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Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
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We encourage you to perform a real-time search of NLEBeta
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1

Video game console usage and national energy consumption: Results from a field-metering study  

E-Print Network (OSTI)

and energy savings potential of video game consoles in thethe energy efficiency of video game consoles. NaturalVideo game console usage and national energy consumption:

Desroches, Louis-Benoit

2013-01-01T23:59:59.000Z

2

Video game console usage and national energy consumption: Results from a field-metering study  

E-Print Network (OSTI)

of usage nationwide, we can estimate total national energythe total combined energy use. 3. Average usage over alltotal game console usage, this suggests that an appreciable fraction of console energy

Desroches, Louis-Benoit

2013-01-01T23:59:59.000Z

3

NEWTON: Blood Group Systems Usage  

NLE Websites -- All DOE Office Websites (Extended Search)

Blood Group Systems Usage Blood Group Systems Usage Name: Kishori Status: student Grade: n/a Location: Outside U.S. Country: India Date: Summer 2013 Question: What is the difference between MN blood group system and ABO bloodgroup system? Although, we nowadays prefer ABO blood groups why do we use MN blood groups in the forensic department? Replies: Humans actually have multiple blood antigens on the surface of our blood cells. Wikipedia says that there are over 50 different blood group antigens. ABO and Rh are just the most dominant. Rh actually has 3 alleles called C, D and E. So one could be CCddee, for example, but clinically, when referring to Rh, only the D antigen is considered. So MN is another system that is also present. The reason it would be considered in forensics is due to population genetics considerations. Certain combinations are found in different percentages depending on what ancestry a person is a part of. Humans evolved in isolation from each other and until relatively recently, were separated due to difficult travel/migration. But even though we can move around the planet easily now, we still carry the history of our ancestry in our DNA. M and N are codominant, like the ABO system.

4

The relationship between children's computer game usage and creativity in Korea  

E-Print Network (OSTI)

This study investigated the relationships among children?s creativity, computer games, natural play, TV, and their structured activities daily after school by the analysis of their time spent on computer games, and the other components with the Torrance Test of Creative Thinking (TTCT), using the statistical methods of MANOVA and SEM. Activity 5 of Verbal Form B and Activity 2 of Figural Forms B of the TTCT were used to measure students? verbal and figural creativity scores. Two hundreds and thirty eight 3rd and 6th grade students from one rural and one urban school in the Republic of Korea were studied. The study also examined whether any variables (i.e., gender, grade, location, achievement, genres of computer games and parental Social Economic Status) affected children?s creativity scores and computer game usage. Children using computer games heavily showed significantly higher scores on the scale of Figural Originality than those with moderate usage. Highly structured activity students had significantly higher scores on all Figural TTCT scales than did the moderately structured activity group. There was a significant location difference on Figural Originality and Figural Elaboration, parental SES, and time spent on TV. Time spent on free play did not show any differences on any TTCT scales. Time spent on TV was differently correlated with the Figural TTCT by parental SES. Third graders obtained significantly higher scores than 6th graders on all the Verbal TTCT and Figural Elaboration scales. In this study, the subjects showed a significant preference for Role Playing Game (RPG) and Casual games. Gender differences on preferences of game genres, time spent on computer games and starting period of computer use were found. The MANOVA among genres of computer games on the TTCT scores was significant. The path models showed that the parent factor had strong correlation with children?s figural creativity and the play factor was correlated more with verbal creativity.

Lee, Kyung-Sook

2005-12-01T23:59:59.000Z

5

Video game console usage and national energy consumption: Results from a field-metering study  

E-Print Network (OSTI)

console usage and national energy consumption: Results fromNational Energy Consumption .Discussion National Energy Consumption Under the assumption

Desroches, Louis-Benoit

2013-01-01T23:59:59.000Z

6

FATIGUEPRO: On-Line Fatigue Usage Transient Monitoring System  

Science Conference Proceedings (OSTI)

FATIGUEPRO accurately monitors plant data to calculate actual fatigue usage for critical nuclear plant components. This system should improve plant reliability and contribute to plant life extension by providing a more realistic estimation of fatigue demands.

1988-05-01T23:59:59.000Z

7

DEVELOPMENT OF A WIRELINE CPT SYSTEM FOR MULTIPLE TOOL USAGE  

SciTech Connect

The first phase of development of a wireline cone penetrometer system for multiple tool usage was completed under DOE award number DE-AR26-98FT40366. Cone penetrometer technology (CPT) has received widespread interest and is becoming more commonplace as a tool for environmental site characterization activities at several Department of Energy (DOE) facilities. Although CPT already offers many benefits for site characterization, the wireline system can improve CPT technology by offering greater utility and increased cost savings. Currently the use of multiple CPT tools during a site characterization (i.e. piezometric cone, chemical sensors, core sampler, grouting tool) must be accomplished by withdrawing the entire penetrometer rod string to change tools. This results in multiple penetrations being required to collect the data and samples that may be required during characterization of a site, and to subsequently seal the resulting holes with grout. The wireline CPT system allows multiple CPT tools to be interchanged during a single penetration, without withdrawing the CPT rod string from the ground. The goal of the project is to develop and demonstrate a system by which various tools can be placed at the tip of the rod string depending on the type of information or sample desired. Under the base contract, an interchangeable piezocone and grouting tool was designed, fabricated, and evaluated. The results of the evaluation indicate that success criteria for the base contract were achieved. In addition, the wireline piezocone tool was validated against ASTM standard cones, the depth capability of the system was found to compare favorably with that of conventional CPT, and the reliability and survivability of the system were demonstrated.

Stephen P. Farrington; Martin L. Gildea; J. Christopher Bianchi

1999-08-01T23:59:59.000Z

8

Analyzing spatial user behavior in computer games using geographic information systems  

Science Conference Proceedings (OSTI)

An important aspect of the production of digital games is user-oriented testing. A central problem facing practitioners is however the increasing complexity of user-game interaction in modern games, which places challenges on the evaluation of interaction ... Keywords: game development, gameplay metric, geographic information system, metric, user behavior

Anders Drachen; Alessandro Canossa

2009-09-01T23:59:59.000Z

9

Applying simulation experience design methods to creating serious game-based adaptive training systems  

Science Conference Proceedings (OSTI)

The purpose of the present paper is to briefly introduce adaptive training systems, and describe the Simulation Experience Design Method. Adaptive training systems are serious games whose goal it is to engender communication opportunities for players ... Keywords: Adaptive training systems, Communication, Real-time in-game feedback assessment, Serious games, Simulation Experience Design Method

Elaine M. Raybourn

2007-03-01T23:59:59.000Z

10

Wireline system for multiple direct push tool usage - Energy ...  

A tool latching and retrieval system allows the deployment and retrieval of a variety of direct push subsurface characterization tools through an ...

11

A framework for information system usage in collaborative care  

Science Conference Proceedings (OSTI)

Clinical information systems (CIS) can affect the quality of patient care. In this paper, we focus on CIS use in the collaborative treatment of chronic diseases. We have developed a framework to determine which CIS functions have general usefulness for ... Keywords: Collaboration, Cooperative behavior [MeSH], Information systems [MeSH], Interdisciplinary communication [MeSH], Organizational models [MeSH

David A. Dorr; Spencer S. Jones; Adam Wilcox

2007-06-01T23:59:59.000Z

12

Time-compression: systems concerns, usage, and benefits  

Science Conference Proceedings (OSTI)

With the proliferation of online multimedia content and the popularity of multimedia streaming systems, it is increasingly useful to be able to skim and browse multimedia quickly. A key technique that enables quick browsing of multimedia is time-compression. ... Keywords: compression granularity, compression rate, latency, multimedia, time-compression, video browsing

Nosa Omoigui; Liwei He; Anoop Gupta; Jonathan Grudin; Elizabeth Sanocki

1999-05-01T23:59:59.000Z

13

Educational Games for General Science  

NLE Websites -- All DOE Office Websites (Extended Search)

site that provides educational science games. Play games about animals, plants, the solar system, weather, and much more. Jefferson Labs - Games and Puzzles Play science and...

14

Designing the future of collaborative workplace systems: lessons learned from a comparison with alternate reality games  

Science Conference Proceedings (OSTI)

Alternate reality games (ARGs) represent a unique form of group collaboration. A careful comparison of ARGs to more traditional collaborative systems reveals areas for innovation in tools to support ad-hoc teaming. This comparison specifically focuses ... Keywords: CSCW, alternate reality games, groupware, groupwork, storytelling

David Gurzick; Kevin F. White; Wayne G. Lutters; Brian M. Landry; Caroline Dombrowski; Jeffery Y. Kim

2011-02-01T23:59:59.000Z

15

A game theoretic approach to controller design for cyber-physical systems: collision avoidance  

Science Conference Proceedings (OSTI)

A collision avoidance problem for the vehicle equipped with adaptive cruise control is considered in the context of hybrid systems with emphasis on safety verification. Keywords: adaptive cruise control, collision avoidance, game theory, hybrid systems, reachability analysis

Jaeyong Park, Arda Kurt, Ümit Özgüner

2013-04-01T23:59:59.000Z

16

Usage Demographics 2010  

NLE Websites -- All DOE Office Websites (Extended Search)

NERSC Usage Demographics 2010 Academic Usage Usage by Discipline DOE & Other Lab Usage Usage by Institution Type Last edited: 2012-10-30 13:51:35...

17

Brain usage  

NLE Websites -- All DOE Office Websites (Extended Search)

usage Name: A W Chen Status: NA Age: NA Location: NA Country: NA Date: NA Question: For my science fair project I would like to know if every part of the brain is used all the...

18

Brain Usage  

NLE Websites -- All DOE Office Websites (Extended Search)

Usage Name: Matt Location: NA Country: NA Date: NA Question: what percentage of the brain does the average human use? Replies: This is a very difficult question to address. Your...

19

Health, safety and environmental issues relating to cadmium usage in photovoltaic energy systems  

DOE Green Energy (OSTI)

This paper discusses the current technology base and hazards associated with two promising thin-film photovoltaic cells that contain cadmium compounds -- cadmium telluride (CdTe) and copper indium diselenide (CuInSe{sub 2}). More specifically, this paper summarizes the toxicological information on cadmium (Cd) compounds; evaluates potential health, safety and environmental hazards associated with cadmium usage in the photovoltaics industry; describes regulatory requirements associated with the use, handling and disposal of cadmium compounds; and lists management options to permit the safe and continued use of these materials. Handling of cadmium in photovoltaic production can present hazards to health, safety and the environment. Prior recognition of these hazards can allow device manufacturers and regulators to implement appropriate and readily available hazard management strategies. Hazards associated with product use (i.e., array fires) and disposal remain controversial and partially unresolved. The most likely effects that could be expected would be those associated with chronic low-level exposures to cadmium wastes. Because of the general immobility of the cadmium present in these devices and availability of environmental and biomonitoring protocols, chronic hazards can be monitored, and remediated if necessary. Nevertheless, concern about cadmium hazards should continue to be emphasized to ensure that health, safety and environmental issues are properly managed. At the same time, the potential role that these systems can play in ameliorating some important health and environmental hazards related to other energy systems should not be ignored. 27 refs., 5 figs., 2 tabs.

Moskowitz, P.D.; Fthenakis, V.M. (Brookhaven National Lab., Upton, NY (USA)); Zweibel, K. (Solar Energy Research Inst., Golden, CO (USA))

1989-12-01T23:59:59.000Z

20

Immersive mobile gaming with scanned laser pico projection systems  

Science Conference Proceedings (OSTI)

A scanned laser pico projector's advantages, in the space of motion sensed and/or mobile gaming, is explored in this paper. In order to better appreciate the applications, we first briefly delve into the operation of a MicroVision MEMS-based scanned ...

P. Selvan Viswanathan; David Lashmet; Jari Honkanen

2011-11-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


21

Game-based learning with computers: learning, simulations, and games  

Science Conference Proceedings (OSTI)

For developing a sophisticated game-based training system it is important to consider both, the technical aspects of game development (i.e. games engineering) as well as the pedagogical aspects of games and technology enhanced learning (i.e. game didactics). ...

Alke Martens; Holger Diener; Steffen Malo

2008-01-01T23:59:59.000Z

22

Space heating systems in the Northwest: energy usage and cost analysis  

DOE Green Energy (OSTI)

The question of energy usage and cost of providing space heat in the Northwest is discussed. Though space heating needs represents only 18% of the U.S.'s total energy consumption, it nevertheless appears to offer the greatest potential for conservation and near term applications of alternate energy sources. Efficiency and economic feasibility factors are considered in providing for space heating demands. These criteria are presented to establish energy usage, cost effectiveness and beneficial conservation practices for space heating of residential, commercial, and industrial buildings. Four Northwestern cities have been chosen whose wide range of climate conditions are used to formulate the seasonal fuel and capital cost and hence the annual heating cost covering a broad spectrum of heating applications, both the traditional methods, the newer alternate forms of energy, and various methods to achieve more efficient utilization of all types.

Keller, J.G.; Kunze, J.F.

1976-01-01T23:59:59.000Z

23

Space heating systems in the Northwest: energy usage and cost analysis  

SciTech Connect

The question of energy usage and cost of providing space heat in the Northwest is discussed. Though space heating needs represents only 18% of the U.S.'s total energy consumption, it nevertheless appears to offer the greatest potential for conservation and near term applications of alternate energy sources. Efficiency and economic feasibility factors are considered in providing for space heating demands. These criteria are presented to establish energy usage, cost effectiveness and beneficial conservation practices for space heating of residential, commercial, and industrial buildings. Four Northwestern cities have been chosen whose wide range of climate conditions are used to formulate the seasonal fuel and capital cost and hence the annual heating cost covering a broad spectrum of heating applications, both the traditional methods, the newer alternate forms of energy, and various methods to achieve more efficient utilization of all types.

Keller, J.G.; Kunze, J.F.

1976-01-01T23:59:59.000Z

24

Usage of Electronic Monograph  

Science Conference Proceedings (OSTI)

Usage of Electronic Monograph. The following table shows the approximate usage of the monograph since April 1998. ...

2013-08-02T23:59:59.000Z

25

Reward system and temporal pole contributions to affective evaluation during a first person shooter video game  

E-Print Network (OSTI)

DA: The effects of violent video game habits on adolescentLachlan K, Tamborini R: Popular video games: Quantifying thethe effects of violent video games. J Adolesc 5. Bartholow

Mathiak, Krystyna A; Klasen, Martin; Weber, René; Ackermann, Hermann; Shergill, Sukhwinder S; Mathiak, Klaus

2011-01-01T23:59:59.000Z

26

Role playing games: comparative analysis across two media platforms  

Science Conference Proceedings (OSTI)

Role Playing Games (RPGs) is a popular game form. RPGs have been translated into all media formats, and are also a rare example of functioning interactive narratives. Despite the popularity of these games, especially within computer games, and the possibility ... Keywords: computer games, information systems, interactive narrative, multiplayer games, role playing game

Anders Tychsen

2006-12-01T23:59:59.000Z

27

Natural games  

E-Print Network (OSTI)

Behavior in the context of game theory is described as a natural process that follows the 2nd law of thermodynamics. The rate of entropy increase as the payoff function is derived from statistical physics of open systems. The thermodynamic formalism relates everything in terms of energy and describes various ways to consume free energy. This allows us to associate game theoretical models of behavior to physical reality. Ultimately behavior is viewed as a physical process where flows of energy naturally select ways to consume free energy as soon as possible. This natural process is, according to the profound thermodynamic principle, equivalent to entropy increase in the least time. However, the physical portrayal of behavior does not imply determinism. On the contrary, evolutionary equation for open systems reveals that when there are three or more degrees of freedom for behavior, the course of a game is inherently unpredictable in detail because each move affects motives of moves in the future. Eventually, when no moves are found to consume more free energy, the extensive-form game has arrived at a solution concept that satisfies the minimax theorem. The equilibrium is Lyapunov-stable against variation in behavior within strategies but will be perturbed by a new strategy that will draw even more surrounding resources to the game. Entropy as the payoff function also clarifies motives of collaboration and subjective nature of decision making.

Jani Anttila; Arto Annila

2011-03-05T23:59:59.000Z

28

The Technical and Economical Analysis of the Air-conditioning System Usage in Residential Buildings in Beijing  

E-Print Network (OSTI)

In this paper, we show that the air-conditioning usage in residential buildings in Beijing grows rapidly in relation to the development of civil construction. More and more people are not satisfied with the current style of only using split air-conditioning units in residential buildings, and are using the central air-conditioning system in residential buildings. To determine the best air conditioning mode, a residential tower building with 22 layers was chosen for analysis. The advantages and disadvantages of the central air-conditioning system and the residential multi-unit air-conditioning equipment system and the LiBr absorption chiller were compared based on calculating the first-cost and the annual cost (according to providing cooling 90 days annually). The predicted results show the economical feasibility of using the refrigerating units in air-conditioning systems in Beijing region, and point out the developing directions for the future.

Sheng, G.; Xie, G.

2006-01-01T23:59:59.000Z

29

Formalizing Game-play  

Science Conference Proceedings (OSTI)

Current computer conflict simulation games, or wargames, are opaque in the sense that most of the game mechanisms are not directly visible to the players and are frequently not described in user accessible documentation, have a transient lifetime that ... Keywords: board games, computer conflict simulation games, computer games, formal specification, formalism, game construction, game design, game development, game formalization, game map, game mechanisms, game rules, game specification, game-play, rules, sequence of play, simulation games, strategy board games, war gaming, wargame

Tomas By

2012-04-01T23:59:59.000Z

30

Health, safety and environmental issues relating to cadmium usage in photovoltaic energy systems  

DOE Green Energy (OSTI)

This paper discusses the current technology base and hazards associated with two promising thin-film photovoltaic cells that contain cadmium compounds--cadmium telluride (CdTe) and copper indium deselenide (CuInSe{sub 2}). More specifically, this paper summarized the toxicological information on cadmium (Cd) compounds;evaluates potential health, safety and environmental hazards associated with cadmium usage in the photovoltaics industry; describes regulatory requirements associated with the use, handling and disposal of cadmium compounds; and lists management options to permit the safe and continued use of these materials. Handling of cadmium in photovoltaic production can present hazards to health, safety and the environment. Prior recognition of these hazards can allow device manufacturers and regulators to implement appropriate and readily available hazard management strategies. Hazards associated with product use (i.e., array fires) and disposal remain controversial and partially unresolved. The most likely effects that could be expected would be those associated with chronic low-level exposures to cadmium wastes. Because of the general immobility of the cadmium present in these devices and availability of environmental and biomonitoring protocols, chronic hazards can be monitored, and remediated if necessary. 26 refs., 5 figs., 2 tabs.

Moskowitz, P.D.; Fthenakis, V.M. (Brookhaven National Lab., Upton, NY (USA)); Zweibel, K. (Solar Energy Research Inst., Golden, CO (USA))

1990-01-01T23:59:59.000Z

31

Industrial ecology Prosperity Game{trademark}  

SciTech Connect

Industrial ecology (IE) is an emerging scientific field that views industrial activities and the environment as an interactive whole. The IE approach simultaneously optimizes activities with respect to cost, performance, and environmental impact. Industrial Ecology provides a dynamic systems-based framework that enables management of human activity on a sustainable basis by: minimizing energy and materials usage; insuring acceptable quality of life for people; minimizing the ecological impact of human activity to levels that natural systems can sustain; and maintaining the economic viability of systems for industry, trade and commerce. Industrial ecology applies systems science to industrial systems, defining the system boundary to incorporate the natural world. Its overall goal is to optimize industrial activities within the constraints imposed by ecological viability, globally and locally. In this context, Industrial systems applies not just to private sector manufacturing and services but also to government operations, including provision of infrastructure. Sandia conducted its seventeenth Prosperity Game{trademark} on May 23--25, 1997, at the Hyatt Dulles Hotel in Herndon, Virginia. The primary sponsors of the event were Sandia National Laboratories and Los Alamos National Laboratory, who were interested in using the format of a Prosperity Game to address some of the issues surrounding Industrial Ecology. Honorary game sponsors were: The National Science Foundation; the Committee on Environmental Improvement, American Chemical Society; the Industrial and Engineering Chemistry Division, American Chemical Society; the US EPA--The Smart Growth Network, Office of Policy Development; and the US DOE-Center of Excellence for Sustainable Development.

Beck, D.; Boyack, K.; Berman, M.

1998-03-01T23:59:59.000Z

32

An Update of Dermatologist Usage of the Physician Quality Reporting System in Colorado for 2011  

E-Print Network (OSTI)

Reporting Initiatives in Colorado. Journal of the AmericanQuality Reporting System in Colorado for 2011 Jeffrey H.of Dermatology, University of Colorado Denver, Aurora, CO

Dunn, Jeffrey H; Alvarez, Bryan T; Dellavalle, Robert P; Dunnick, Cory A

2013-01-01T23:59:59.000Z

33

Security and Game Theory: Algorithms, Deployed Systems, Lessons Learned, 1st edition  

Science Conference Proceedings (OSTI)

Global threats of terrorism, drug-smuggling, and other crimes have led to a significant increase in research on game theory for security. Game theory provides a sound mathematical approach to deploy limited security resources to maximize their effectiveness. ...

Milind Tambe

2011-12-01T23:59:59.000Z

34

Comparing Learners' Affect While Using an Intelligent Tutoring System and a Simulation Problem Solving Game  

Science Conference Proceedings (OSTI)

We compare the affect associated with an intelligent tutoring environment, Aplusix, and a simulations problem solving game, The Incredible Machine, to determine whether students experience significantly better affect in an educational game than in an ...

