented wearable interfaces that combine artificial vision, soft wearable sensors, and exoskeletal robots. Inspired by biological visual systems, these technologies enable multimodal perception and intelligent human–machine interaction.
Jihun Lee +4 more
wiley +1 more source