Ma. Mercedes Rodrigo; Ryan S. Baker; Sidney D'Mello; Ma. Celeste Gonzalez; Maria C. Lagud; Sheryl A. Lim; Alexis F. Macapanpan; Sheila A. Pascua; Jerry Q. Santillano; Jessica O. Sugay; Sinath Tep; Norma J. Viehland

2008-06-01T23:59:59.000Z

35

Educational Molecular Biology Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Molecular Biology Games Do you have a great game? Please click our Ideas page. Featured Games: Biology Games fom biologyjunction.com Biology Games fom biologyjunction.com...

36

Implementation of a lidar system and its usage in characterization of aerosols in the atmospheric column  

Science Conference Proceedings (OSTI)

Light Detection and Ranging (LIDAR) is a recent remote sensing system which has been gradually expanding as a network among the countries actively concerned about the atmospheric contaminants, earth radiation budget, rain variations, clean air index, ... Keywords: AERONET station, Lidar system, aerosol optical depth, aerosol size distribution, air quality index, planetary boundary layer

Javier Mčndez-Rodríguez; Hamed Parsiani

2009-06-01T23:59:59.000Z

37

Study of Performance of Heat Pump Usage in Sewage Treatment and Fouling Impact on System  

E-Print Network (OSTI)

A heat pump using disposed sewage as a heat source to heat raw sewage is presented to solve the problem that sewage temperature is low in sewage biologic treatment in cold region. According to the status of one medicine factory in Harbin, China, system performances are simulated. Then the impact of fouling on system performance is emulated in detail. The results show that the novel system is feasible to be utilized in sewage treatment for its energy-saving and high efficient characteristics, and that raw sewage temperature can be enhanced to 29.569?, and EER of system can reach 4.177. Fouling impact on system not only depends on the fouling thermal resistance, but also is related to heat transfer coefficient. Increased fouling leads to severely deteriorated performance of the compressor, and a decrease in EER and refrigerant mass flow rate.

Song, Y.; Yao, Y.; Ma, Z.; Na, W.

2006-01-01T23:59:59.000Z

38

Usage by Job Size  

NLE Websites -- All DOE Office Websites (Extended Search)

Usage by Job Usage by Job Size Table Usage by Job Size Table page loading animation Usage Query Interface System All Hopper Edison Carver Planck Matgen Franklin Hopper 1 Magellan Dirac Bassi Jacquard Seaborg User Account (Repo) Execution Queue All Debug Interactive Premium Regular Short Regular Long Regular Small Regular Medium Regular Big Regular Extra Big Killable Low Transfer IO Task Special System Serial Big Memory Westmere === Inactive === Magellan Serial Magellan Short Magellan Small Magellan Medium Magellan Big Magellan Long Regular 1 Regular 1 Long Regular 16 Regular 32 Regular 48 Full Config Seaborg Serial Batch 16 Batch 32 Batch 64 Submit Queue all interactive debug premium regular low DOE Office all ASCR BER BES FES HEP NP Summary for jobs that completed after Jan Feb Mar Apr May Jun July Aug Sep Oct Nov Dec 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 @ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 : 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59

39

Optimum usage and economic feasibility of animal manure-based biomass in combustion systems  

E-Print Network (OSTI)

Manure-based biomass (MBB) has the potential to be a source of green energy at large coal-fired power plants and on smaller-scale combustion systems at or near confined animal feeding operations. Although MBB is a low quality fuel with an inferior heat value compared to coal and other fossil fuels, the concentration of it at large animal feeding operations can make it a viable source of fuel. Mathematical models were developed to portray the economics of co-firing and reburning coal with MBB. A base case run of the co-fire model in which a 95:5 blend of coal to low-ash MBB was burned at an existing 300-MWe coal-fired power plant was found to have an overall net present cost of $22.6 million. The most significant cost that hindered the profitability of the co-fire project was the cost of operating gas boilers for biomass dryers that were required to reduce the MBB's moisture content before transportation and combustion. However, a higher dollar value on avoided nonrenewable CO2 emissions could overrule exorbitant costs of drying and transporting the MBB to power plants. A CO2 value of $17/metric ton was found to be enough for the MBB co-fire project to reach an economic break-even point. Reburning coal with MBB to reduce NOx emissions can theoretically be more profitable than a co-fire project, due to the value of avoided NOx emissions. However, the issue of finding enough suitable low-ash biomass becomes problematic for reburn systems since the reburn fuel must supply 10 to 25% of the power plant?s heat rate in order to achieve the desired NOx level. A NOx emission value over $2500/metric ton would justify installing a MBB reburn system. A base case run of a mathematical model describing a small-scale, on-the-farm MBB combustion system that can completely incinerate high-moisture (over 90%) manure biomass was developed and completed. If all of the energy or steam produced by the MBB combustion system were to bring revenue to the animal feeding operation either by avoided fueling costs or by sales, the conceptualized MBB combustion system has the potential to be a profitable venture.

Carlin, Nicholas T.

2009-05-01T23:59:59.000Z

40

Controlling collective dynamics in complex, minority-game resource-allocation systems  

E-Print Network (OSTI)

Resource allocation takes place in various kinds of real-world complex systems, such as the traffic systems, social services institutions or organizations, or even the ecosystems. The fundamental principle underlying complex resource-allocation dynamics is Boolean interactions associated with minority games, as resources are generally limited and agents tend to choose the least used resource based on available information. A common but harmful dynamical behavior in resource-allocation systems is herding, where there are time intervals during which a large majority of the agents compete for a few resources, leaving many other resources unused. Ac- companying the herd behavior is thus strong fluctuations with time in the number of resources being used. In this paper, we articulate and establish that an intuitive control strategy, namely pinning control, is effective at harnessing the herding dynamics. In particular, by fixing the choices of resources for a few agents while leaving majority of the agents free, h...

Zhang, Ji-Qiang; Huang, Zi-Gang; Huang, Liang; Huang, Tie-Qiao; Lai, Ying-Cheng

2013-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


41

Water Usage for In-Situ Oil Shale Retorting – A Systems Dynamics Model  

SciTech Connect

A system dynamic model was construction to evaluate the water balance for in-situ oil shale conversion. The model is based on a systems dynamics approach and uses the Powersim Studio 9™ software package. Three phases of an insitu retort were consider; a construction phase primarily accounts for water needed for drilling and water produced during dewatering, an operation phase includes the production of water from the retorting process, and a remediation phase water to remove heat and solutes from the subsurface as well as return the ground surface to its natural state. Throughout these three phases, the water is consumed and produced. Consumption is account for through the drill process, dust control, returning the ground water to its initial level and make up water losses during the remedial flushing of the retort zone. Production of water is through the dewatering of the retort zone, and during chemical pyrolysis reaction of the kerogen conversion. The major water consumption was during the remediation of the insitu retorting zone.

Earl D. Mattson; Larry Hull; Kara Cafferty

2012-12-01T23:59:59.000Z

42

Documentation of INL’s In Situ Oil Shale Retorting Water Usage System Dynamics Model  

SciTech Connect

A system dynamic model was construction to evaluate the water balance for in-situ oil shale conversion. The model is based on a systems dynamics approach and uses the Powersim Studio 9™ software package. Three phases of an in situ retort were consider; a construction phase primarily accounts for water needed for drilling and water produced during dewatering, an operation phase includes the production of water from the retorting process, and a remediation phase water to remove heat and solutes from the subsurface as well as return the ground surface to its natural state. Throughout these three phases, the water is consumed and produced. Consumption is account for through the drill process, dust control, returning the ground water to its initial level and make up water losses during the remedial flushing of the retort zone. Production of water is through the dewatering of the retort zone, and during chemical pyrolysis reaction of the kerogen conversion. The document discusses each of the three phases used in the model.

Earl D Mattson; Larry Hull

2012-12-01T23:59:59.000Z

43

Brookhaven Logo Usage  

NLE Websites -- All DOE Office Websites (Extended Search)

Logo Usage The Correct Usage of the BNL Logo - The following examples picture correct and incorrect use of the Laboratory logo. If you need assistance in using the logo, contact...

44

Context: Usage and Effectiveness  

Science Conference Proceedings (OSTI)

*. Bookmark and Share. Context: Usage and Effectiveness. US Navy Aircraft Halon 1301 Effectivity Analysis.. Tedeschi, M.; Leach, W.; 1995. ...

2011-12-14T23:59:59.000Z

45

Labeling images with a computer game  

Science Conference Proceedings (OSTI)

We introduce a new interactive system: a game that is fun and can be used to create valuable output. When people play the game they help determine the contents of images by providing meaningful labels for them. If the game is played as much as popular ... Keywords: World Wide Web, distributed knowledge acquisition, image labeling, online games

Luis von Ahn; Laura Dabbish

2004-04-01T23:59:59.000Z

46

Let's play!: mobile health games for adults  

Science Conference Proceedings (OSTI)

Researchers have designed a variety of systems that promote wellness. However, little work has been done to examine how casual mobile games can help adults learn how to live healthfully. To explore this design space, we created OrderUP!, a game ... Keywords: behavior change, casual games, food, health, mobile games, nutrition, transtheoretical model

Andrea Grimes; Vasudhara Kantroo; Rebecca E. Grinter

2010-09-01T23:59:59.000Z

47

Playable character: extending digital games into the real world  

Science Conference Proceedings (OSTI)

This paper describes a series of research probe games developed to investigate how real-world activity could be incorporated into digital game systems. These culminated in the design of our final game, Forest, which was conceived for the San Francisco ... Keywords: design, forest, games, location-based, social games

Jason Linder; Wendy Ju

2012-05-01T23:59:59.000Z

48

APS LOM Shop Usage  

NLE Websites -- All DOE Office Websites (Extended Search)

Division XSD Groups Industry Argonne Home Advanced Photon Source APS LOM Shop Usage User Shop Access - Policies and Procedures User Shop Orientation User Shop...

49

Improving energy usage  

SciTech Connect

The Phillips Petroleum Company's Borger Refinery and NGL Process Center Energy Conservation program has been one of surveying, making revisions and additions to, and redesign of processes and equipment to conserve energy. Special emphasis has been placed on minimizing energy usage in the design of new processes in the plants. In 1972 an average of 758,800 Btu's were used to process each barrel of fresh charge. Now 7.5 days of fresh charge are being saved to the plant each year. The energy-use reduction programs discussed were: (1) furnace and boiler excess-oxygen and combustibles control program; (2) installation of an Applied Automation, Inc., Fractionator Computer Control System named Optrol; and (3) the steam-trap program. 1 figure. (DP)

Haage, P.R.

1983-03-01T23:59:59.000Z

50

System Design Evolution of The Prepared Partner: How a Labor and Childbirth Game Came to Term  

E-Print Network (OSTI)

to a hospital still results in a healthy birth. Action and role-playing games. In the beginning of Fallout 34), published by Electronic Arts 4 Fallout 3 (2008), published by Bethesda Softworks 5 Final Fantasy X-2 (2003

California at Santa Cruz, University of

51

Environment Canada's Experimental Numerical Weather Prediction Systems for the Vancouver 2010 Winter Olympic and Paralympic Games  

Science Conference Proceedings (OSTI)

The 2010 Winter Olympic and Paralympic Games took place in Vancouver, British Columbia, Canada, on 12–28 February and 12–21 March 2010, respectively. Weather forecasting presents specific challenges at the various Olympic venues, which are ...

J. Mailhot; S. Bélair; M. Charron; C. Doyle; P. Joe; M. Abrahamowicz; N. B. Bernier; B. Denis; A. Erfani; R. Frenette; A. Gigučre; G. A. Isaac; N. McLennan; R. McTaggart-Cowan; J. Milbrandt; L. Tong

2010-08-01T23:59:59.000Z

52

Educational Chemistry Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Chemistry Games Do you have a great chemistry game? Please click our Ideas page. Featured Games: Nobelprize.org's Chemistry Games Nobelprize.org's Chemistry Games Nobelprize.org,...

53

Educational Physics Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Physics Games Do you have a great physics game? Please click our Ideas page. Featured Games: Nobel Prize - Physics Games Section Nobel Prize - Physics Games Section Nobelprize.org,...

54

The Gaming of Policy and the Politics of Gaming: A Review  

Science Conference Proceedings (OSTI)

This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in Simulation & Gaming since 1969, the author looks back ... Keywords: complex systems, gaming, integrated assessment, modeling, planning, policy analysis, policy exercises, policy making, policy sciences, politics, public policy analysis, serious games, simulation, social-political complexities, technical-physical complexities

Igor S. Mayer

2009-12-01T23:59:59.000Z

55

Predicting hourly building energy usage  

SciTech Connect

This article presents the results of an evaluation to identify the most accurate method for making hourly energy use predictions. The prediction of energy usage by HVAC systems is important for the purposes of HVAC diagnostics, system control, parameter and system identification, optimization and energy management. Many new techniques are now being applied to the analysis problems involved with predicting the future behavior of HVAC systems and deducing properties of these systems. Similar problems arise in most observational disciplines, including physics, biology and economics.

Kreider, J.F. (Univ. of Colorado, Boulder, CO (United States). Dept. of Civil, Environmental and Architectural Engineering); Haberl, J.S. (Texas A and M Univ., College Station, TX (United States). Mechanical Engineering Dept.)

1994-06-01T23:59:59.000Z

56

Robotics and Energy Usage  

E-Print Network (OSTI)

It is commonly assumed that the use of robots in an industrial plant will cut energy usage, because robots require no heat, light, or air conditioning in their work space. However, in analyzing industrial installations, we have found that, in practice, energy usage may either increase or decrease depending on the parameters of the particular facility. This paper describes our findings at the plants of various manufacturers. We performed on-site studies at plants operated by Chrysler Corporation in St. Louis (62 welding robots) and Franklin Manufacturing Company in St. Cloud, Minnesota (4 spray painting robots used in freezer manufacture), We also examined data on energy effects of robots from John Deere, caterpillar, and GM Guide Division. The effect of robots on electricity usage and other forms of energy usage are analyzed in this paper.

Hershey, R. L.; Fenton, S. E.; Letzt, A. M.

1983-01-01T23:59:59.000Z

57

Adaptive web usage profiling  

Science Conference Proceedings (OSTI)

Web usage models and profiles capture significant interests and trends from past accesses. They are used to improve user experience, say through recommendation of pages, pre-fetching of pages, etc. While browsing behavior changes dynamically over time, ...

Bhushan Shankar Suryavanshi; Nematollaah Shiri; Sudhir P. Mudur

2005-08-01T23:59:59.000Z

58

Exemplary Units Markup Language usage  

Science Conference Proceedings (OSTI)

Sample UnitsML tools and usage. ... Its usage is limited to demonstrating capabilities of plain XSLT processing with the data stored in UnitsML. ...

59

Does a sonar system make a blind maze navigation computer game more "fun"?  

Science Conference Proceedings (OSTI)

As part of the Blind Programming Project at Southern Illinois University Edwardsville, we are investigating ways to make programming more fun for school aged blind children. We are beginning this search by creating and empirically analyzing a number ... Keywords: accessibility, auditory games

Matt Wilkerson; Amanda Koenig; James Daniel

2010-10-01T23:59:59.000Z

60

Educational Weather Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Games Do you have a great weather game? Please click our Ideas page. Featured Games: NOAA - Planet Arcade NOAA - Planet Arcade The National Oceanic and Atmospheric Administration...

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


61

Educational Games about Mathematics  

NLE Websites -- All DOE Office Websites (Extended Search)

Search this page, using your web browser's search function. Educational Games about Mathematics Do you have a great math game? Please click our Ideas page. Featured Games: Hooda...

62

Automotive materials usage trends  

SciTech Connect

The materials composition of US passenger cars is traced from 1960 and projected into 1990's. Sales-weighted average vehicle-weight trends are analyzed in terms of shifts in the large/small car mix, downsizing, and downweighting. The growth in the usage of lightweight materials: -high strength steels, cast/wrought aluminum, plastics and composites - are examined in detail. Usage trends in a host of other materials such as alloy steels, zinc, lead, copper, etc. are also discussed. An approximate quantitative analysis of changes in the usage of steel by the automotive industry worldwide show that about 10% of total decline in Western-World steel consumption is accounted for by the automotive industry. An assessment is presented for automotive industry use of critical materials such as chromium in alloy steels/cast irons and the platinum group metals in exhaust-gas catalysts. 10 references, 13 figures, 9 tables.

Gjostein, N.A.

1986-01-01T23:59:59.000Z

63

usage_household2001.pdf  

U.S. Energy Information Administration (EIA) Indexed Site

Usage Indicators Tables Usage Indicators Tables (Million U.S. Households; 60 pages, 247 kb) Contents Pages HC6-1a. Usage Indicators by Climate Zone, Million U.S. Households, 2001 5 HC6-2a. Usage Indicators by Year of Construction, Million U.S. Households, 2001 5 HC6-3a. Usage Indicators by Household Income, Million U.S. Households, 2001 5 HC6-4a. Usage Indicators by Type of Housing Unit, Million U.S. Households, 2001 5 HC6-5a. Usage Indicators by Type of Owner-Occupied Housing Unit, Million U.S. Households, 2001 5 HC6-6a. Usage Indicators by Type of Rented Housing Unit, Million U.S. Households, 2001 5 HC6-7a. Usage Indicators by Four Most Populated States, Million U.S. Households, 2001 5

64

Energy Usage | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Usage Energy Usage How much do you spend per year compared to others? A state-by-state map of per capita energy expenditures. Subtopics Storage Consumption Transmission Smart Grid...

65

Memory Usage Considerations on Franklin  

NLE Websites -- All DOE Office Websites (Extended Search)

the memory requirement vvia internal checking in their codes or by some tools. Craypat could track heap usage. And IPM also tracks memory usage. Last edited: 2013-06-30 08:33:51...

66

Customization for games: lessons from variants of texas hold'em  

Science Conference Proceedings (OSTI)

System designers who build customization into games ought to consider how players think about adjustments. The distinctiveness of gaming contexts suggests that closer inspection of customization in games is warranted and will inform the design of customizable ... Keywords: customization, end-user programming, game design, game studies, variation

Gifford K. Cheung

2011-05-01T23:59:59.000Z

67

Usage derived recommendations for a video digital library  

Science Conference Proceedings (OSTI)

We describe a minimalist methodology to develop usage-based recommender systems for multimedia digital libraries. A prototype recommender system based on this strategy was implemented for the Open Video Project, a digital library of videos that are freely ... Keywords: Open Video Project, Recommender systems, Usage analysis, Video

Johan Bollen; Michael L. Nelson; Gary Geisler; Raquel Araujo

2007-08-01T23:59:59.000Z

68

Usability and game design : improving the MITAR Game Editor  

E-Print Network (OSTI)

Creating MIT Augmented Realty (MITAR) games can be a daunting task. MITAR game designers require a usable game editor to simplify this process. The MITAR Game Editor was the first editor to provide game designers with the ...

Falconi, Robert F

2010-01-01T23:59:59.000Z

69

How Usage is Charged at NERSC  

NLE Websites -- All DOE Office Websites (Extended Search)

usage usage is charged How usage is charged MPP Charging (Computational Systems) When a job runs on a NERSC MPP system, such as Hopper, charges accrue against one of the user's repository allocations. The unit of accounting for these charges is the "MPP Hour". A parallel job is charged for exclusive use of each multi-core node allocated to the job. The MPP charge for such a job is calculated as the product of: the job's elapsed wall-clock time in hours, the number of nodes allocated to the job (regardless of the number actually used), the number of cores available on each allocated node, a machine charge factor (MCF) based on typical performance of the machine relative to Hopper (MCF=1.0), and a queue charge factor (QCF). Queue priority scheduling gives users

70

Educational Computer Science Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Computer Science Games Do you have a great computer science game? Please click our Ideas page. Featured Games: Alice provided by CarnegieMellon Alice provided by CarnegieMellon...

71

Reducing the Energy Usage of Office Applications  

E-Print Network (OSTI)

In this paper, we demonstrate how component-based middleware can reduce the energy usage of closed-source applications. We rst describe how the Puppeteer system exploits well-dened interfaces exported by applications to modify their behavior. We then present a detailed study of the energy usage of Microsoft's PowerPoint application and show that adaptive policies can reduce energy expenditure by 49% in some instances. In addition, we use the results of the study to provide general advice to developers of applications and middleware that will enable them to create more energy-ecient software. 1

Jason Flinn; Eyal De Lara; M. Satyanarayanan; Dan S. Wallach; Willy Zwaenepoel; Willy

2001-01-01T23:59:59.000Z

72

Trusting to learn: trust and privacy issues in serious games  

Science Conference Proceedings (OSTI)

Organizations are increasingly investing in technology-enhanced learning systems to improve their employees' skills. Serious games are one example; the competitive and fun nature of games is supposed to motivate employee participation. But any system ... Keywords: privacy, serious games, technology-enhanced learning, trust

Miguel Malheiros; Charlene Jennett; Will Seager; M. Angela Sasse

2011-06-01T23:59:59.000Z

73

HPSS Usage Examples at NERSC  

NLE Websites -- All DOE Office Websites (Extended Search)

Examples Advanced Usage Examples Transferring Data from Batch Jobs Once you have set up your automatic HPSS authentication you can access HPSS within batch scripts. Read More ...

74

Memory Usage Considerations on Hopper  

NLE Websites -- All DOE Office Websites (Extended Search)

Memory Considerations Memory Considerations Memory Considerations Memory Usage Considerations on Hopper Most Hopper compute nodes have 32 GB of physical memory, but, not all that memory is available to user programs. Compute Node Linux (the kernel), the Lustre file system software, and message passing library buffers all consume memory, as does loading the executable into memory. Thus the precise memory available to an application varies. Approximately 31 GB of memory can be allocated from within an MPI program using all 24 cores per node, i.e., 1.29 GB per MPI task on average. If an application uses 12 MPI tasks per node, then each MPI task could use about 2.58 GB of memory. You may see an error message such as "OOM killer terminated this process." "OOM" means Out of Memory and it means that your code has exhausted the

75

Vampire Power and Gaming | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Vampire Power and Gaming Vampire Power and Gaming Vampire Power and Gaming May 17, 2010 - 12:55pm Addthis Elizabeth Spencer Communicator, National Renewable Energy Laboratory (No, this post has nothing to do with a certain twenty-four-year-old, side-scrolling action game series.) I read a survey today about how much energy videogame consoles use, which more or less boiled down to: Certain consoles can use about as much energy as your TV do to run, so you shouldn't leave them on (as in "on and running a game" or "on and sitting on the top-level system menu") for hours and hours when you're not actually gaming. And if you must, you should consider turning on sleep mode or having it auto-shutdown after however many hours. Of course, I'd like to think (perhaps naively) that the readers of this

76

Vampire Power and Gaming | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Vampire Power and Gaming Vampire Power and Gaming Vampire Power and Gaming May 17, 2010 - 12:55pm Addthis Elizabeth Spencer Communicator, National Renewable Energy Laboratory (No, this post has nothing to do with a certain twenty-four-year-old, side-scrolling action game series.) I read a survey today about how much energy videogame consoles use, which more or less boiled down to: Certain consoles can use about as much energy as your TV do to run, so you shouldn't leave them on (as in "on and running a game" or "on and sitting on the top-level system menu") for hours and hours when you're not actually gaming. And if you must, you should consider turning on sleep mode or having it auto-shutdown after however many hours. Of course, I'd like to think (perhaps naively) that the readers of this

77

A MOOS MODULE FOR MONITORING ENERGY USAGE OF AUTONOMOUS VEHICLES  

E-Print Network (OSTI)

A MOOS MODULE FOR MONITORING ENERGY USAGE OF AUTONOMOUS VEHICLES Anthony Kanago, Kevin Roos, James--Tracking the energy usage of an autonomous underwater vehicle (AUV) and making accurate data available provides especially effectively in energy-aware systems, allowing inspection vehicles (which typically travel farther

Idaho, University of

78

The UCONABC usage control model  

Science Conference Proceedings (OSTI)

In this paper, we introduce the family of UCONABC models for usage control (UCON), which integrate Authorizations (A), oBligations (B), and Conditions (C). We call these core models because they address the essence of UCON, leaving ... Keywords: access control, digital rights management, privacy, trust, usage control

Jaehong Park; Ravi Sandhu

2004-02-01T23:59:59.000Z

79

Prosperity Game: Advanced Manufacturing Day, May 17, 1994  

SciTech Connect

Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents a 90-minute Prosperity Game conducted as part of Advanced Manufacturing Day on May 17, 1994. This was the fourth game conducted under the direction of the Center for National Industrial Alliances at Sandia. Although previous games lasted from one to two days, this abbreviated game produced interesting and important results. Most of the strategies proposed in previous games were reiterated here. These included policy changes in international trade, tax laws, the legal system, and the educational system. Government support of new technologies was encouraged as well as government-industry partnerships. The importance of language in international trade was an original contribution of this game. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.

Berman, M.

1994-12-01T23:59:59.000Z

80

step 1: retrieve usage step 2: convert usage  

E-Print Network (OSTI)

planet #12;step 2: convert usage data to ghg electricity conversion EPA eGRID database provides state by state data on: lbs CO2 / MWh lbs NOx / MWH eGRID Massachusetts ­ specific conversion factors only

Paulsson, Johan

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


81

"Same same but different" how service contexts of mobile technologies shape usage motives and barriers  

Science Conference Proceedings (OSTI)

As wireless technologies evolve, mobile technologies and services will increasingly affect our lives, accompanied by positive and negative effects. This development requires a high acceptance of users to the presence of mobile services in various usage ... Keywords: ICT, acceptance, medical technologies, system design, usage barriers, usage motives

Katrin Arning; Sylvia Gaul; Martina Ziefle

2010-11-01T23:59:59.000Z

82

Near-Surface and Land Surface Forecast System of the Vancouver 2010 Winter Olympic and Paralympic Games  

Science Conference Proceedings (OSTI)

A high-resolution 2D near-surface and land surface model was developed to produce snow and temperature forecasts over the complex alpine region of the Vancouver 2010 Winter Olympic and Paralympic Games. The model is driven by downscaled ...

Natacha B. Bernier; Stéphane Bélair; Bernard Bilodeau; Linying Tong

2011-08-01T23:59:59.000Z

83

Continuous Box game  

E-Print Network (OSTI)

The classical positional game Box was introduced by Chvátal and Erd?s in 1978 in their study of the biased connectivity game on the complete graph. Their analysis was subsequently extended by Hamidoune and Las Vergnas. The board of the Box game consists of elements of n disjoint sets (boxes), which might vary in size. The game is played by two players, Maker and Breaker. Maker claims m board elements per move whereas Breaker claims just one. Maker wins this game if and only if he claims all elements of some box by the end of the game. In this paper we introduce the game CBox, a continuous version of the Box game, where the sizes of the boxes need not be integral and in every move Maker puts a nonnegative real weight into each box, such that the weights sum up to the real number m. This new game, while closely related to the original Box game, turns out to be more amenable to analysis – we derive explicit and easy to use criteria for determining the winner in every instance of the game. Consequently, establishing a connection between CBox and Box, we also obtain applicable criteria for the Box game. 1

Dan Hefetz; Michael Krivelevich; Tibor Szabó

2011-01-01T23:59:59.000Z

84

Neurological gaming environments  

Science Conference Proceedings (OSTI)

It has been said by members of past generations that computer gaming is destroying the minds of young people who have become addicted to playing games on their desktop computers. The number of games available through the average computer is increasing ...

Paras Kaul

2006-07-01T23:59:59.000Z

85

Games on Graphs  

E-Print Network (OSTI)

We introduce and study Maker-Breaker positional games on random graphs. Our goal is to determine the threshold probability pF for the existence of Maker's strategy to claim a member of F in the unbiased (one-on-one) game played on the edges of the random graph G(n; p), for various target families F of winning sets. More generally, for each probability above this threshold we study the smallest bias b such that Maker wins the (1: b) biased game. We investigate these functions for a number of basic games, like the connectivity game, the perfect matching game, the clique game, the Hamiltonian cycle game and the tree game. Particular attention is devoted to unbiased games, when b = 1. Next, we consider the planarity game and the k-coloring game on the complete graph on n vertices. In the planarity game the winning sets are all non-planar subgraphs, and in the k-coloring game the winning sets are all non-k-colorable subgraphs. For both of the games we look at a (1: b) biased game. We are interested in determining the largest bias b such that Maker wins the Maker-Breaker version of the game. On the other hand, we want to find the largest bias b such that Forcer wins the Avoider-Forcer version of the game. Finally, we deal with balanced online games on the random graph process. The game is played by a player called Painter. Edges in the random graph process are introduced two at a time. For each pair of edges Painter immediately and irrevocably chooses one of the two possibilities to color one of them red and the other one blue. His goal is to avoid creating a monochromatic copy of a prescribed fixed graph H, for as long as possible. We study the threshold mH for the number of edges to be played to know that Painter almost surely will create a monochromatic copy of H, for H being a cycle, a path and a star.

Milos Stojakovic

2005-01-01T23:59:59.000Z

86

Old Schoolyard Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Schoolyard Games Schoolyard Games Nature Bulletin No. 287-A December 16, 1967 Forest Preserve District of Cook County Richard B. Ogilvie, President Roland F. Eisenbeis, Supt. of Conservation OLD SCHOOLYARD GAMES Children are much the same everywhere: naturally, they want to have fun and play games. Many of the games enjoyed in our American schoolyards and playgrounds today were played by our great- grandparents, Some of them, with different names and rules, were brought from other countries and their origins are lost in the mists of antiquity. In ancient Greece and Rome, for instance, youngsters rolled hoops, flew kites and played games like hide-and-seek, blindman's buff and hopscotch. Our American Indians were fun-loving people with scores of games. The Iroquois invented lacrosse and Indian children flew kites of bladders, spun teetotums (a kind of top), made "cats' cradles" with fibers, and played tag, hide-and-seek, blindman's buff and shuttlecock.

87

Resource usage analysis for a functional language with exceptions  

Science Conference Proceedings (OSTI)

Igarashi and Kobayashi have proposed a general type system for checking whether resources such as files and memory are accessed in a valid manner. Their type system is, however, for call-by-value ?-calculus with resource primitives, and does not ... Keywords: effect system, exception, resource usage analysis, type inference, type system

Futoshi Iwama; Atsushi Igarashi; Naoki Kobayashi

2006-01-01T23:59:59.000Z

88

Designing collaborative multiplayer serious games  

Science Conference Proceedings (OSTI)

The idea of Computer Supported Collaborative Learning (CSCL) is being investigated for more than twenty years. Since a few years, game-based approaches like video games for learning (Serious Games) offer new fields of application. The combination of ... Keywords: CSCL, Collaborative learning, Game-based learning, Serious games

Viktor Wendel; Michael Gutjahr; Stefan Göbel; Ralf Steinmetz

2013-06-01T23:59:59.000Z

89

Energy Usage Information: Lessons from the Credit Reporting Industry.  

NLE Websites -- All DOE Office Websites (Extended Search)

Energy Usage Information: Lessons from the Credit Reporting Industry. Energy Usage Information: Lessons from the Credit Reporting Industry. Speaker(s): Philip Henderson Date: October 4, 2012 - 12:00pm Location: 90-3122 Seminar Host/Point of Contact: Janie Page There has been much discussion about the use of customer energy usage information to deliver value, such as with benchmarking tools that compare energy use in a building to a peer set, continuous commissioning services that diagnose faults in building systems, and tools that estimate expected savings from upgrades. A utility can use customer information to deliver these kinds of services to its customers directly, but most utilities today do not enable companies to obtain a customer's energy usage information in a systematic, automated way to deliver services to the customer, even if

90

Biased orientation games  

E-Print Network (OSTI)

We study biased {\\em orientation games}, in which the board is the complete graph $K_n$, and Maker and Breaker take turns in directing previously undirected edges of $K_n$. At the end of the game, the obtained graph is a tournament. Maker wins if the tournament has some property $\\mathcal P$ and Breaker wins otherwise. We provide bounds on the bias that is required for a Maker's win and for a Breaker's win in three different games. In the first game Maker wins if the obtained tournament has a cycle. The second game is Hamiltonicity, where Maker wins if the obtained tournament contains a Hamilton cycle. Finally, we consider the $H$-creation game, where Maker wins if the obtained tournament has a copy of some fixed graph $H$.

Ben-Eliezer, Ido; Sudakov, Benny

2011-01-01T23:59:59.000Z

91

On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE  

Science Conference Proceedings (OSTI)

Educational software games aim at increasing the students' motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games ... Keywords: Educational games, Edutainment, Evaluation of CAL systems, Learning environments, Teaching/learning strategies, Virtual reality

Maria Virvou; George Katsionis

2008-01-01T23:59:59.000Z

92

The diameter game  

E-Print Network (OSTI)

Abstract. A large class of the so-called Positional Games are defined on the complete graph on n vertices. The players, Maker and Breaker, take the edges of the graph in turns, and Maker wins iff his subgraph has a given – usually monotone – property. Here we introduce the d-diameter game, which means that Maker wins iff the diameter of his subgraph is at most d. We investigate the biased version of the game; i.e., when the players may take more than one, and not necessarily the same number of edges, in a turn. The 2-diameter game has the property that Breaker wins the game in which each player chooses one edge per turn, but Maker wins as long as he is permitted to choose 2 edges in each turn whereas Breaker can choose as many as 0.25n 1/7 /(lnn) 3/7. In addition, we investigate d-diameter games for d> 1. The diameter games are strongly related to the degree games. Thus, we also provide a generalization of the fair degree game for the biased case. 1.

József Balogh; Ryan Martin; András Pluhár

2006-01-01T23:59:59.000Z

93

Positional Games on Random Graphs  

E-Print Network (OSTI)

We introduce and study Maker/Breaker-type positional games on random graphs. Our main concern is to determine the threshold probability pF for the existence of Maker's strategy to claim a member of in the unbiased game played on the edges of random graph G(n, p), for various target families of winning sets. More generally, for each probability above this threshold we study the smallest bias b such that Maker wins the (1: b) biased game. We investigate these functions for a number of basic games, like the connectivity game, the perfect matching game, the clique game and the Hamiltonian cycle game.

Milos Stojakovic; Tibor Szabo

2005-01-01T23:59:59.000Z

94

Towards Sustainable Material Usage: Investigating Limits to ...  

Science Conference Proceedings (OSTI)

Presentation Title, Towards Sustainable Material Usage: Investigating Limits to ... secondary resources decreases energy consumption; this energy advantage ...

95

Energy usage in super markets  

SciTech Connect

The supermarket industry used 450 billion Btu's of energy each day, enough to heat 2 million homes. But more important than the overall energy usage is what energy is costing the supermarket operator; in many cases energy costs exceed rent. This special research report is designed to help the supermarket management determine if their stores are excessive energy users and to provide valuable data for planning remodels and new stores. The report is presented in five sections. The first two sections, General Observations and Monthly Electrical Usage and Demand Power, can easily be used by all supermarket operators. The third and fourth sections contain more detailed statistics that will be valuable to industry people who want to analyze energy usage more thoroughly. The statistics in section 1-4 are reported for various geographic regions and store sizes. Section five is the sample distribution which provides an insight into what other stores are using for refrigeration, lighting, etc. The information in this report is average for a typical supermarket and should be used only as that when compared to a specific supermarket facility.

Gerke, E.

1976-01-01T23:59:59.000Z

96

Resource and Fuels Usage Contacting the Authors  

E-Print Network (OSTI)

) % of 1990 usage Natural gas 577 24% Biomass 494 1190% Renewables 182 106% Nuclear 73 62% Coal 561 908 sectors · LDV is least carbon-intensive Total Energy (PJ) % of 1990 usage Natural gas 122 5% Biomass 891T activity) 9% line (218% PxT activity) In-State Emissions Total Energy (PJ) % of 1990 usage Natural gas 123

California at Davis, University of

97

Integrating video games and robotic play in physical environments  

Science Conference Proceedings (OSTI)

Active Learning Environments with Robotic Tangibles (ALERT) are mixed reality video gaming systems that use sensors, vision systems, and robots to provide an engaging experience that may motivate hitherto underrepresented kinds of learners to become ... Keywords: embodied learning, mobile robots, participatory design, tangible media, video games

Byron Lahey; Winslow Burleson; Camilla Nřrgaard Jensen; Natalie Freed; Patrick Lu

2008-08-01T23:59:59.000Z

98

Mining Software Usage with the Automatic Library Tracking Database (ALTD)  

Science Conference Proceedings (OSTI)

Tracking software usage is important for HPC centers, computer vendors, code developers and funding agencies to provide more efficient and targeted software support, and to forecast needs and guide HPC software effort towards the Exascale era. However, accurately tracking software usage on HPC systems has been a challenging task. In this paper, we present a tool called Automatic Library Tracking Database (ALTD) that has been developed and put in production on several Cray systems. The ALTD infrastructure prototype automatically and transparently stores information about libraries linked into an application at compilation time and also the executables launched in a batch job. We will illustrate the usage of libraries, compilers and third party software applications on a system managed by the National Institute for Computational Sciences.

Hadri, Bilel [ORNL; Fahey, Mark R [ORNL

2013-01-01T23:59:59.000Z

99

Identifying and Testing the Inhibitors of Technology Usage Intentions  

Science Conference Proceedings (OSTI)

An important area of information systems (IS) research has been the identification of the individual-level beliefs that enable technology acceptance such as the usefulness, reliability, and flexibility of a system. This study posits the existence of ... Keywords: inhibitors, nonacceptance, technology rejection, usage intentions

Ronald T. Cenfetelli; Andrew Schwarz

2011-12-01T23:59:59.000Z

100

Game Theoretic Methods for the Smart Grid  

E-Print Network (OSTI)

The future smart grid is envisioned as a large-scale cyber-physical system encompassing advanced power, communications, control, and computing technologies. In order to accommodate these technologies, it will have to build on solid mathematical tools that can ensure an efficient and robust operation of such heterogeneous and large-scale cyber-physical systems. In this context, this paper is an overview on the potential of applying game theory for addressing relevant and timely open problems in three emerging areas that pertain to the smart grid: micro-grid systems, demand-side management, and communications. In each area, the state-of-the-art contributions are gathered and a systematic treatment, using game theory, of some of the most relevant problems for future power systems is provided. Future opportunities for adopting game theoretic methodologies in the transition from legacy systems toward smart and intelligent grids are also discussed. In a nutshell, this article provides a comprehensive account of the...

Saad, Walid; Poor, H Vincent; Ba?ar, Tamer

2012-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


101

Educational Material Science Games  

NLE Websites -- All DOE Office Websites (Extended Search)

Material Science Games Material Science Games Do you have a great material science game? Please click our Ideas page. Featured Games: >KS2 Bitsize BBC - Materials KS2 Bitsize BBC - Materials Sponsored by the BBC, K2S Bitsize offers tons of free online science games including a section on materials. Learn about the changes in materials, changing states, heat, rocks, soils, solids, liquids, gases, and much more. Science Kids - Properties of Materials Science Kids - Properties of Materials Learn about the properties of materials as you experiment with a variety of objects in this great science activity for kids. Discover the interesting characteristics of materials; are they flexible, waterproof, strong or transparent? Characteristics of Materials - BBC Schools Characteristics of Materials - BBC Schools

102

Using MIDI to modify video game content  

Science Conference Proceedings (OSTI)

This paper discusses the concept of using background music to control video game parameters and thus actions on the screen. Each song selected by the player makes the game look different and behave variedly. The concept is explored by modifying an existing ... Keywords: MIDI, MIDI-controlled games, background music reactive games, games, music, musically controlled games, rhythm games, virtual sequencer

Jukka Holm; Juha Arrasvuori; Kai Havukainen

2006-06-01T23:59:59.000Z

103

Product placement in interactive games  

Science Conference Proceedings (OSTI)

Modern computer and video games offer a dynamic means of interactive advertising for a wide range of commercial products. This article details an exploratory study in the area of interactive, in-game advertising. Various key forms of interactive advertising ... Keywords: computer games, interactive advertising, interactive media, product placement, video games

Barry Ip

2009-10-01T23:59:59.000Z

104

Scaling games to epic proportions  

Science Conference Proceedings (OSTI)

We introduce scalability for computer games as the next frontier for techniques from data management. A very important aspect of computer games is the artificial intelligence (AI) of non-player characters. To create interesting AI in games today, developers ... Keywords: aggregates, games, indexing, scripting

Walker White; Alan Demers; Christoph Koch; Johannes Gehrke; Rajmohan Rajagopalan

2007-06-01T23:59:59.000Z

105

Device for monitoring utility usage  

SciTech Connect

A device for monitoring utility usage for installation and use by homeowners and consumers with existing public utility meters having a disk that is mounted inside a transparent case and that rotates in response to electrical current usage, the device is described comprising: a disk rotation monitoring assembly for mounting on the exterior of the transparent case, said monitoring assembly comprising: (a) a sensor for sensing disk rotation speed and generating a signal in response thereto; and (b) means for mounting said sensor on the transparent case, said mounting means further comprising means for holding said sensor, means for attaching said holding means to the transparent case, and means for adjusting the position of said holding means to enable precise alignment of said sensor with the plane of the disk such that said sensor is in optical communication with the edge of said disk; one or more remote display terminals in electrical communication with said monitoring assembly, each of said one or more remote terminals comprising: (a) means for receiving said signal and processing said signal into utility consumption data; (b) an electronic memory for storing said data; (c) a visual display for displaying data in a reader-usable format about consumption; and (d) a display controller that enables selective displaying of any of said data on said visual display.

Green, R.G.

1993-05-25T23:59:59.000Z

106

Biased Games On Random Boards  

E-Print Network (OSTI)

In this paper we analyze biased Maker-Breaker games and Avoider-Enforcer games, both played on the edge set of a random board G ? G(n, p). In Maker-Breaker games there are two players, denoted by Maker and Breaker. In each round, Maker claims one previously unclaimed edge of G and Breaker responds by claiming b previously unclaimed edges. We consider the Hamiltonicity game, the perfect matching game and the k-vertexconnectivity game, where Maker’s goal is to build a graph which possesses the relevant property. Avoider-Enforcer games are the reverse analogue of Maker-Breaker games with a slight modification, where the two players claim at least 1 and at least b previously unclaimed edges per move, respectively, and Avoider aims to avoid building a graph which possesses the relevant property. Maker-Breaker games are known to be “bias-monotone”, that is, if Maker wins the (1, b) game, he also wins the (1, b ? 1) game. Therefore, it makes sense to define the critical bias of a game, b ? , to be the “breaking point ” of the game. That is, Maker wins the (1, b) game whenever b ? b ? and loses otherwise. An analogous definition of the critical bias exists for Avoider-Enforcer games: here, the critical bias of a game b ? is such that Avoider wins the (1, b) game for every b> b ? , and loses otherwise. ln n We prove that, for every p = ?( n), G ? G(n, p) is typically such that the critical bias for all the aforementioned Maker-Breaker games is asymptotically b ? = np ln n. We also ln n prove that in the case p = ?( n), the critical bias is b ? = ? ( np ln n). These results settle a conjecture of Stojakovi? and Szabó. For Avoider-Enforcer games, we prove that for p = ?( ln n n), the critical bias for all the aforementioned games is b ? = ? ( np ln n). 1

Asaf Ferber; Roman Glebov; Michael Krivelevich; Alon Naor

2012-01-01T23:59:59.000Z

107

Timed automata-based rehabilitation training game design for the affected lower extremity of hemiparetic patient  

Science Conference Proceedings (OSTI)

This paper presents a timed automata based rehabilitation training game design to effectively strengthen the affected leg of the hemiparetic patient. The proposed system is implemented by applying a simple motion capture technique to a rhythm game. Especially, ... Keywords: hemiparetic patient, isometric training, motion capture, rehabilitation training game, timed automata

Gi Sook Jung; Sang Yun Kim; Soon Ki Jung; Seung Deuk Byun; Yang Soo Lee

2008-01-01T23:59:59.000Z

108

Biased nonlocal quantum games  

E-Print Network (OSTI)

We address the question of when quantum entanglement is a useful resource for information processing tasks by presenting a new class of nonlocal games that are simple, direct, generalizations of the Clauser Horne Shimony Holt game. For some ranges of the parameters that specify the games, quantum mechanics offers an advantage, while, surprisingly, for others quantum mechanics is no more powerful than classical mechanics in performing the nonlocal task. This sheds new light on the difference between classical, quantum and super-quantum correlations.

Thomas Lawson; Noah Linden; Sandu Popescu

2010-11-29T23:59:59.000Z

109

Catching Fireflies: a persuasive augmented reality game for Android phones  

Science Conference Proceedings (OSTI)

This poster explains the development of the unique game Catching Fireflies and how it is an example of persuasive technology used to draw people outdoors. Catching Fireflies is a game for Android operating systems which uses multiple aspects of the phone ... Keywords: augmented reality, mobile application, persuasive software

Amy Eubanks

2011-03-01T23:59:59.000Z

110

UNMAKEABLELOVE: gaming technologies for the cybernetic theatre Re-Actor  

Science Conference Proceedings (OSTI)

This paper describes a new 6-screen stereographic display system Re-Actor, together with an interactive augmented reality artwork UNMAKEABLELOVE. The artwork was developed using extended Microsoft® XNA™ game-engine technology and over ... Keywords: Re-Actor, Samuel Beckett, algorithms, augmented reality, cybernetic theatre, game engine, interactive, polarized, real-time, situated, stereographic

Sarah Kenderdine; Jeffrey Shaw

2009-10-01T23:59:59.000Z

111

A web-based laboratory information system to improve quality of care of tuberculosis patients in Peru: functional requirements, implementation and usage statistics  

E-Print Network (OSTI)

Background: Multi-drug resistant tuberculosis patients in resource-poor settings experience large delays in starting appropriate treatment and may not be monitored appropriately due to an overburdened laboratory system, ...

Shin, Sonya S.

112

Inspection games in arms control  

E-Print Network (OSTI)

An inspection game is a mathematical model of a situation in which an inspector verifies the adherence of an inspectee to some legal obligation, such as an arms control treaty, where the inspectee may have an interest in violating that obligation. The mathematical analysis seeks to determine an optimal inspection scheme, ideally one which will induce legal behavior, under the assumption that the potential illegal action is carried out strategically; thus a non-cooperative game with two players, inspector and inspectee, is defined. Three phases of development in the application of such models to arms control and disarmament may be identified. In the first of these, roughly from 1961 through 1968, studies that focused on inspecting a nuclear test ban treaty emphasized game theory, with less consideration given to statistical aspects associated with data acquisition and measurement uncertainty. The second phase, from 1968 to about 1985, involves work stimulated by the Treaty on the Non-Proliferation of Nuclear Weapons (NPT). Here, the verification principle of material accountancy came to the fore, along with the need to include the formalism of statistical decision theory within the inspection models. The third phase, 1985 to the present, has been dominated by challenges posed by such far-reaching verification agreements as the Intermediate Range Nuclear Forces Agreement (1NF), the Treaty on Conventional Forces in Europe (CFE) and the Chemical Weapons Convention (CWC), as well as perceived failures of the NPT system in Iraq and North Korea. In this connection, the interface between the political and technical aspects of verification is being examined from the game-theoretic viewpoint.

Rudolf Avenhaus; Morton Canty; D. Marc Kilgour; Bernhard Von Stengel; Shmuel Zamir

1996-01-01T23:59:59.000Z

113

Water Usage Law, Major Water Users (Missouri) | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Water Usage Law, Major Water Users (Missouri) Water Usage Law, Major Water Users (Missouri) Water Usage Law, Major Water Users (Missouri) < Back Eligibility Agricultural Commercial Construction Fed. Government Industrial Institutional Investor-Owned Utility Local Government Municipal/Public Utility Retail Supplier Rural Electric Cooperative Systems Integrator Tribal Government Utility Savings Category Water Buying & Making Electricity Program Info State Missouri Program Type Environmental Regulations Provider Missouri Department of Natural Resources Any water user with the capability to withdraw or divert 100,000 gallons or more per day from any stream, river, lake, well, spring or other water source must register and file for a permit for water withdrawal and diversion from the Department of Natural Resources. Additionally, no major

114

EART 265 Lecture Notes: Energy Energy Usage  

E-Print Network (OSTI)

EART 265 Lecture Notes: Energy Energy Usage US per capita energy usage is 10 kW. This represents 1 of 2 kW. Euro- pean countries tend to use less energy per capita by a factor of 2. China's per capita/4 of the worldwide energy usage, and with 1/20th of the world population gives a global average power consumption

Nimmo, Francis

115

Exploiting Service Usage Information for Optimizing Server Resource Management  

Science Conference Proceedings (OSTI)

It is often difficult to tune the performance of modern component-based Internet services because: (1) component middleware are complex software systems that expose several independently tuned server resource management mechanisms; (2) session-oriented ... Keywords: Internet application, client behavior, component middleware, optimization, quality-of-service, server resource management, service usage information

Alexander Totok; Vijay Karamcheti

2011-07-01T23:59:59.000Z

116

Residential Energy Usage by Origin of Householder  

U.S. Energy Information Administration (EIA)

Home > Energy Users > Residential Home Page > Energy Usage by Origin of Householder. Consumption and Expenditures. NOTE: To View and/or Print PDF's ...

117

Advertising in computer games  

E-Print Network (OSTI)

This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge ...

Vedrashko, Ilya

2006-01-01T23:59:59.000Z

118

The Place Value Game  

NLE Websites -- All DOE Office Websites (Extended Search)

Place Value Game Place Value Game Welcome to the Place Value Game! The goal of the Place Value Game is to create the largest possible number from the digits the computer gives you. Unfortunately, the computer will give you each digit one at a time and you won't know what the next number will be. You are not allowed to rearrange any of the digits you have already placed, so think carefully before you lock a number in place! Good luck! You are allowed to select the: Number of Digits - The number of digits in the number you are building. Largest Digit - The largest number the computer is allowed to pick. (9 means that the computer can pick any number from 0 to 9) Number of Discards - The number of extra spaces you get. (2 means that you are allowed to throw away 2 numbers) A JavaScript enabled web browser (Netscape Navigator 4 or Internet Explorer

119

Network game and boosting  

Science Conference Proceedings (OSTI)

We propose an ensemble learning method called Network Boosting which combines weak learners together based on a random graph (network). A theoretic analysis based on the game theory shows that the algorithm can learn the target hypothesis asymptotically. ...

Shijun Wang; Changshui Zhang

2005-10-01T23:59:59.000Z

120

Coevolutionary "TEMPO" Game Rodney W. Johnson  

E-Print Network (OSTI)

training program was instituted to teach the PPBS and a "game" was created by General Electric's TEMPO, Suite 102, Charlotte, NC 28262 1 #12;to train people in the use of the new system. The Defense that taught itself to play checkers at a level on par with human experts. The system worked like this. Each

Michalewicz, Zbigniew

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


121

Game Accessibility: Enabling Everyone to Play  

Science Conference Proceedings (OSTI)

There is a growing push to make computer games accessible to the disabled. Keywords: Games,Assistive technology,Assistive devices,game developers,games,accessibility,disabilities,disabled,adaptive technology

Lee Garber

2013-06-01T23:59:59.000Z

122

War Gaming Peace Operations  

Science Conference Proceedings (OSTI)

Today's military personnel fight against and work with a diverse variety of nonstate actors, from al-Qaeda terrorists to major nongovernmental organizations who provide vital humanitarian assistance. Furthermore, the nontraditional battle spaces where ... Keywords: Afghanistan, NGOs, active learning, board game, course of action, culture, curriculum, facilitator, faith-based, humanitarian, humanitarian assistance, indeterminacy, index, intelligence, kinetic, military, negotiations, operations, post-conflict, provincial reconstruction, random events, relationships, religion, religious, stability, terrorists, war game for peace

Roger Mason, Eric Patterson

2013-02-01T23:59:59.000Z

123

Tailoring persuasive health games to gamer type  

Science Conference Proceedings (OSTI)

Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based ... Keywords: behavior theory, hbm, player typology, gamer types, games design, health, persuasive game, serious games

Rita Orji; Regan L. Mandryk; Julita Vassileva; Kathrin M. Gerling

2013-04-01T23:59:59.000Z

124

Exploring iPhone Usage: The Influence of Socioeconomic Differences on Smartphone Adoption, Usage and Usability  

E-Print Network (OSTI)

on device usage. Among our findings are that a large number of applications were uninstalled, lower SESExploring iPhone Usage: The Influence of Socioeconomic Differences on Smartphone Adoption, Usage. of Electrical and Computer Engineering, 2 Dept. of Psychology, Rice University, Houston, TX {rahmati, chad

Zhong, Lin

125

Usage analysis and the web of data  

Science Conference Proceedings (OSTI)

The workshop on Usage Analysis and the Web of Data (USEWOD2011) was the first workshop in the field to investigate combinations of usage data with semantics and the Web of Data. Questions the workshop aims to address are for example: How can semantics ...

Bettina Berendt; Laura Hollink; Vera Hollink; Markus Luczak-Rösch; Knud Möller; David Vallet

2011-05-01T23:59:59.000Z

126

Detecting and analyzing insecure component usage  

Science Conference Proceedings (OSTI)

Software is commonly built from reusable components that provide desired functionalities. Although component reuse significantly improves software productivity, insecure component usage can lead to security vulnerabilities in client applications. ... Keywords: differential testing, insecure component usage, testing and analysis of real-world software

Taeho Kwon; Zhendong Su

2012-11-01T23:59:59.000Z

127

Video game values: Human-computer interaction and games  

Science Conference Proceedings (OSTI)

Current human-computer interaction (HCI) research into video games rarely considers how they are different from other forms of software. This leads to research that, while useful concerning standard issues of interface design, does not address the nature ... Keywords: Activity theory, Computer games, Play, Semiotics, Value, Video games

Pippin Barr; James Noble; Robert Biddle

2007-03-01T23:59:59.000Z

128

Designation of facility usage categories for Hanford Site facilities  

SciTech Connect

This report summarizes the Hanford Site methodology used to ensure facility compliance with the natural phenomena design criteria set forth in the US Department of Energy Orders and guidance. The current Hanford Site methodology for Usage Category designation is based on an engineered feature's safety function and on the feature's assigned Safety Class. At the Hanford Site, Safety Class assignments are deterministic in nature and are based on teh consequences of failure, without regard to the likelihood of occurrence. The report also proposes a risk-based approach to Usage Category designation, which is being considered for future application at the Hanford Site. To establish a proper Usage Category designation, the safety analysis and engineering design processes must be coupled. This union produces a common understanding of the safety function(s) to be accomplished by the design feature(s) and a sound basis for the assignment of Usage Categories to the appropriate systems, structures, and components. 4 refs., 9 figs., 1 tab.

Woodrich, D.D.; Ellingson, D.R.; Scott, M.A.; Schade, A.R.

1991-10-01T23:59:59.000Z

129

BIASED POSITIONAL GAMES  

E-Print Network (OSTI)

Two players play a game on the complete graph with n vertices. Each move of the first player consists of claiming k previously unclaimed edges, each move of the second player consists of claiming one previously unclaimed edge. The second player's goal is to claim all the edges of same tree on the n vertices, the first player's goal is to prevent the second from doing that. If k is sufficiently large (resp. small) with respect to n then the first (resp. second) player has a win. We prove that the breaking point comes around k = n/log n. In addition, we consider several other games of this kind.

V. Chvátal; P. Erdös

1978-01-01T23:59:59.000Z

130

Adaptive Resource Allocation in Jamming Teams Using Game Theory  

E-Print Network (OSTI)

In this work, we study the problem of power allocation and adaptive modulation in teams of decision makers. We consider the special case of two teams with each team consisting of two mobile agents. Agents belonging to the same team communicate over wireless ad hoc networks, and they try to split their available power between the tasks of communication and jamming the nodes of the other team. The agents have constraints on their total energy and instantaneous power usage. The cost function adopted is the difference between the rates of erroneously transmitted bits of each team. We model the adaptive modulation problem as a zero-sum matrix game which in turn gives rise to a a continuous kernel game to handle power control. Based on the communications model, we present sufficient conditions on the physical parameters of the agents for the existence of a pure strategy saddle-point equilibrium (PSSPE).

Khanafer, Ali; Ba?ar, Tamer

2011-01-01T23:59:59.000Z

131

Video Game Device Haptic Interface for Robotic Arc Welding  

Science Conference Proceedings (OSTI)

Recent advances in technology for video games have made a broad array of haptic feedback devices available at low cost. This paper presents a bi-manual haptic system to enable an operator to weld remotely using the a commercially available haptic feedback video game device for the user interface. The system showed good performance in initial tests, demonstrating the utility of low cost input devices for remote haptic operations.

Corrie I. Nichol; Milos Manic

2009-05-01T23:59:59.000Z

132

General Guidance on Data Usage and Management  

NLE Websites -- All DOE Office Websites (Extended Search)

General Guidance on Data Usage and Management General Guidance on Data Usage and Management Summary Data Usage Credit Data Management and Documentation: Introduction Our philosophy Data management Record measured values Zero versus missing value Metadata Data documentation Define variables Specify units Provide citations For additional information Summary Ensure long-term preservation of, and full and open access to, high-quality data sets Give proper credit to the researchers providing the data Provide thorough, yet simple, documentation: how the data were produced, what they mean Generate ASCII data and documentation files; they ensure readibility by virtually all users Define variable names and units Point to, or provide, important publications that further document the data Data usage CDIAC fully supports the July 1991 Policy Statements on Data Management for

133

ERP Usage in Practice: An Empirical Investigation  

Science Conference Proceedings (OSTI)

This study presents the results of an exploratory study of Fortune 1000 firms and their enterprise resource planning ERP usage, as well as benefits and changes they have realized from ERP. The study empirically examines ERP in these organizations to ...

Mary C. Jones; Randall Young

2006-01-01T23:59:59.000Z

134

Material impacts on operational energy usage  

E-Print Network (OSTI)

Decisions regarding materials and construction of a building are made all the time in the architectural process, but thought is not always given to how those choices may affect the buildings ultimate energy usage and the ...

Love, Andrea, S.M. Massachusetts Institute of Technology

2011-01-01T23:59:59.000Z

135

Microsoft Word - Epoxy Usage Form.docx  

NLE Websites -- All DOE Office Websites (Extended Search)

Division Form Rev. 41111 Monthly Epoxy Usage Form (Weight in Grams) Date Initials CTD 101K Stycast Catalyst Epon Resin Epicure Part A Part B Part C 2850 24LV 815828 3140...

136

Electricity Use in California: Past Trends and Present Usage...  

NLE Websites -- All DOE Office Websites (Extended Search)

Use in California: Past Trends and Present Usage Patterns Title Electricity Use in California: Past Trends and Present Usage Patterns Publication Type Journal Article Year of...

137

Building Energy Software Tools Directory: Energy Usage Forecasts  

NLE Websites -- All DOE Office Websites (Extended Search)

Alphabetically Tools by Platform PC Mac UNIX Internet Tools by Country Related Links Energy Usage Forecasts Energy Usage Forecasts Quick and easy web-based tool that provides...

138

CNST NanoFab Facility User Computer Security and Usage ...  

Science Conference Proceedings (OSTI)

Page 1. CNST NanoFab Facility User Computer Security and Usage Policy ... CNST NanoFab Facility User Computer Security and Usage Policy ...

2013-07-31T23:59:59.000Z

139

arXiv.org help - arXiv usage statistics  

NLE Websites -- All DOE Office Websites (Extended Search)

by major subject areas through January 2013 Access and download statistics: Today's usage for arXiv.org (not including mirrors) Institutional Usage Statistics: 2009, 2010,...

140

University Prosperity Game. Final report  

Science Conference Proceedings (OSTI)

Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management at the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.

Boyack, K.W.; Berman, M.

1996-03-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


141

Trouble tower game demo  

Science Conference Proceedings (OSTI)

The Construction Industry has one of the highest rates of injury and fatality in Australia and across the world. A key challenge for OH&S training is to engage learners. Construction students tend to be experiential learners and class room teaching is ... Keywords: construction industry, hazard identification, learning, occupational health and safety, serious game

Stefan Greuter, Susanne Tepe, Frank Boukamp, Ron Wakefield

2013-09-01T23:59:59.000Z

142

Quantum Game Theory  

E-Print Network (OSTI)

Quantum game theory is the study of strategic behavior by agents with access to quantum technology. Broadly speaking, this technology can be employed in either of two ways: As part of a randomization device or as part of a communications protocol. We survey some of the main ideas from both branches of the subject.

Landsburg, Steven E

2011-01-01T23:59:59.000Z

143

Technology transition in the national air transportation system : market failure and game theoretic analysis with application to ADS-B  

E-Print Network (OSTI)

This research analyzes the problem of technology transition in the national air transportation system, focusing on the implementation of Automatic Dependent Surveillance-Broadcast (ADS-B). ADS-B is a key technology in the ...

Hu, Xiaojie

2008-01-01T23:59:59.000Z

144

How games can redirect humanity's cognitive surplus for social good  

Science Conference Proceedings (OSTI)

Keywords: cognitive surplus, games, persuasive technologies, pervasive technologies, prosocial games, social good

Joel Ross; Bill Tomlinson

2010-12-01T23:59:59.000Z

145

History and Legacy of the Sydney 2009 World Masters Games  

E-Print Network (OSTI)

Masters Games are different from other quadrennial games in that: · Allcompetitorswillcompeteasindividuals

University of Technology, Sydney

146

Personalizing game content using audio-visual media  

Science Conference Proceedings (OSTI)

This paper introduces the concept of media-controlled games, where game content is personalized using audio-visual media as an input to the game. Each piece of background music or picture selected by the player makes the game look different and behave ... Keywords: MIDI, audio, games, image-controlled games, media-controlled games, music, musically controlled games, personalization

Jukka Holm; Kai Havukainen; Juha Arrasvuori

2005-06-01T23:59:59.000Z

147

Information Security Analysis Using Game Theory and Simulation  

SciTech Connect

Information security analysis can be performed using game theory implemented in dynamic simulations of Agent Based Models (ABMs). Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. Our approach addresses imperfect information and scalability that allows us to also address previous limitations of current stochastic game models. Such models only consider perfect information assuming that the defender is always able to detect attacks; assuming that the state transition probabilities are fixed before the game assuming that the players actions are always synchronous; and that most models are not scalable with the size and complexity of systems under consideration. Our use of ABMs yields results of selected experiments that demonstrate our proposed approach and provides a quantitative measure for realistic information systems and their related security scenarios.

Schlicher, Bob G [ORNL; Abercrombie, Robert K [ORNL

2012-01-01T23:59:59.000Z

148

Video Games: A Site for Sore Eyes  

E-Print Network (OSTI)

1984). Rx for lazy eye: Video game exercise. Science News,patients. Here we have seen video games used for amblyopia,function through action video game training. Nature

Mozaffari, Sahar

2011-01-01T23:59:59.000Z

149

Fun and Games: Multi-Language Development  

Science Conference Proceedings (OSTI)

Computer games (or "electronic games" if you encompass those games played on console-class hardware) comprise one of the fastest-growing application markets in the world. Within the development community that creates these entertaining marvels, multi-language ...

Andrew M. Phelps; David M. Parks

2004-02-01T23:59:59.000Z

150

Energy consumption and usage characteristics from field measurements of residential dishwashers, clothes washers and clothes dryers  

SciTech Connect

The measured energy consumption and usage characteristics for household dishwashers, clothes washers, and clothes dryers for ten townhouses at Twin Rivers, N.J., are presented. Whenever the dishwashers and/or clothes washers were in use, the energy consumption, water consumption, frequency of usage, and water temperature were measured by a data acquisition system. The electrical energy of electric clothes dryers and the gas consumption of gas clothes dryers were measured, as well as their frequency and duration of use, and exhaust temperature. Typical household usage patterns of these major appliances are included.

Chang, Y.L.; Grot, R.A.

1980-10-01T23:59:59.000Z

151

Planarity, colorability and minor games  

E-Print Network (OSTI)

Let m and b be positive integers and let F be a hypergraph. In an (m, b)Maker-Breaker game F two players, called Maker and Breaker, take turns selecting previously unclaimed vertices of F. Maker selects m vertices permove and Breaker selects b vertices per move. The game ends when every vertex has been claimed by one of the players. Maker wins if he claims all the vertices of some hyperedge of F; otherwise Breaker wins. An (m, b) Avoider-Enforcer game F is played in a similar way. The only difference is in the determination of the winner: Avoider loses if he claims all the vertices of some hyperedge of F; otherwise Enforcer loses. In this paper we consider the Maker-Breaker and Avoider-Enforcer versions of the planarity game, the k-colorability game and the K_t-minor game.

Dan Hefetz; et al.

2007-01-01T23:59:59.000Z

152

Complexity of question/answer games  

Science Conference Proceedings (OSTI)

Question/Answer games (Q/A games for short) are a generalization of the Renyi-Ulam game and they are a model for information extraction in parallel. A Q/A game, G=(D,s,(q"1,...,q"k)), is played on a directed acyclic graph, D=(V,E), with a distinguished ... Keywords: Combinatorial games, Computational complexity, Perfect information games, Polynomial-time hierarchy

Sarmad Abbasi; Numan Sheikh

2008-12-01T23:59:59.000Z

153

Environmental Prosperity Game. Final report  

SciTech Connect

Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Environmental Prosperity Game conducted under the sponsorship of the Silicon Valley Environmental Partnership. Players were drawn from all stakeholders involved in environmental technologies including small and large companies, government, national laboratories, universities, environmentalists, the legal profession, finance, and the media. The primary objectives of this game were to: investigate strategies for developing a multi-agency (national/state/regional), one-step regulatory approval process for certifying and implementing environmental technologies and evaluating the simulated results; identify the regulatory hurdles and requirements, and the best approaches for surmounting them; identify technical problems and potential resources (environmental consultants, labs, universities) for solving them. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning environmental issues, including the development, licensing, and commercialization of new technologies.

Berman, M.; Boyack, K.; VanDevender, J.P.

1995-12-01T23:59:59.000Z

154

Automobile usage patterns. Highlight report. Volume XIV  

SciTech Connect

A report is given as part of a series of studies dealing with general public behavior and attitudes towards energy conservation. Specifically, this study concentrates on automobile usage patterns. The study is based on 1,007 telephone interviews and includes topics such as car usage affected by lifestyle, car usage patterns, planned trips as compared with routine or spontaneous trips, times per week trip is usually made, analysis of trips, the extent to which shopping trips are done by phone instead of by car, willingness to cut out trips, factors deterring car use, and a summary which concludes that the primary way that people could cut down automobile use without eliminating leisure time use would be in more careful planning of trip for shopping and errands. Another important finding in this study is lack of sensitivity to gasoline prices. (GRA)

Rappeport, M.; Labaw, P.

1975-09-01T23:59:59.000Z

155

Specifying and checking component usage  

Science Conference Proceedings (OSTI)

One of today's challenges is producing reliable software in the face of an increasing number of interacting components. Our system CHET lets developers define specifications describing how a component should be used and checks these specifications in ... Keywords: automata, components, finite-state, flow analysis, specifications, verification

Steven P. Reiss

2005-09-01T23:59:59.000Z

156

Playing the Environment: Games as Virtual Ecologies  

E-Print Network (OSTI)

Playing the Environment: Games as Virtual Ecologies Alendasocial realism, games, environment, ecology 1. INTRODUCTIONversions of the environment? The answer is multifaceted.

Chang, Alenda Y.

2009-01-01T23:59:59.000Z

157

Chinese Restaurant Game - Part II: Applications to Wireless Networking, Cloud Computing, and Online Social Networking  

E-Print Network (OSTI)

In Part I of this two-part paper [1], we proposed a new game, called Chinese restaurant game, to analyze the social learning problem with negative network externality. The best responses of agents in the Chinese restaurant game with imperfect signals are constructed through a recursive method, and the influence of both learning and network externality on the utilities of agents is studied. In Part II of this two-part paper, we illustrate three applications of Chinese restaurant game in wireless networking, cloud computing, and online social networking. For each application, we formulate the corresponding problem as a Chinese restaurant game and analyze how agents learn and make strategic decisions in the problem. The proposed method is compared with four common-sense methods in terms of agents' utilities and the overall system performance through simulations. We find that the proposed Chinese restaurant game theoretic approach indeed helps agents make better decisions and improves the overall system performan...

Wang, Chih-Yu; Liu, K J Ray

2011-01-01T23:59:59.000Z

158

CloudMonitor: Profiling Power Usage  

E-Print Network (OSTI)

In Cloud Computing platforms the addition of hardware monitoring devices to gather power usage data can be impractical or uneconomical due to the large number of machines to be metered. CloudMonitor, a monitoring tool that can generate power models for software-based power estimation, can provide insights to the energy costs of deployments without additional hardware. Accurate power usage data leads to the possibility of Cloud providers creating a separate tariff for power and therefore incentivizing software developers to create energy-efficient applications.

Smith, James William; Ward, Jonathan Stuart; Sommerville, Ian

2012-01-01T23:59:59.000Z

159

Game Preserves and Closed Areas (Montana) | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Game Preserves and Closed Areas (Montana) Game Preserves and Closed Areas (Montana) Game Preserves and Closed Areas (Montana) < Back Eligibility Utility Fed. Government Commercial Agricultural Investor-Owned Utility State/Provincial Govt Industrial Construction Municipal/Public Utility Local Government Residential Installer/Contractor Rural Electric Cooperative Tribal Government Low-Income Residential Schools Retail Supplier Institutional Multi-Family Residential Systems Integrator Fuel Distributor Nonprofit General Public/Consumer Transportation Savings Category Alternative Fuel Vehicles Hydrogen & Fuel Cells Buying & Making Electricity Water Home Weatherization Solar Wind Program Info State Montana Program Type Environmental Regulations Provider Montana Fish, Wildlife, and Parks Department Game preserves and closed areas exist within the state of Montana for the

160

Memento Ludi: Information Retrieval from a Game-Theoretic Perspective  

E-Print Network (OSTI)

We develop a macro-model of information retrieval process using Game Theory as a mathematical theory of conflicts. We represent the participants of the Information Retrieval process as a game of two abstract players. The first player is the `intellectual crowd' of users of search engines, the second is a community of information retrieval systems. In order to apply Game Theory, we treat search log data as Nash equilibrium strategies and solve the inverse problem of finding appropriate payoff functions. For that, we suggest a particular model, which we call Alpha model. Within this model, we suggest a method, called shifting, which makes it possible to partially control the behavior of massive users. This Note is addressed to researchers in both game theory (providing a new class of real life problems) and information retrieval, for whom we present new techniques to control the IR environment.

Parfionov, George

2009-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


161

Games Computers Play: GameTheoretic Aspects of Computing  

E-Print Network (OSTI)

Games Computers Play: Game­Theoretic Aspects of Computing Nathan Linial \\Lambda 1 Introduction Computers may interact in great many ways. A parallel computer consists of a group of processors which cooperate in order to solve large­scale computational problems. Computers compete against each other

Linial, Nathan "Nati"

162

Identifying diverse usage behaviors of smartphone apps  

Science Conference Proceedings (OSTI)

Smartphone users are increasingly shifting to using apps as "gateways" to Internet services rather than traditional web browsers. App marketplaces for iOS, Android, and Windows Phone platforms have made it attractive for developers to deploy apps and ... Keywords: app usage behavior, smartphone apps

Qiang Xu; Jeffrey Erman; Alexandre Gerber; Zhuoqing Mao; Jeffrey Pang; Shobha Venkataraman

2011-11-01T23:59:59.000Z

163

DND: a model for forecasting electrical energy usage by water-resource subregion  

SciTech Connect

A forecast methodology was derived from principles of econometrics using exogenous variables, i.e., cost of electricity, consumer income, and price elasticity as indicators of growth for each consuming sector: residential, commercial, and industrial. The model was calibrated using forecast data submitted to the Department of Energy (DOE) by the nine Regional Electric Reliability Councils. Estimates on electrical energy usage by specific water-resource subregion were obtained by normalizing forecasted total electrical energy usage by state into per capita usage. The usage factor and data on forecasted population were applied for each water resource subregion. The results derived using the model are self-consistent and in good agreement with DOE Energy Information Administration projections. The differences that exist are largely the result of assumptions regarding specific aggregations and assignment of regional-system reliability and load factors. 8 references, 2 figures, 13 tables.

Sonnichsen, J.C. Jr.

1980-02-01T23:59:59.000Z

164

Designing entertaining educational games using procedural rhetoric: a case study  

Science Conference Proceedings (OSTI)

In the paper we describe the design and development of a video game about sustainable energy use that effectively unites fun with learning. We also present results from an initial study of the educational impact of the game. Many educational games do ... Keywords: educational games, energy, environment, game design, procedural rhetoric, serious games, simulation games

Lars Doucet; Vinod Srinivasan

2010-07-01T23:59:59.000Z

165

Optimization and reinforcement learning techniques in multi-agent graphical games and economic dispatch  

Science Conference Proceedings (OSTI)

This work discusses optimization and reinforcement learning techniques in power system Economic Dispatch and Multi-Agent graphical games. Power System Economic Dispatch (ED) is one of the power system energy management tools that is used to allocate ...

Mohammed Abouheaf / Frank L. Lewis, Wei-Jen Lee

2012-01-01T23:59:59.000Z

166

Video game console usage and national energy consumption: Results from a field-metering study  

E-Print Network (OSTI)

I. Azevedo. 2012, Electricity consumption and energy savingsMcKenney. 2007. Energy consumption by consumer electronicsK. Roth. 2011. Energy Consumption of Consumer Electronics in

Desroches, Louis-Benoit

2013-01-01T23:59:59.000Z

167

Video game console usage and national energy consumption: Results from a field-metering study  

E-Print Network (OSTI)

of time spent in either off, standby, or on modes, for each2: Average and median power in standby and on modes for allmode categories: off, standby, and on. The off mode category

Desroches, Louis-Benoit

2013-01-01T23:59:59.000Z

168

Video game console usage and national energy consumption: Results from a field-metering study  

E-Print Network (OSTI)

with their free energy audit program. Meters were installedinstalled as part of an energy audit program. Users may be

Desroches, Louis-Benoit

2013-01-01T23:59:59.000Z

169

Video game console usage and national energy consumption: Results from a field-metering study  

E-Print Network (OSTI)

Results from a field-metering study Louis-Benoit Desroches,troubleshooting of several metering issues, and to Deborahas part of a MELs field metering study in collaboration with

Desroches, Louis-Benoit

2013-01-01T23:59:59.000Z

170

Game design strategies for collectivist persuasion  

Science Conference Proceedings (OSTI)

A fundamental feature of serious games is persuasion, an attempt to influence behaviors, feelings, or thoughts. Much of the existing research on serious games and, more generally, on persuasive technology (PT), does not address the important links between ... Keywords: culture, game design, persuasion, serious games

Rilla Khaled; Pippin Barr; Robert Biddle; Ronald Fischer; James Noble

2009-08-01T23:59:59.000Z

171

Betting on Las Vegas: Designing Popular Slot Games  

Science Conference Proceedings (OSTI)

... Physicist Olaf Vancura, author of several acclaimed books on gaming and holder of over 70 game-related patents, will take us on a tour of game ...

2012-02-06T23:59:59.000Z

172

FPGA curved track fitter with very low resource usage  

SciTech Connect

Standard least-squares curved track fitting process is tailored for FPGA implementation. The coefficients in the fitting matrices are carefully chosen so that only shift and accumulation operations are used in the process. The divisions and full multiplications are eliminated. Comparison in an application example shows that the fitting errors of the low resource usage implementation are less than 4% bigger than the fitting errors of the exact least-squares algorithm. The implementation is suitable for low-cost, low-power applications such as high energy physics detector trigger systems.

Wu, Jin-Yuan; Wang, M.; Gottschalk, E.; Shi, Z.; /Fermilab

2006-11-01T23:59:59.000Z

173

Green Button Helps More Consumers Click with Their Energy Usage...  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Helps More Consumers Click with Their Energy Usage Data Green Button Helps More Consumers Click with Their Energy Usage Data September 12, 2013 - 2:41pm Addthis At the White House...

174

Soy Protein ProductsChapter 7 Regulations Regarding Usage  

Science Conference Proceedings (OSTI)

Soy Protein Products Chapter 7 Regulations Regarding Usage Health Nutrition Biochemistry eChapters Health - Nutrition - Biochemistry AOCS Press Downloadable pdf of Chapter 7 Regulations Regarding Usage from the

175

Energy usage of rotating biological contractor facilities  

SciTech Connect

A recent US Environmental Protection Agency field study investigated the energy requirements for rotating biological contactor (RBC) units. The energy measurements for mechanically driven units varied considerably, but the overall average of 2.03 kW/shaft was very close to current manufacturer estimates. The power factor of most of the mechanically driven units was very low, and most installations could benefit from power factor correction. The energy requirements of air driven units also were highly variable and must be evaluated on an individual plant basis. The results of this study provide factual data on energy usage of RBC units, as well as a basis for developing design and operational considerations to reduce energy usage and maximize operational flexibility and plant performance. 9 references, 7 tables.

Gilbert, W.G.; Wheeler, J.F.; MacGregor, A.

1986-01-01T23:59:59.000Z

176

New energy usage patterns in manufacturing  

SciTech Connect

Long term energy demands of industrial societies will exceed energy production capabilities if present usage patterns remain unchanged. Thus the central core of the current energy dilemma involves the change from reliance on petroleum sources to the utilization of more plentiful energy resources. The two energy resources which are plentiful and the technology already exists for their development are coal and uranium. Several concepts of substituting electricity for oil and natural gas are presented.

Hauser, L.G.

1976-01-01T23:59:59.000Z

177

Biased Weak Polyform Achievement Games  

E-Print Network (OSTI)

In a biased weak $(a,b)$ polyform achievement game, the maker and the breaker alternately mark $a,b$ previously unmarked cells on an infinite board, respectively. The maker's goal is to mark a set of cells congruent to a polyform. The breaker tries to prevent the maker from achieving this goal. A winning maker strategy for the $(a,b)$ game can be built from winning strategies for games involving fewer marks for the maker and the breaker. A new type of breaker strategy called the priority strategy is introduced. The winners are determined for all $(a,b)$ pairs for polyiamonds and polyominoes up to size four.

Norris, Ian

2011-01-01T23:59:59.000Z

178

Energy Usage Data Standard for US Smart Grid Passes Key ...  

Science Conference Proceedings (OSTI)

Energy Usage Data Standard for US Smart Grid Passes Key Advisory Panel Vote. From NIST Tech Beat: March 1, 2011. ...

2011-03-01T23:59:59.000Z

179

Lessons Learned in Using Social Media for Disaster Relief ASU Crisis Response Game  

E-Print Network (OSTI)

Lessons Learned in Using Social Media for Disaster Relief ASU Crisis Response Game Mohammad in a simulated disaster. · Crowdsourcing using social media · Data collection · Task allocation and · Response to include public warning to avoid confusion in a disaster game · Coordination among different systems

Liu, Huan

180

DIGMA: a role playing game with agent plan reformulation and situational reassessment  

Science Conference Proceedings (OSTI)

Artificial intelligence (AI) has been used in various game genres such as strategy, adventure, and role-playing. Though it is widely used, there are still many issues that have yet to be addressed. Among these issues are the need for detection and handling ... Keywords: machine learning, multi-agent system, plan reformulation, role-playing game, situational reassessment

Paul Inventado; Merlin Suarez; Stephen Dellosa; Deryk De Guzman; Paul Lao

2006-12-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


181

The Impact of Residential Density on Vehicle Usage and Energy Consumption  

E-Print Network (OSTI)

residential transportation energy usage is vital for theDensity on Vehicle Usage and Energy Consumption Table 2Density on Vehicle Usage and Energy Consumption with

Golob, Thomas F.; Brownstone, David

2005-01-01T23:59:59.000Z

182

How Households Use Different Types of Vehicles: A Structural Driver Allocation and Usage Model  

E-Print Network (OSTI)

types Mini cars have approximately average usage. SubcompactCompact cars have greater than average usage only if theycar is driven morethan otherwise expected. The . -elationships between usage

Golob, Thomas F.; Kim, Seyoung; Ren, Weiping

1996-01-01T23:59:59.000Z

183

The impact of residential density on vehicle usage and fuel consumption  

E-Print Network (OSTI)

on vehicle usage and energy consumption. Journal of Urbanon vehicle usage and fuel consumption Jinwon Kim and Davidon vehicle usage and fuel consumption* Jinwon Kim and David

Kim, Jinwon; Brownstone, David

2010-01-01T23:59:59.000Z

184

Bayesian Proportional Resource Allocation Games  

E-Print Network (OSTI)

We consider a proportional allocation mechanism that gives to each user an amount of a resource proportional to the user's bid. We study a corresponding Bayesian game in which each user has incomplete information on the ...

Tsitsiklis, John N.

185

The Sydney 2000 Olympic Games Forecast Demonstration Project: Forecasting, Observing Network Infrastructure, and Data Processing Issues  

Science Conference Proceedings (OSTI)

The Sydney 2000 Olympic Games World Weather Research Programme Forecast Demonstration Project (WWRP FDP) aimed to demonstrate the utility and impact of modern nowcast systems. The project focused on the use of radar processing systems and ...

Peter T. May; Thomas D. Keenan; Rod Potts; James W. Wilson; Rob Webb; Andrew Treloar; Elly Spark; Sue Lawrence; Elizabeth Ebert; John Bally; Paul Joe

2004-02-01T23:59:59.000Z

186

Recommending energy tariffs and load shifting based on smart household usage profiling  

Science Conference Proceedings (OSTI)

We present a system and study of personalized energy-related recommendation. AgentSwitch utilizes electricity usage data collected from users' households over a period of time to realize a range of smart energy-related recommendations on energy tariffs, ... Keywords: demand response, energy tariffs, load shifting, personalization, recommender systems, smart grid

Joel E. Fischer; Sarvapali D. Ramchurn; Michael Osborne; Oliver Parson; Trung Dong Huynh; Muddasser Alam; Nadia Pantidi; Stuart Moran; Khaled Bachour; Steve Reece; Enrico Costanza; Tom Rodden; Nicholas R. Jennings

2013-03-01T23:59:59.000Z

187

Modeling Long-Term Search Engine Usage Ryen W. White, Ashish Kapoor, and Susan T. Dumais  

E-Print Network (OSTI)

photosensor design accurately senses daylight availability, cutting electric light usage 40­60 percent or morePhotosensors and associated control systems can dim or raise fluorescent lighting systems to decrease or increase the electrical lighting used as the amount of daylight changes during the day. However

Dumais, Susan

188

An assessment of worldwide supercomputer usage  

SciTech Connect

This report provides a comparative study of advanced supercomputing usage in Japan and the United States as of Spring 1994. It is based on the findings of a group of US scientists whose careers have centered on programming, evaluating, and designing high-performance supercomputers for over ten years. The report is a follow-on to an assessment of supercomputing technology in Europe and Japan that was published in 1993. Whereas the previous study focused on supercomputer manufacturing capabilities, the primary focus of the current work was to compare where and how supercomputers are used. Research for this report was conducted through both literature studies and field research in Japan.

Wasserman, H.J.; Simmons, M.L.; Hayes, A.H.

1995-01-01T23:59:59.000Z

189

Farming education: a case for social games in learning  

Science Conference Proceedings (OSTI)

Social games have skyrocketed in popularity; much to the surprise of many in the game development community. By reinforcing individualized internalization of concepts while framing those experiences in terms of social activities, social games are filling ... Keywords: learning games, serious games, social games, social networks

Peter Smith; Alicia Sanchez

2011-07-01T23:59:59.000Z

190

Reducing Energy Usage in Extractive Distillation  

E-Print Network (OSTI)

Butadiene 1:3 is separated from other C4-hydrocarbons by extractive distillation in a sieve plate tower. Prior to the development work to be described, the pressure in the extraction tower was controlled at a fixed value. The tower pressure-boilup control loop did not behave satisfactorily in the presence of non-condensables which entered with the feed. The capacity of the flooded reflux drum condenser for the tower was limiting production during summer months. The tower pressure control loop was put on manual. The pressure was allowed to drop to its lowest attainable value for the existing conditions of boilup and condenser cooling capability. This manner of operation is known as floating pressure control. By taking advantage of the higher relative volatility at the lower tower pressure, energy usage was reduced and there was an increase in production capacity. The tower operation at a lower temperature reduced tower and reboiler fouling. Substantial savings have resulted from these improvements. The annual energy consumption has been reduced by 25% and maximum productive capacity is higher by 15%. The rate of tower and reboiler fouling has not been fully quantified but is greatly reduced. A more stable tower operation has also contributed to higher productivity and reduced energy usage. Venting of non-condensables does not affect tower stability and the operators have adapted well to the new control strategy.

Saxena, A. C.; Bhandari, V. A.

1985-05-01T23:59:59.000Z

191

Risk Mathematics and Quantum Games on Quantum Risk Structures - A Nuclear War Scenario Game  

E-Print Network (OSTI)

Quantum game theory is combined with risk mathematics' formalism to provide an approach to evolutionary scenario analysis. The formalism is addressed in its general form and is then applied to an extreme risks modelling case, to model a coevolving dynamical web of systemic situations representing the evolution of the regional tensions between two countries with nuclear weapons. The model's results are addressed regarding the potential for regional nuclear conflict to take place, and how evolutionary scenario analysis may contribute to nuclear war threat assessment and dynamical risk analysis. A final discussion is provided in what regards risk mathematics based on the evolutionary approach to risk assessement resulting from the combination of quantum game theory, morphic web representations and scenario analysis.

Carlos Pedro Gonçalves

2012-11-28T23:59:59.000Z

192

BNL | History:The First Video Game?  

NLE Websites -- All DOE Office Websites (Extended Search)

The First Video Game? The First Video Game? photo of Tennis for Two Before 'Pong,' There Was 'Tennis for Two' Before the era of electronic ping pong, hungry yellow dots, plumbers, mushrooms, and fire-flowers, people waited in line to play video games at roller-skating rinks, arcades, and other hangouts. More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play "Tennis for Two," an electronic tennis game that is unquestionably a forerunner of the modern video game. Tennis for Two was first introduced on October 18, 1958, at one of the Lab's annual visitors' days. Two people played the electronic tennis game with separate controllers that connected to an analog computer and used an oscilloscope for a screen. The game's creator, William

193

Numerical solution methods for differential game problems  

E-Print Network (OSTI)

Differential game theory provides a potential means for the parametric analysis of combat engagement scenarios. To determine its viability for this type of analysis, three frameworks for solving differential game problems ...

Johnson, Philip A. (Philip Arthur)

2009-01-01T23:59:59.000Z

194

Group theory (symmetries) in a computer game  

Science Conference Proceedings (OSTI)

Computer games can lay early seeds of mathematical concepts in children. The game discussed here is a computer puzzle that allows the movement of pieces through exchanges as well as in-place rotations of 180° about the x

Tarun Biswas

1998-01-01T23:59:59.000Z

195

A curiously short history of game art  

Science Conference Proceedings (OSTI)

Starting in the late mid-1990s, a group of artists in Europe, Australia and the United States began exploring the use of videogame technologies and cultural tropes to create Game Art, or more clearly stated, art made from videogames. Works like Bernstrup ... Keywords: Cory Arcangel, JODI, appropriation, art history, artgames, cultural reception, curation, exhibition, game art, game hacks, game mods, media art, museum, performative interventions, videogame technology

John Sharp

2012-05-01T23:59:59.000Z

196

The Evolution of Cellar Automaton based on Dilemmma Games with Selfish Strategy  

E-Print Network (OSTI)

We have proposed two new evolutionary rules on spatio-iterated games that is not mimic evolution of strategies, and mainly discussed the Prisoner's Dilemma game \\cite{toyota2} by the two evoutionary rules \\cite{toyota3}. In this paper we focus the first rule, that is, the selfish evolutionary rule for various dilemma games. In contrast to the Prisoner's Dilemma, there are gererally rich pase structures in the dilemma games. First we analytically clear the structure to present phase diagrams in the various dilemma games. Forthermore we simulate the time evolution of the soatio-games in the some representatives of the parameters according to the phase diagrams. Including some mutations, detail investigations are made by a computer simulation for five kinds of initial configurations. As results we find some dualities and game invariant properties. They show a sort of bifurcation as a mutation parameter are varied. In the path from one period to two one some common features are observed in most of games and some chaotic behaviors appear in the middle of the transition. Lastly we estimate the total hamiltonian, which is defined by the sum of the total payoff of all agents in the system, and show that the chaotic period is best from the perspective of the payoff. We also made some primitive discussions on them.

Norihito Toyota

2005-03-23T23:59:59.000Z

197

Generative conversation tool for game writers  

Science Conference Proceedings (OSTI)

Conversation is an important part of many games, whether it is there to provide information or entertainment. In the current state of commercial game development, almost all conversation is hand-authored. Further, different authoring approaches are used ... Keywords: authoring tools, dialogue generation, game development

Christina R. Strong; Michael Mateas; Dave Grossman

2009-04-01T23:59:59.000Z

198

Exploiting graph properties of game trees  

Science Conference Proceedings (OSTI)

The state space of most adversary games is a directed graph. However, due to the success of simple recursive algorithms based on Alpha-Beta, theoreticians and practitioners have concentrated on the traversal of trees, giving the field the name "game-tree ... Keywords: game playing, search

Aske Plaat; Jonathan Schaeffer; Wim Pijls; Arie de Bruin

1996-08-01T23:59:59.000Z

199

A serious game model for cultural heritage  

Science Conference Proceedings (OSTI)

Serious games present a promising opportunity for learning, but the genre still lacks methodologies and tools for efficient and low-cost production, particularly for teacher and domain experts. This article gives an authoring framework that aims to provide ... Keywords: Serious games, content authoring, cultural heritage, game-based learning, task-based learning, user experience, user testing, virtual reality

Francesco Bellotti; Riccardo Berta; Alessandro De Gloria; Annamaria D'ursi; Valentina Fiore

2012-12-01T23:59:59.000Z

200

Designing sound for a pervasive mobile game  

Science Conference Proceedings (OSTI)

We examine the role of sound design in pervasive mobile games. As a case study, we present the sound design and evaluation of a working prototype game called The Songs of North. A play-test with 19 players was conducted over a two-week period. ... Keywords: computer games, mobile applications, sound design

Inger Ekman; Laura Ermi; Jussi Lahti; Jani Nummela; Petri Lankoski; Frans Mäyrä

2005-06-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


201

Mobile gaming: Industry challenges and policy implications  

Science Conference Proceedings (OSTI)

Mobile games are a prime example of a successful mobile application and demonstrate the increasing range of platforms for the media and entertainment industries. Against this convergent background, this paper introduces the basic features of the mobile ... Keywords: Gaming industry, Mobile content and applications, Mobile ecosystem, Mobile gaming

Claudio Feijoo; José-Luis Gómez-Barroso; Juan-Miguel Aguado; Sergio Ramos

2012-04-01T23:59:59.000Z

202

CALIFORNIA DEPARTMENT OF FISH AND GAME December 2001  

E-Print Network (OSTI)

21 CALIFORNIA DEPARTMENT OF FISH AND GAME December 2001 California's Living Marine Resources: A Status Report The habitat of California's living marine resources is primarily the California Current, and biological content of the waters entering the California Current system. These events also result

203

Underwater Augmented Reality Game using the DOLPHYN Abdelkader Bellarbi2  

E-Print Network (OSTI)

Underwater Augmented Reality Game using the DOLPHYN Abdelkader Bellarbi2 , Christophe Domingues1 technologies. With the extension of Internet to underwater applications, the innovative character, such as the mouse, to underwater uses [1]. The Dolphyn is an underwater-computerized display system with various

Paris-Sud XI, Université de

204

Validation of music metadata via game with a purpose  

Science Conference Proceedings (OSTI)

Quantity of music metadata on the Web is sufficient, music recommendation and online repository systems are proof of it. However, it became a real challenge to keep quality of these metadata at reasonable level as the cost of manual validation is too ... Keywords: game with a purpose, human computing, metadata validation, multimedia, music information retrieval

Peter Dula?ka; Jakub šimko; Mária Bieliková

2012-09-01T23:59:59.000Z

205

Linked Open Data (LOD) Quality using a Movie Trivia Game  

E-Print Network (OSTI)

VAMPIRE ENERGY GAME SYSTEM: ON FOR 2 HOURS A DAY #12;4 How to get rid of your vampire plug loads You to eliminate all plug loads and the spooky vampire plug loads. Or, the simplest solution of course than was used by the machine in the factory that created it in the first place. Vampire energy Some

Sun, Yu

206

Building Energy Software Tools Directory: Energy Usage Forecasts  

NLE Websites -- All DOE Office Websites (Extended Search)

Energy Usage Forecasts Energy Usage Forecasts Energy Usage Forecasts Quick and easy web-based tool that provides free 14-day ahead energy usage forecasts based on the degree day forecasts for 1,200 stations in the U.S. and Canada. The user enters the daily non-weather base load and the usage per degree day weather factor; the tool applies the degree day forecast and displays the total energy usage forecast. Helpful FAQs explain the process and describe various options for the calculation of the base load and weather factor. Historical degree day reports and 14-day ahead degree day forecasts are available from the same site. Keywords degree days, historical weather, mean daily temperature, load calculation, energy simulation Validation/Testing Degree day data provided by AccuWeather.com, updated daily at 0700.

207

Groff (GNU ditroff) usage on Sun and SGI machines at the Lab  

NLE Websites -- All DOE Office Websites (Extended Search)

Groff (GNU ditroff) usage on Sun and SGI machines at the Lab Groff (GNU ditroff) usage on Sun and SGI machines at the Lab groff is the front end for the groff document formatting system. (GNU ditroff). groff's default device is ps (PostScript). (You may need to use "module load groff" to make groff available.) Sample usage Write groff output to a PostScript file me macros: groff -set -me myfile.me > myfile.ps ms macros: groff -set -mgs myfile.ms > myfile.ps Note well: "-mgs" uses the groff version of the MS ("gs") macros. Send groff output to a PostScript printer me macros: groff -set -me myfile.me | lpr -P someprinter ms macros: groff -set -mgs myfile.ms | lpr -P someprinter "someprinter" is some PostScript printer on distributed printing. Some common flags (from "man groff")

208

Cleaning optimization for reduced chemical usage  

SciTech Connect

The use of dilute SC-1 (NH40H:H202:H20) chemistry cleaning processes for particle removal from silicon surfaces has been investigated. Dilute chemistries can be highly effective, especially when high- frequency acoustic energy (megasonics) is applied. The high particle removal efficacy of the dilute chemistry processes presumably arises due to increased double layer effects caused by reduced ionic strength. Dilute chemistry SC- I solutions exhibit somewhat reduced efficacy for removal of certain light organics; however, when dilute SC-1 is used along with other pre-gate cleaning steps (e.g. HF, SC-2, and piranha), then the overall cleaning sequence is quite effective. In addition to providing robust cleaning processes, dilute chemistries also result in significantly lower chemical and rinse water usage. Waste water treatment requirements are also lessened when dilute chemistry cleaning solutions are employed.

Resnick, P.J.; Simonson, G.C.; Matlock, C.A.; Kelly, M.J.

1996-11-01T23:59:59.000Z

209

WebKDD 2005: web mining and web usage analysis post-workshop report  

Science Conference Proceedings (OSTI)

In this report, we summarize the contents and outcomes of the recent WebKDD 2005 workshop on Web Mining and Web Usage Analysis that was held in conjunction with the 11th ACM SIGKDD International Conference on Knowledge Discovery and Data Mining (KDD ... Keywords: clickstream analysis, mining evolving web data, personalization, profiling, recommender systems, web mining

Olfa Nasraoui; Osmar R. Zaďane; Myra Spiliopoulou; Bamshad Mobasher; Brij Masand; Philip S. YU

2005-12-01T23:59:59.000Z

210

Child Care Availability and Usage Among Welfare Recipients  

E-Print Network (OSTI)

Child Care Availability and Usage Among Welfare Recipients 1the impact that the availability of nearby licensed care hasemployment and that the availability of nearby licensed care

Houston, Douglas; Ong, Paul M.

2003-01-01T23:59:59.000Z

211

POWER PLANT WATER USAGE AND LOSS STUDY - Final  

NLE Websites -- All DOE Office Websites (Extended Search)

POWER PLANT WATER USAGE AND LOSS STUDY August 2005 Revised May 2007 Prepared for: The United States Department of Energy National Energy Technology Laboratory DOE Gasification...

212

VEHICLE USAGE LOG Department ________________________________________ Vehicle Homebase ____________________________ Week Ended (Sunday) _________________  

E-Print Network (OSTI)

VEHICLE USAGE LOG Department ________________________________________ Vehicle Homebase of the owning Unit. Vehicle Homebase: Enter the City, Zip Code, Building, or other location designation. Week

Johnston, Daniel

213

Form EIA-457E (2001) -- Household Bottled Gas Usage  

Annual Energy Outlook 2012 (EIA)

Fuel Oil or Kerosene Usage Form OMB No. 1905-0092, Expiring February 29, 2004 2001 Residential Energy Consumption Survey Answers to Frequently Asked Questions About the...

214

NANOFAB TOOL USAGE RATES Effective 1/1/13  

Science Conference Proceedings (OSTI)

... Application specific training beyond general tool usage will require additional training time and should be discussed with process engineer prior to ...

2013-07-18T23:59:59.000Z

215

Integrate Real-Time Weather with Thermostat Electrical Usage...  

NLE Websites -- All DOE Office Websites (Extended Search)

Xiufeng Pang Weather and its dynamics are big drivers of energy usage. Integration of key weather variables - solar, wind, and temperature - into home energy management and demand...

216

Commercial Building HVAC Energy Usage in Semi-Tropical Climates  

E-Print Network (OSTI)

The design of heating and cooling equipment in semi-tropical climates presents some design considerations and limitations not so prevalent in temperate climates. In some cases, the heating season may be non-existent for all practical purposes. Another consideration is the high ventilation loads due to cooling the moist air prevalent in semi-tropical climates. This paper describes a computer program which assesses all the pertinent variables which comprise the annual heating and cooling energy requirements for commercial buildings. It is then suggested that this computer program would be valuable in determining the changes one could expect in annual energy usage by varying certain building design parameters. Secondly, a small office building actually constructed in Central Florida in which the author designed the Heating and Cooling HVAC system is described. Tradeoffs are presented showing the effects of changes in these building design parameters.

Worbs, H. E.

1987-01-01T23:59:59.000Z

217

Multimodal Gumdo Game: The Whole Body Interaction with an Intelligent Cyber Fencer  

Science Conference Proceedings (OSTI)

This paper presents an immersive multimodal Gumdo simulation game that allows a user to experience the whole body interaction with an intelligent cyber fencer. The proposed system consists of three modules: (i) a nondistracting multimodal interface with ...

Jungwon Yoon; Sehwan Kim; Jeha Ryu; Woontack Woo

2002-12-01T23:59:59.000Z

218

Local-Domain Mesoscale Analysis and Forecast Model Support for the 1996 Centennial Olympic Games  

Science Conference Proceedings (OSTI)

The National Weather Service (NWS) developed the Olympic Weather Support System (OWSS) to provide specialized operational weather support for the 1996 Centennial Olympic Games in Atlanta. Operational implementation of the National Oceanic and ...

John S. Snook; Peter A. Stamus; James Edwards; Zaphiris Christidis; John A. McGinley

1998-03-01T23:59:59.000Z

219

Power Allocation in Team Jamming Games in Wireless Ad Hoc Networks  

E-Print Network (OSTI)

In this work, we study the problem of power allocation in teams. Each team consists of two agents who try to split their available power between the tasks of communication and jamming the nodes of the other team. The agents have constraints on their total energy and instantaneous power usage. The cost function is the difference between the rates of erroneously transmitted bits of each team. We model the problem as a zero-sum differential game between the two teams and use {\\it{Isaacs'}} approach to obtain the necessary conditions for the optimal trajectories. This leads to a continuous-kernel power allocation game among the players. Based on the communications model, we present sufficient conditions on the physical parameters of the agents for the existence of a pure strategy Nash equilibrium (PSNE). Finally, we present simulation results for the case when the agents are holonomic.

Bhattacharya, Sourabh; Ba?ar, Tamer

2011-01-01T23:59:59.000Z

220

Strategy Improvement for Concurrent Safety Games  

E-Print Network (OSTI)

We consider concurrent games played on graphs. At every round of the game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective: ``stay forever in a set F of states'', and its dual, the reachability objective, ``reach a set R of states''. We present in this paper a strategy improvement algorithm for computing the value of a concurrent safety game, that is, the maximal probability with which player 1 can enforce the safety objective. The algorithm yields a sequence of player-1 strategies which ensure probabilities of winning that converge monotonically to the value of the safety game. The significance of the result is twofold. First, while strategy improvement algorithms were known for Markov decision processes and turn-based games, as well as for concurrent reachability games, this is the first strategy improvement algorithm for concurrent safety games. Second, and most importantly, the impro...

Chatterjee, Krishnendu; Henzinger, Thomas A

2008-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


221

Tactical games & behavioral self-organization  

E-Print Network (OSTI)

The interactive game theoretical approach to tactics and behavioral self-organization is developed. Though it uses the interactive game theoretical formalization of dialogues as psycholinguistic phenomena, the crucial role is played by the essentially new concept of a tactical game. Applications to the perception processes and related subjects (memory, recollection, image understanding, imagination) are discussed together with relations to the computer vision and pattern recognition (the dynamical formation of patterns and perception models during perception as a result of its self-organization) and computer games (modelling of the tactical behavior and self-organization, tactical RPG and elaboration of new tactical game techniques). The appendix is devoted to the operative computer games and the user programming of operative units in a multi-user online operative computer game.

Denis V. Juriev

1999-11-19T23:59:59.000Z

222

On the Structure of Weakly Acyclic Games  

E-Print Network (OSTI)

The class of weakly acyclic games, which includes potential games and dominance-solvable games, captures many practical application domains. In a weakly acyclic game, from any starting state, there is a sequence of better-response moves that leads to a pure Nash equilibrium; informally, these are games in which natural distributed dynamics, such as better-response dynamics, cannot enter inescapable oscillations. We establish a novel link between such games and the existence of pure Nash equilibria in subgames. Specifically, we show that the existence of a unique pure Nash equilibrium in every subgame implies the weak acyclicity of a game. In contrast, the possible existence of multiple pure Nash equilibria in every subgame is insufficient for weak acyclicity in general; here, we also systematically identify the special cases (in terms of the number of players and strategies) for which this is sufficient to guarantee weak acyclicity.

Fabrikant, Alex; Schapira, Michael

2011-01-01T23:59:59.000Z

223

The games computers play...: perfectly  

Science Conference Proceedings (OSTI)

Artificial intelligence has had notable success in building high-performance game-playing programs to compete against the best human players; Deep Blue is the obvious example, but there are many more. However, the availability of fast and plentiful machines ...

Jonathan Schaeffer

2007-03-01T23:59:59.000Z

224

Quantum games and minimum entropy  

Science Conference Proceedings (OSTI)

This paper analyze Nash's equilibrium (maximum utility MU) and its relations with the order state(minimum entropy ME). I introduce the concept of minimum entropy as a paradigm of both Nash-Hayek's equilibrium. The ME concept is related to Quantum Games. ...

Edward Jiménez

2003-05-01T23:59:59.000Z

225

The ANgel Problem, Positional Games, . . .  

E-Print Network (OSTI)

This thesis is about combinatorial games—mostly. It is also about graphs, directed graphs and hypergraphs, to a large extent; and it deals with the complexity of certain computational problems from these two areas. We study three different problems that share several of the above aspects, yet, they form three individual subjects and so we treat them independently in three self-contained chapters: The angel-devil game. In the first chapter, we present improved strategies for an infinite game played on an infinite chess board, which has been introduced by Berlekamp, Conway, and Guy [8]. The angel, a chess person who jumps from square to square, tries to escape his opponent, the devil, who intends to strand the angel by placing obstacles on the board. The open question about this game is, whether some angel who is allowed to make sufficiently large but bounded steps in each move, will be able to escape forever. Conway [11] has shown that certain quite natural escape attempts are bound to fail.

Martin Kutz

2004-01-01T23:59:59.000Z

226

Cloud resource usage: extreme distributions invalidating traditional capacity planning models  

Science Conference Proceedings (OSTI)

For years Capacity Planning professionals knew or suspected that various characteristics of computer usage have non-normal distribution. At the same time much of the traditional workload modeling and forecasting is based on mathematical techniques assuming ... Keywords: capacity planning, power law, probability distributions, resource usage, volatility

Charles Z. Loboz

2011-06-01T23:59:59.000Z

227

Towards appliance usage prediction for home energy management  

Science Conference Proceedings (OSTI)

In this paper, we address the problem of predicting the usage of home appliances where a key challenge is to model the everyday routine of homeowners and the inter-dependency between the use of different appliances. To this end, we propose an agent based ... Keywords: home energy management, usage prediction

Ngoc Cuong Truong, Long Tran-Thanh, Enrico Costanza, Sarvapali D. Ramchurn

2013-01-01T23:59:59.000Z

228

Weathergods: tangible interaction in a digital tabletop game  

Science Conference Proceedings (OSTI)

In this paper we describe the game 'Weathergods', which is implemented on the Entertaible tabletop gaming platform [1]. The game uses either iconic or symbolic [2] tangible objects for interaction and marries both the advantages of traditional board ... Keywords: digital tabletop gaming, interaction design, pervasive games, tangible interaction, tangible user interfaces

Saskia Bakker; Debby Vorstenbosch; Elise van den Hoven; Gerard Hollemans; Tom Bergman

2007-02-01T23:59:59.000Z

229

Incompetence and impact of training in bimatrix games  

Science Conference Proceedings (OSTI)

The concept of games with incompetence has been introduced to better represent games where players may not be capable of executing strategies that they select. In particular this paper introduces incompetence into bimatrix games and investigates the ... Keywords: Decision making, Game theory, Multivalued mapping, Nash games, Nonlinearity, Sensitivity analysis, Training

Justin D. Beck; Vladimir Ejov; Jerzy A. Filar

2012-10-01T23:59:59.000Z

230

Residential energy usage comparison project: An overview  

SciTech Connect

This report provides an overveiw of the residential energy usage comparison project, an integrated load and market research project sponsored by EPRI and the Southern California Edison Company. Traditional studies of the relative energy consumption of electric and gas household appliances have relied on laboratory analyses and computer simulations. This project was designed to study the appliance energy consumption patterns of actual households. Ninety-two households in Orange County, California, southeast of Los Angeles, served as the study sample. Half of the households received new electric space-conditioning, water-heating, cooking, and clothes-drying equipment; the other half received gas equipment. The electric space-conditioning and water-heating appliances were heat pump technologies. All of the appliances were metered to collect load-shape and energy consumption data. The households were also surveyed periodically to obtain information on their energy needs and their acceptance of the appliances. The metered energy consumption data provide an important benchmark for comparing the energy consumption and costs of alternative end-use technologies. The customer research results provide new insights into customer preferences for fuel and appliance types. 15 figs., 3 tabs.

Smith, B.A.; Uhlaner, R.T.; Cason, T.N. (Quantum Consulting, Inc., Berkeley, CA (USA))

1990-10-01T23:59:59.000Z

231

Industrial Partnership Prosperity Game{trademark}  

Science Conference Proceedings (OSTI)

Prosperity Games TM are an outgrowth and adaptation move/countermove and seminar War Games. Prosperity Games TM are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games TM are unique in that both the game format and the player contributions vary from game to game. This report documents the Industry Partnership Prosperity Game sponsored by the Technology Partnerships and Commercialization Center at Sandia National Laboratories. Players came from the Sandia line organizations, the Sandia business development and technology partnerships organizations, the US Department of Energy, academia, and industry The primary objectives of this game were to: explore ways to increase industry partnerships to meet long-term Sandia goals; improve Sandia business development and marketing strategies and tactics; improve the process by which Sandia develops long-term strategic alliances. The game actions and recommendations of these players provided valuable insights as to what Sandia can do to meet these objectives.

Boyak, K.; Berman, M.; Beck, D.

1998-02-01T23:59:59.000Z

232

On-Off Minimum-Time Control With Limited Fuel Usage: Global Optima Via Linear Programming  

SciTech Connect

A method for finding a global optimum to the on-off minimum-time control problem with limited fuel usage is presented. Each control can take on only three possible values: maximum, zero, or minimum. The simplex method for linear systems naturally yields such a solution for the re-formulation presented herein because it always produces an extreme point solution to the linear program. Numerical examples for the benchmark linear flexible system are presented.

DRIESSEN,BRIAN

1999-09-01T23:59:59.000Z

233

Gaming, world building, and narrative: using role-playing games to teach fiction writing  

Science Conference Proceedings (OSTI)

This paper reports on the findings from an experimental creative writing course entitled "Gaming, World Building, and Narrative" that incorporated digital and tabletop role-playing game principles to teach fiction writing. Students studied the narrative ...

Trent Hergenrader

2011-06-01T23:59:59.000Z

234

Video Games - Did They Begin at Brookhaven  

Office of Scientific and Technical Information (OSTI)

Video Games – Did They Begin at Brookhaven? Video Games – Did They Begin at Brookhaven? Additional Web Pages The following account, written in 1981, tells how a Department of Energy research and development program led to the pioneering development of video games. William Higinbotham William Higinbotham First Pong, now Space Invaders, next Star Castle – video games have mesmerized children of at all ages across the country and around the world. Where did it all begin? Possibly at Brookhaven National Laboratory. In 1958, William Higinbotham, then head of BNL's Instrumentation Division, designed what may have been one of the first video games. Back then, Brookhaven had visitors days in the fall, and thousands of people came to tour the Lab and see exhibits set up in the gymnasium. Higinbotham's game was an illustration of what the Instrumentation Division could design and build.

235

Online gaming: a scoping study of massively multi-player online role playing games  

Science Conference Proceedings (OSTI)

The popularity of Massively Multiplayer Online Role-Playing Games (MMORPGs) has risen greatly over the last few years. To date there has been very little published academic research concerning online gaming and even less on the different types of online ... Keywords: Massively multiplayer online games, Scoping study

Alex Meredith; Zaheer Hussain; Mark D. Griffiths

2009-06-01T23:59:59.000Z

236

A game-based corpus for analysing the interplay between game context and player experience  

Science Conference Proceedings (OSTI)

Recognizing players' affective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human ... Keywords: game-based corpus, player behavior, player experience, player's affective state

Noor Shaker; Stylianos Asteriadis; Georgios N. Yannakakis; Kostas Karpouzis

2011-10-01T23:59:59.000Z

237

Instructional design authoring support for the development of serious games and mixed reality training. Paper presented at Interservice/Industry Training, Simulation and Education Conference  

E-Print Network (OSTI)

A significant trend is underway to apply entertainment game technologies to training environments, the Serious Games movement. These training games will be delivered through traditional technologies such as desktop computers as well as mobile computers, embedded in operational equipment and mixed reality technologies. The design and development of effective training using these technologies is challenging. There is often deep conflict between ensuring that the desired instructional goals are met while at the same time staying true to key benefits of games for training––engagement, fun, and complexity of the training scenario. The unpredictability of games impedes control of training variables and poorly designed games may result in negative training effects. Yet, trainers realize that many current training systems and instructional methods are ineffective, lack real world complexity and are boring. There is a need to bridge the gap between proven simulation and other training systems, and gaming entertainment technologies. Authoring tools are needed to ensure these new systems are used effectively. Our team has been investigating how to develop an instructional design authoring tool that supports the entire process from identifying training requirements through the delivery of regular and embedded training. We developed the Simulation-game Instructional Systems Design (SG-ISD) Model which has been mapped to ensure it supports official Instructional Systems Development (ISD) processes for effective design while integrating game

Sonny E. Kirkley, Ph.D.; Steve Tomblin; Jamie Kirkley

2005-01-01T23:59:59.000Z

238

POWER PLANT WATER USAGE AND LOSS STUDY - Final  

NLE Websites -- All DOE Office Websites (Extended Search)

POWER PLANT WATER USAGE AND LOSS STUDY POWER PLANT WATER USAGE AND LOSS STUDY August 2005 Revised May 2007 Prepared for: The United States Department of Energy National Energy Technology Laboratory DOE Gasification Technology Manager: Gary J. Stiegel DOE Project Manager: James R. Longanbach Project Manager: Michael D. Rutkowski Principal Investigators: Michael G. Klett Norma J. Kuehn Ronald L. Schoff Vladimir Vaysman Jay S. White Power Plant Water Usage and Loss Study i August 2005 TABLE OF CONTENTS TABLE OF CONTENTS ...................................................................................................................... I LIST OF TABLES.............................................................................................................................III

239

On Traveling Salesman Games with Asymmetric Costs  

E-Print Network (OSTI)

May 1, 2012 ... We construct a stable cost allocation with budget balance guarantee equal ... and a previously unknown connection to linear production games.

240

Dynamic Linear Production Games under Uncertainty  

E-Print Network (OSTI)

Oct 2, 2013 ... Abstract: In situations where uncertain costs are shared over time, static ... under uncertainty, generalizing classical linear production games to ...

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


241

Computer game based learning - SimComp.  

E-Print Network (OSTI)

?? This report is the result of a computer architecture simulation game development project. The goals of the project were to develop conceptual ideas for… (more)

Friis, Nicolai

2005-01-01T23:59:59.000Z

242

Interdiction Games on Markovian PERT Networks  

E-Print Network (OSTI)

Apr 15, 2013 ... Abstract: In a stochastic interdiction game a proliferator aims to minimize the expected duration of a nuclear weapons development project, ...

243

The Impact of Residential Density on Vehicle Usage and Energy Consumption  

E-Print Network (OSTI)

residential transportation energy usage is vital for theDensity on Vehicle Usage and Energy Consumption ReferencesDensity on Vehicle Usage and Energy Consumption UCI-ITS-WP-

Golob, Thomas F; Brownstone, David

2005-01-01T23:59:59.000Z

244

How Households Use Different Types of Vehicles: A Structural Driver Allocation and Usage Model  

E-Print Network (OSTI)

the first car. Mid-size car usage also involves the secondTypes Mini cars have approximately average usage. SubcompactCompact cars have greater than average usage only if they

Golob, Thomas F.; Kim, Seyoung K.; Ren, Weiping Willliam

1995-01-01T23:59:59.000Z

245

The Impact of Residential Density on Vehicle Usage and Energy Consumption  

E-Print Network (OSTI)

on Vehicle Usage and Energy Consumption References Bento,Vehicle Usage and Energy Consumption UCI-ITS-WP-05-1 Thomason Vehicle Usage and Energy Consumption Thomas F. Golob

Golob, Thomas F; Brownstone, David

2005-01-01T23:59:59.000Z

246

Information Security Analysis Using Game Theory and Simulation  

analysis can be performed using game theory implemented in dynamic simulations of Agent -Based Models ... previous limitations of current stochastic game models.

247

The use of remote sensing and Geographic Information System (GIS) techniques, to interpret savanna ecosystem patterns in the Sabi Sand Game Reserve, Mpumalanga province.  

E-Print Network (OSTI)

??This thesis explores techniques which ultimately strive to optimize production systems in rangeland areas of southern Africa. By linking spatially significant, satellite derived data to… (more)

Fortescue, Alexander Kenneth John

1997-01-01T23:59:59.000Z

248

Identify Vehicle Usage Mission Constraints for Reducing Greenhouse Gas  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Identify Vehicle Usage Mission Constraints for Reducing Greenhouse Identify Vehicle Usage Mission Constraints for Reducing Greenhouse Gas Emissions Identify Vehicle Usage Mission Constraints for Reducing Greenhouse Gas Emissions October 7, 2013 - 11:46am Addthis YOU ARE HERE: Step 2 As Federal agencies work to identify opportunities for right-sizing the fleet and replacing inefficient vehicles with new, efficient, and/or alternatively fueled models to reduce greenhouse gas (GHG) emissions, they should flag potential mission constraints associated with vehicle usage. This may involve further data collection to understand the mission considerations associated with individual vehicles. For instance, in Figure 1, Vehicle 004 appears to be underutilized, having both a low user-to-vehicle ratio and a relatively low time in use per day. However,

249

People are Strange: Current Behavioral Insights into Energy Usage  

NLE Websites -- All DOE Office Websites (Extended Search)

People are Strange: Current Behavioral Insights into Energy Usage Speaker(s): Susan Mazur-Stommen Date: October 10, 2011 - 12:00pm Location: 90-1099 Seminar HostPoint of Contact:...

250

Energy Usage Information: Lessons from the Credit Reporting Industry...  

NLE Websites -- All DOE Office Websites (Extended Search)

Energy Usage Information: Lessons from the Credit Reporting Industry. Speaker(s): Philip Henderson Date: October 4, 2012 - 12:00pm Location: 90-3122 Seminar HostPoint of Contact:...

251

Electricity Use in California: Past Trends and Present Usage...  

NLE Websites -- All DOE Office Websites (Extended Search)

Electricity Use in California: Past Trends and Present Usage Patterns Speaker(s): Rich Brown Date: May 16, 2002 - 12:00pm Location: Bldg. 90 Was explosive growth in electricity...

252

Memory Usage Inference for Object-Oriented Programs  

E-Print Network (OSTI)

We present a type-based approach to statically derive symbolic closed-form formulae that characterize the bounds of heap memory usages of programs written in object-oriented languages. Given a program with size and alias ...

Nguyen, Huu Hai

253

Usage of Appliances in U - Energy Information Administration  

U.S. Energy Information Administration (EIA)

U.S. Households Usage of Appliances in 1997. Household PCs by Year. The number of personal computers (PCs) in U.S. households has risen from zero in 1976, when the ...

254

UC Libraries Academic e-Book Usage Survey  

E-Print Network (OSTI)

Usage Study [Q1. Create condition: academic e-book users] 1.Do you use e-books for your academic work? (Select one) a.you generally prefer print books or e-books? (Select one) a.

Li, Chan; Poe, Felicia; Potter, Michele; Quigley, Brian; Wilson, Jacqueline

2011-01-01T23:59:59.000Z

255

RECS Propane Usage Form_v1 (Draft).xps  

Gasoline and Diesel Fuel Update (EIA)

propane usage for this housing unit between September 2008 and April 2010. Delivery Number Enter the Delivery Date for each delivery 1 2 3 4 5 6 7 8 9 10 Enter the Total Dollar...

256

NanoFab User Facility Usage Fee Schedule  

Science Conference Proceedings (OSTI)

Page 1. NanoFab User Facility Usage Fee Schedule Effective 11/1/09 Tool Full Rate ($/hr) Reduced Rate ($/hr) Base NanoFab Use 60 30 ...

257

"Table HC15.13 Lighting Usage Indicators by Four Most Populated...  

U.S. Energy Information Administration (EIA) Indexed Site

3 Lighting Usage Indicators by Four Most Populated States, 2005" " Million U.S. Housing Units" ,"Housing Units (millions)","Four Most Populated States" "Lighting Usage...

258

The impact of residential density on vehicle usage and fuel consumption  

E-Print Network (OSTI)

characteristics on household residential choice and auto2009. The impact of residential density on vehicle usage and2010-05) The impact of residential density on vehicle usage

Kim, Jinwon; Brownstone, David

2010-01-01T23:59:59.000Z

259

The Impact of Residential Density on Vehicle Usage and Energy Consumption  

E-Print Network (OSTI)

Understanding total residential transportation energy usageon Vehicle Usage and Energy Consumption total annual fuelUsage and Energy Consumption Gasoline-equivalent gallons per year total

Golob, Thomas F; Brownstone, David

2005-01-01T23:59:59.000Z

260

The Impact of Residential Density on Vehicle Usage and Energy Consumption  

E-Print Network (OSTI)

Vehicle Usage and Energy Consumption Table 2 Housing Unitsresidential vehicular energy consumption is graphed as aon Vehicle Usage and Energy Consumption with vehicles, but

Golob, Thomas F.; Brownstone, David

2005-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


261

PowerScope: A Tool for Profiling the Energy Usage of Mobile Applications  

E-Print Network (OSTI)

In this paper, we describe the design and implementation of PowerScope, a tool for profiling energy usage by applications. PowerScope maps energy consumption to program structure, in much the same way that CPU profilers map processor cycles to specific processes and procedures. Our approach combines hardware instrumentation to measure current level with kernel software support to perform statistical sampling of system activity. Postprocessing software maps the sample data to program structure and produces a profile of energy usage by process and procedure. Using PowerScope, we have been able to reduce the energy consumption of an adaptive video playing application by 46%. 1. Introduction Energy is a critical resource for mobile computers [5, 8]. In spite of many improvements in low-power hardware design and battery life, there is now growing awareness that a strategically viable approach to energy management must include higher levels of the system [2]. For example, a network applica...

Jason Flinn; M. Satyanarayanan

1999-01-01T23:59:59.000Z

262

Assessing user experiences and usage intentions of m-banking service  

Science Conference Proceedings (OSTI)

M-banking is a channel through which banks interact with customers via mobile devices. M-banking is an emerging mobile commerce application. It is a challenging task for banks to encourage customers to continue using m-banking services, and ... Keywords: bank operations, dual process, financial information systems, m-banking, m-commerce, marketing strategies, mobile banking, mobile commerce, mobile communications, product attributes, product knowledge, promotional campaigns, usage intention, user experiences

Kuang-Hsun Shih; Hsu-Feng Hung; Binshan Lin

2010-05-01T23:59:59.000Z

263

Violent computer games, empathy, and cosmopolitanism  

Science Conference Proceedings (OSTI)

Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a ... Keywords: Nussbaum, computer games, cosmopolitanism, empathy, violence

Mark Coeckelbergh

2007-07-01T23:59:59.000Z

264

Structural Workshop Paper---Estimating Discrete Games  

Science Conference Proceedings (OSTI)

This paper provides a critical review of the methods for estimating static discrete games and their relevance for quantitative marketing. We discuss the various modeling approaches, alternative assumptions, and relevant trade-offs involved in taking ... Keywords: discrete choice, games estimation, structural models

Paul B. Ellickson; Sanjog Misra

2011-11-01T23:59:59.000Z

265

Engaging viewers through social TV games  

Science Conference Proceedings (OSTI)

IPTV platforms have revealed a great potential for the viewers' involvement by allowing the development of services and applications related with the TV content. Taking advantage of both the potentialities of these platforms and game related dynamics ... Keywords: bets, evaluation, field trial, interactive television, quizzes, social games

Pedro Almeida; Jorge Ferraz; Ana Pinho; Diogo Costa

2012-07-01T23:59:59.000Z

266

Evolving intelligent game-playing agents  

Science Conference Proceedings (OSTI)

Traditional game playing programs have relied on advanced search algorithms and hand-tuned evaluation functions to play 'intelligently'. A historical overview of these techniques is provided, followed by a revealing look at recent developments in co-evolutionary ... Keywords: algorithms, artificial intelligence, co-evolution, design, experimentation, game learning, particle swarm optimisation

Nelis Franken; Andries P. Engelbrecht

2003-09-01T23:59:59.000Z

267

Weak and Strong k-connectivity games  

E-Print Network (OSTI)

For a positive integer $k$ we consider the $k$-vertex-connectivity game, played on the edge set of $K_n$, the complete graph on $n$ vertices. We first study the Maker-Breaker version of this game and prove that, for any integer $k \\geq 2$ and sufficiently large $n$, Maker has a strategy for winning this game within $\\lfloor k n/2 \\rfloor + 1$ moves, which is clearly best possible. This answers a question of Hefetz, Krivelevich, Stojakovi\\'c and Szab\\'o. We then consider the strong $k$-vertex-connectivity game. For every positive integer $k$ and sufficiently large $n$, we describe an explicit first player's winning strategy for this game.

Ferber, Asaf

2012-01-01T23:59:59.000Z

268

Villains, architects and micro-managers: what tabula rasa teaches us about game orchestration  

Science Conference Proceedings (OSTI)

Players of digital games are limited by the constraints of the game's implementation. Players cannot fly a kite, plant a tree or make friends with a dragon if these activities were not coded within the game. Game orchestration relaxes these restrictions ... Keywords: game design, game orchestration, tabletop gaming

T.C. Nicholas Graham; Irina Schumann; Mrunal Patel; Quentin Bellay; Raimund Dachselt

2013-04-01T23:59:59.000Z

269

It's all Greek to me: a case for the classics in game development education  

Science Conference Proceedings (OSTI)

This article provides an overview of Classical Greek literature as a parallel for the game development industry: we outline how the historical developments of Greek storytelling and literature inform the developmental history of video games. As the Greek ... Keywords: Aristotle, Greek literature, Homer, game curriculum, game design, game design theory, game development, game-based education, philosophy, story, storytelling

Fred Sebastian; Anthony Whitehead

2008-11-01T23:59:59.000Z

270

Multidisciplinary students and instructors: a second-year games course  

Science Conference Proceedings (OSTI)

Computer games are a multi-billion dollar industry and have become an important part of our private and social lives. It is only natural, then, that the technology used to create games should become part of a computing science curriculum. However, game ... Keywords: computer games, multidisciplinary students, multidisciplinary teaching

Nathan R. Sturtevant; H. James Hoover; Jonathan Schaeffer; Sean Gouglas; Michael H. Bowling; Finnegan Southey; Matthew Bouchard; Ghassan Zabaneh

2008-02-01T23:59:59.000Z

271

Exploring the use of ray tracing for future games  

Science Conference Proceedings (OSTI)

Rasterization hardware and computer games have always been tightly connected: The hardware implementation of rasterization has made complex interactive 3D games possible while requirements for future games drive the development of increasingly parallel ... Keywords: dynamic scenes, games development, global illumination, graphics hardware, realtime ray tracing, simulation

Heiko Friedrich; Johannes Günther; Andreas Dietrich; Michael Scherbaum; Hans-Peter Seidel; Philipp Slusallek

2006-07-01T23:59:59.000Z

272

The Banzhaf power index for ternary bicooperative games  

Science Conference Proceedings (OSTI)

In this paper we analyze ternary bicooperative games, which are a refinement of the concept of a ternary voting game introduced by Felsenthal and Machover. Furthermore, majority voting rules based on the difference of votes are simple bicooperative games. ... Keywords: Banzhaf power index, Generating function, Ternary bicooperative game

J. M. Bilbao; J. R. Fernández; N. Jiménez; J. J. López

2010-05-01T23:59:59.000Z

273

Designing stories: practices of narrative in 3D computer games  

Science Conference Proceedings (OSTI)

Drawing on theories from game-, film-, and theatre studies, this paper explores two primary ways in which 3D computer games deal with stories. As evident in how these games are creatively designed and publically discussed, one of these approaches focuses ... Keywords: film, game design, immersion, media comparison, narratology, presentation, representation, storytelling, theatre

Teun Dubbelman

2011-08-01T23:59:59.000Z

274

Insectopia: exploring pervasive games through technology already pervasively available  

Science Conference Proceedings (OSTI)

We present the pervasive game Insectopia, which have been designed by the approach of utilizing commercially available mobile phones to provide context-dependent gameplay. The design and evaluation of the game is described together with a discussion ... Keywords: bluetooth harvesting, context-dependent games, pervasive games

Johan Peitz; Hannamari Saarenpää; Staffan Björk

2007-06-01T23:59:59.000Z

275

Towards designing for competence and engagement in serious games  

Science Conference Proceedings (OSTI)

Through a series of game design experiments evidence was found signifying the importance of feeling competence as a driver for engagement during gameplay. Engagement during gameplay is important both as a motivation to play games, as well as for serious ... Keywords: designing for competence, engagement, experiential learning, game design, self-determination theory, serious games

Erik D. Van Der Spek

2012-09-01T23:59:59.000Z

276

What went wrong? A survey of problems in game development  

Science Conference Proceedings (OSTI)

Despite its growth and profitability, many reports about game projects show that their production is not a simple task, but one beset by common problems and still distant from having a healthy and synergetic work process. The goal of this article is ... Keywords: Electronic games, game development, postmortems, problems in game development, survey

Fábio Petrillo; Marcelo Pimenta; Francisco Trindade; Carlos Dietrich

2009-02-01T23:59:59.000Z

277

A narrative metaphor to facilitate educational game authoring  

Science Conference Proceedings (OSTI)

In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational point-and-click adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development ... Keywords: Authoring tools and methods, Improving classroom teaching, Serious games

Eugenio J. Marchiori; Javier Torrente; Ángel del Blanco; Pablo Moreno-Ger; Pilar Sancho; Baltasar Fernández-Manjón

2012-01-01T23:59:59.000Z

278

Beating Nature at her Own Game? | U.S. DOE Office of Science (SC)  

Office of Science (SC) Website

Beating Nature at her Own Game? Beating Nature at her Own Game? Discovery & Innovation Stories of Discovery & Innovation Brief Science Highlights SBIR/STTR Highlights Contact Information Office of Science U.S. Department of Energy 1000 Independence Ave., SW Washington, DC 20585 P: (202) 586-5430 08.24.11 Beating Nature at her Own Game? New catalyst speeds conversion of electricity to hydrogen fuel. Print Text Size: A A A Subscribe FeedbackShare Page Click to enlarge photo. Enlarge Photo Systemic view of how catalyst might fit into a renewable energy production and storage system Image courtesy of Pacific Northwest National Laboratory Systemic view of how catalyst might fit into a renewable energy production and storage system. Major improvements in our ability to store electrical energy will be

279

2011 Radioactive Materials Usage Survey for Unmonitored Point Sources  

SciTech Connect

This report provides the results of the 2011 Radioactive Materials Usage Survey for Unmonitored Point Sources (RMUS), which was updated by the Environmental Protection (ENV) Division's Environmental Stewardship (ES) at Los Alamos National Laboratory (LANL). ES classifies LANL emission sources into one of four Tiers, based on the potential effective dose equivalent (PEDE) calculated for each point source. Detailed descriptions of these tiers are provided in Section 3. The usage survey is conducted annually; in odd-numbered years the survey addresses all monitored and unmonitored point sources and in even-numbered years it addresses all Tier III and various selected other sources. This graded approach was designed to ensure that the appropriate emphasis is placed on point sources that have higher potential emissions to the environment. For calendar year (CY) 2011, ES has divided the usage survey into two distinct reports, one covering the monitored point sources (to be completed later this year) and this report covering all unmonitored point sources. This usage survey includes the following release points: (1) all unmonitored sources identified in the 2010 usage survey, (2) any new release points identified through the new project review (NPR) process, and (3) other release points as designated by the Rad-NESHAP Team Leader. Data for all unmonitored point sources at LANL is stored in the survey files at ES. LANL uses this survey data to help demonstrate compliance with Clean Air Act radioactive air emissions regulations (40 CFR 61, Subpart H). The remainder of this introduction provides a brief description of the information contained in each section. Section 2 of this report describes the methods that were employed for gathering usage survey data and for calculating usage, emissions, and dose for these point sources. It also references the appropriate ES procedures for further information. Section 3 describes the RMUS and explains how the survey results are organized. The RMUS Interview Form with the attached RMUS Process Form(s) provides the radioactive materials survey data by technical area (TA) and building number. The survey data for each release point includes information such as: exhaust stack identification number, room number, radioactive material source type (i.e., potential source or future potential source of air emissions), radionuclide, usage (in curies) and usage basis, physical state (gas, liquid, particulate, solid, or custom), release fraction (from Appendix D to 40 CFR 61, Subpart H), and process descriptions. In addition, the interview form also calculates emissions (in curies), lists mrem/Ci factors, calculates PEDEs, and states the location of the critical receptor for that release point. [The critical receptor is the maximum exposed off-site member of the public, specific to each individual facility.] Each of these data fields is described in this section. The Tier classification of release points, which was first introduced with the 1999 usage survey, is also described in detail in this section. Section 4 includes a brief discussion of the dose estimate methodology, and includes a discussion of several release points of particular interest in the CY 2011 usage survey report. It also includes a table of the calculated PEDEs for each release point at its critical receptor. Section 5 describes ES's approach to Quality Assurance (QA) for the usage survey. Satisfactory completion of the survey requires that team members responsible for Rad-NESHAP (National Emissions Standard for Hazardous Air Pollutants) compliance accurately collect and process several types of information, including radioactive materials usage data, process information, and supporting information. They must also perform and document the QA reviews outlined in Section 5.2.6 (Process Verification and Peer Review) of ES-RN, 'Quality Assurance Project Plan for the Rad-NESHAP Compliance Project' to verify that all information is complete and correct.

Sturgeon, Richard W. [Los Alamos National Laboratory

2012-06-27T23:59:59.000Z

280

2011 Radioactive Materials Usage Survey for Unmonitored Point Sources  

SciTech Connect

This report provides the results of the 2011 Radioactive Materials Usage Survey for Unmonitored Point Sources (RMUS), which was updated by the Environmental Protection (ENV) Division's Environmental Stewardship (ES) at Los Alamos National Laboratory (LANL). ES classifies LANL emission sources into one of four Tiers, based on the potential effective dose equivalent (PEDE) calculated for each point source. Detailed descriptions of these tiers are provided in Section 3. The usage survey is conducted annually; in odd-numbered years the survey addresses all monitored and unmonitored point sources and in even-numbered years it addresses all Tier III and various selected other sources. This graded approach was designed to ensure that the appropriate emphasis is placed on point sources that have higher potential emissions to the environment. For calendar year (CY) 2011, ES has divided the usage survey into two distinct reports, one covering the monitored point sources (to be completed later this year) and this report covering all unmonitored point sources. This usage survey includes the following release points: (1) all unmonitored sources identified in the 2010 usage survey, (2) any new release points identified through the new project review (NPR) process, and (3) other release points as designated by the Rad-NESHAP Team Leader. Data for all unmonitored point sources at LANL is stored in the survey files at ES. LANL uses this survey data to help demonstrate compliance with Clean Air Act radioactive air emissions regulations (40 CFR 61, Subpart H). The remainder of this introduction provides a brief description of the information contained in each section. Section 2 of this report describes the methods that were employed for gathering usage survey data and for calculating usage, emissions, and dose for these point sources. It also references the appropriate ES procedures for further information. Section 3 describes the RMUS and explains how the survey results are organized. The RMUS Interview Form with the attached RMUS Process Form(s) provides the radioactive materials survey data by technical area (TA) and building number. The survey data for each release point includes information such as: exhaust stack identification number, room number, radioactive material source type (i.e., potential source or future potential source of air emissions), radionuclide, usage (in curies) and usage basis, physical state (gas, liquid, particulate, solid, or custom), release fraction (from Appendix D to 40 CFR 61, Subpart H), and process descriptions. In addition, the interview form also calculates emissions (in curies), lists mrem/Ci factors, calculates PEDEs, and states the location of the critical receptor for that release point. [The critical receptor is the maximum exposed off-site member of the public, specific to each individual facility.] Each of these data fields is described in this section. The Tier classification of release points, which was first introduced with the 1999 usage survey, is also described in detail in this section. Section 4 includes a brief discussion of the dose estimate methodology, and includes a discussion of several release points of particular interest in the CY 2011 usage survey report. It also includes a table of the calculated PEDEs for each release point at its critical receptor. Section 5 describes ES's approach to Quality Assurance (QA) for the usage survey. Satisfactory completion of the survey requires that team members responsible for Rad-NESHAP (National Emissions Standard for Hazardous Air Pollutants) compliance accurately collect and process several types of information, including radioactive materials usage data, process information, and supporting information. They must also perform and document the QA reviews outlined in Section 5.2.6 (Process Verification and Peer Review) of ES-RN, 'Quality Assurance Project Plan for the Rad-NESHAP Compliance Project' to verify that all information is complete and correct.

Sturgeon, Richard W. [Los Alamos National Laboratory

2012-06-27T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


281

Table HC15.7 Air-Conditioning Usage Indicators by Four Most Populated States, 2005  

U.S. Energy Information Administration (EIA) Indexed Site

7 Air-Conditioning Usage Indicators by Four Most Populated States, 2005 7 Air-Conditioning Usage Indicators by Four Most Populated States, 2005 Total.................................................................................. 111.1 7.1 7.0 8.0 12.1 Do Not Have Cooling Equipment.................................... 17.8 1.8 Q Q 4.9 Have Cooling Equipment................................................. 93.3 5.3 7.0 7.8 7.2 Use Cooling Equipment.................................................. 91.4 5.3 7.0 7.7 6.6 Have Equipment But Do Not Use it................................ 1.9 Q N Q 0.6 Type of Air-Conditioning Equipment 1, 2 Central System............................................................. 65.9 1.1 6.4 6.4 5.4 Without a Heat Pump................................................. 53.5 1.1 3.5 5.7 4.9 With a Heat Pump......................................................

282

Associating Internet usage with depressive behavior among college students  

E-Print Network (OSTI)

Abstract — Depression is a mental health problem affecting a large population of college students. Since college students are active users of the Internet today, investigating associations between symptoms of depression and Internet usage has been an active area of research. While existing studies do provide critical insights, they are limited due to the fact that Internet usage of subjects is characterized by means of self-reported surveys only. In this paper, we report our findings on a month long experiment conducted at Missouri University of Science and Technology on associating depressive symptoms among college students and Internet usage using real Internet data collected continuously, unobtrusively and preserving privacy. In our study, 216 undergraduates were surveyed for depressive symptoms using the CES-D scale. We then collected their on-campus Internet usage via Cisco NetFlow records. Subsequent analysis revealed that several Internet usage features like average packets per flow, peer-to-peer (octets, packets and duration), chat octets, mail (packets and duration), ftp duration, and remote file octets exhibit a statistically significant correlation with depressive symptoms. Additionally, Mann-Whitney U-tests revealed that average packets per flow, remote file octets, chat (octets, packets and duration) and flow duration entropy demonstrate statistically significant differences in the mean values across groups with and without depressive symptoms. To the best of our knowledge, this is the first study that associates depressive symptoms among college students with continuously collected real Internet data.

Raghavendra Kotikalapudi; Frances Montgomery; Donald Wunsch

2012-01-01T23:59:59.000Z

283

MESUR: USAGE-BASED METRICS OF SCHOLARLY IMPACT  

SciTech Connect

The evaluation of scholarly communication items is now largely a matter of expert opinion or metrics derived from citation data. Both approaches can fail to take into account the myriad of factors that shape scholarly impact. Usage data has emerged as a promising complement to existing methods o fassessment but the formal groundwork to reliably and validly apply usage-based metrics of schlolarly impact is lacking. The Andrew W. Mellon Foundation funded MESUR project constitutes a systematic effort to define, validate and cross-validate a range of usage-based metrics of schlolarly impact by creating a semantic model of the scholarly communication process. The constructed model will serve as the basis of a creating a large-scale semantic network that seamlessly relates citation, bibliographic and usage data from a variety of sources. A subsequent program that uses the established semantic network as a reference data set will determine the characteristics and semantics of a variety of usage-based metrics of schlolarly impact. This paper outlines the architecture and methodology adopted by the MESUR project and its future direction.

BOLLEN, JOHAN [Los Alamos National Laboratory; RODRIGUEZ, MARKO A. [Los Alamos National Laboratory; VAN DE SOMPEL, HERBERT [Los Alamos National Laboratory

2007-01-30T23:59:59.000Z

284

The use of web structure and content to identify subjectively interesting web usage patterns  

Science Conference Proceedings (OSTI)

The discipline of Web Usage Mining has grown rapidly in the past few years, despite the crash of the e-commerce boom of the late 1990s. Web Usage Mining is the application of data mining techniques to Web clickstream data in order to extract usage patterns. ... Keywords: Data mining, Web usage mining, World Wide Web

Robert Cooley

2003-05-01T23:59:59.000Z

285

A practical ontology for the large-scale modeling of scholarly artifacts and their usage  

Science Conference Proceedings (OSTI)

The large-scale analysis of scholarly artifact usage is constrained primarily by current practices in usage data archiving, privacy issues concerned with the dissemination of usage data, and the lack of a practical ontology for modeling the usage domain. ... Keywords: resource description framework and schema, semantic networks, web ontology language

Marko A. Rodriguez; Johan Bollen; Herbert Van de Sompel

2007-06-01T23:59:59.000Z

286

Potentials and limits of secondary spectrum usage by CDMA base stations  

Science Conference Proceedings (OSTI)

With the progress of transmission technology and fast growing demand for ubiquitous high speed wireless services, it is clear that the pressure towards more flexibility in usage of limited spectrum will increase. With concept of spectrum sharing, in ... Keywords: primary exclusive region (PER), secondary spectrum usage, secondary usage allowable region (SAR), secondary usage prohibitive region (SPR)

Eun-Hee Shin; Dongwoo Kim

2009-01-01T23:59:59.000Z

287

Ethanol Usage in Urban Public Transportation - Presentation of Results |  

Open Energy Info (EERE)

Ethanol Usage in Urban Public Transportation - Presentation of Results Ethanol Usage in Urban Public Transportation - Presentation of Results Jump to: navigation, search Tool Summary Name: Ethanol Usage in Urban Public Transportation - Presentation of Results Agency/Company /Organization: BioEthanol for Sustainable Transport Focus Area: Fuels & Efficiency Topics: Best Practices Website: cenbio.iee.usp.br/download/publicacoes/SAE_BEST_2010.pdf This paper presents the BioEthanol for Sustainable Transport (BEST) project in Brazil, its partners, and the results from the demonstration tests performed in field, as well as the proposals of public policies that were elaborated and are being implemented. The BEST project was implemented in Sao Paulo as well as eight other cities located in Europe and Asia. How to Use This Tool

288

Form EIA-457E (2001) -- Household Bottled Gas Usage  

U.S. Energy Information Administration (EIA) Indexed Site

F (2001) -- Household Natural Gas Usage Form F (2001) -- Household Natural Gas Usage Form OMB No. 1905-0092, Expiring February 29, 2004 2001 Residential Energy Consumption Survey Answers to Frequently Asked Questions About the Household Natural Gas Usage Form What is the purpose of the Residential Energy Consumption Survey? The Residential Energy Consumption Survey (RECS) collects data on energy consumption and expenditures in U.S. housing units. Over 5,000 statistically selected households across the U.S. have already provided information about their household, the physical characteristics of their housing unit, their energy-using equipment, and their energy suppliers. Now we are requesting the energy billing records for these households from each of their energy suppliers. After all this information has been collected, the information will be used to

289

Form EIA-457E (2001) -- Household Bottled Gas Usage  

U.S. Energy Information Administration (EIA) Indexed Site

E (2001) - Household Electricity Usage Form E (2001) - Household Electricity Usage Form OMB No. 1905-0092, Expiring February 29, 2004 2001 Residential Energy Consumption Survey Answers to Frequently Asked Questions About the Household Electricity Usage Form What is the purpose of the Residential Energy Consumption Survey? The Residential Energy Consumption Survey (RECS) collects data on energy consumption and expenditures in U.S. housing units. Over 5,000 statistically selected households across the U.S. have already provided information about their household, the physical characteristics of their housing unit, their energy-using equipment, and their energy suppliers. Now we are requesting the energy billing records for these households from each of their energy suppliers. After all this information has been collected, the information will be used to

290

Definition: Reduced Oil Usage (Not Monetized) | Open Energy Information  

Open Energy Info (EERE)

Usage (Not Monetized) Usage (Not Monetized) Jump to: navigation, search Dictionary.png Reduced Oil Usage (Not Monetized) The functions that provide this benefit eliminate the need to send a line worker or crew to the switch or capacitor locations to operate them eliminate the need for truck rolls to perform diagnosis of equipment condition, and reduce truck rolls for meter reading and measurement purposes. This reduces the fuel consumed by a service vehicle or line truck. The use of plug-in electric vehicles can also lead to this benefit since the electrical energy used by plug-in electric vehicles displaces the equivalent amount of oil.[1] References ↑ SmartGrid.gov 'Description of Benefits' An LikeLike UnlikeLike You like this.Sign Up to see what your friends like. inline Glossary Definition

291

APS Guideline for Hand Tool and Portable Power Tool Usage  

NLE Websites -- All DOE Office Websites (Extended Search)

Hand Tool and Portable Power Tool Usage Hand Tool and Portable Power Tool Usage Introduction CAT/XSD recognizes that the misuse and improper maintenance of hand tools and portable power tools cause a significant number of injuries to even "experienced" workers. Consequently, CAT/XSD has adopted the following policies and procedures to minimize the hazards associated with the use of such equipment at the APS. These guidelines apply to all use of hand tools and portable power tools by CAT/XSD personnel while performing maintenance or installation activities at the APS. Although CAT/XSD feels that most of the guidelines also apply to tool usage during experimental activities, CAT/XSD will not require that short-term users complete the training described below. Using Tools Safely If you have not had formal training in the use of common tools, either view

292

"Table HC11.7 Air-Conditioning Usage Indicators by Northeast Census Region, 2005"  

U.S. Energy Information Administration (EIA) Indexed Site

7 Air-Conditioning Usage Indicators by Northeast Census Region, 2005" 7 Air-Conditioning Usage Indicators by Northeast Census Region, 2005" " Million U.S. Housing Units" ,,"Northeast Census Region" ,"U.S. Housing Units (millions)" ,,,"Census Division" ,,"Total Northeast" "Air Conditioning Usage Indicators",,,"Middle Atlantic","New England" "Total",111.1,20.6,15.1,5.5 "Do Not Have Cooling Equipment",17.8,4,2.4,1.7 "Have Cooling Equipment",93.3,16.5,12.8,3.8 "Use Cooling Equipment",91.4,16.3,12.6,3.7 "Have Equipment But Do Not Use it",1.9,0.3,"Q","Q" "Type of Air-Conditioning Equipment1, 2" "Central System",65.9,6,5.2,0.8 "Without a Heat Pump",53.5,5.5,4.8,0.7

293

"Table HC15.7 Air-Conditioning Usage Indicators by Four Most Populated States, 2005"  

U.S. Energy Information Administration (EIA) Indexed Site

7 Air-Conditioning Usage Indicators by Four Most Populated States, 2005" 7 Air-Conditioning Usage Indicators by Four Most Populated States, 2005" " Million U.S. Housing Units" ,"Housing Units (millions)","Four Most Populated States" "Air Conditioning Usage Indicators",,"New York","Florida","Texas","California" "Total",111.1,7.1,7,8,12.1 "Do Not Have Cooling Equipment",17.8,1.8,"Q","Q",4.9 "Have Cooling Equipment",93.3,5.3,7,7.8,7.2 "Use Cooling Equipment",91.4,5.3,7,7.7,6.6 "Have Equipment But Do Not Use it",1.9,"Q","N","Q",0.6 "Type of Air-Conditioning Equipment1, 2" "Central System",65.9,1.1,6.4,6.4,5.4

294

"Table HC10.7 Air-Conditioning Usage Indicators by U.S. Census Region, 2005"  

U.S. Energy Information Administration (EIA) Indexed Site

7 Air-Conditioning Usage Indicators by U.S. Census Region, 2005" 7 Air-Conditioning Usage Indicators by U.S. Census Region, 2005" " Million U.S. Housing Units" ,"Housing Units (millions)","U.S. Census Region" "Air Conditioning Usage Indicators",,"Northeast","Midwest","South","West" "Total",111.1,20.6,25.6,40.7,24.2 "Do Not Have Cooling Equipment",17.8,4,2.1,1.4,10.3 "Have Cooling Equipment",93.3,16.5,23.5,39.3,13.9 "Use Cooling Equipment",91.4,16.3,23.4,38.9,12.9 "Have Equipment But Do Not Use it",1.9,0.3,"Q",0.5,1 "Type of Air-Conditioning Equipment1, 2" "Central System",65.9,6,17.3,32.1,10.5 "Without a Heat Pump",53.5,5.5,16.2,23.2,8.7

295

Impact of 3G and beyond technology development and pricing on mobile data service provisioning, usage and diffusion  

Science Conference Proceedings (OSTI)

This study investigates the third generation mobile telecommunication systems (3G) diffusion challenges in the situation where large-scale mobile data service usage has not yet broken through. The paper first analyzes incumbent mobile operator business ... Keywords: 3G mobile services, Business models, Flat rate pricing, L96, O33, Techno-economics, Telecommunication

Jarmo Harno

2010-08-01T23:59:59.000Z

296

Predicting Energy Usage in a Supermarket  

E-Print Network (OSTI)

Very little is known about the energy using systems in commercial and retail stores, which consume 24.8% of the energy used by all commercial buildings. This paper describes development of a change-point regression model for predicting the hourly and daily electrical use of a supermarket. Operational improvements already identified with the model can save the store over 4% of their electricity cost annually. Further analysis is expected to save the store additional energy costs.

Schrock, D. W.; Claridge, D. E.

1989-01-01T23:59:59.000Z

297

Simple strategies for minimization of cooling water usage in binary power plants  

SciTech Connect

The geothermal resources which could be used for the production of electrical power in the United States are located for the most part in the semi-arid western regions of the country. The availability of ground or surface water in the quantity or quality desired for a conventional wet'' heat rejections system represents a barrier to the development of these resources with the binary cycle technology. This paper investigates some simple strategies to minimize the cooling water usage of binary power plants. The cooling water usage is reduced by increasing the thermal efficiency of the plant. Three methods of accomplishing this are considered here: increasing the average source temperature, by increasing the geofluid outlet temperature; decreasing pinch points on the heat rejection heat exchangers, increasing their size; and using internal recuperation within the cycle. In addition to the impact on water usage, the impact on cost-of-electricity is determined. The paper shows that some of these strategies can reduce the cooling water requirements 20 to 30% over that for a plant similar to the Heber Binary Plant, with a net reduction in the cost-of-electricity of about 15%. 13 refs., 4 figs., 3 tabs.

Bliem, C.J.; Mines, G.L. (EG and G Idaho, Inc., Idaho Falls, ID (USA))

1989-01-01T23:59:59.000Z

298

Simple strategies for minimization of cooling water usage in binary power plants  

SciTech Connect

The geothermal resources which could be used for the production of electrical power in the United States are located for the most part in the semi-arid western regions of the country. The availability of ground or surface water in the quantity or quality desired for a conventional wet'' heat rejections system represents a barrier to the development of these resources with the binary cycle technology. This paper investigates some simple strategies to minimize the cooling water usage of binary power plants. The cooling water usage is reduced by increasing the thermal efficiency of the plant. Three methods of accomplishing this are considered here: increasing the average source temperature, by increasing the geofluid outlet temperature; decreasing pinch points on the heat rejection heat exchangers, increasing their size; and using internal recuperation within the cycle. In addition to the impact on water usage, the impact on cost-of-electricity is determined. The paper shows that some of these strategies can reduce the cooling water requirements 20 to 30% over that for a plant similar to the Heber Binary Plant, with a net reduction in the cost-of-electricity of about 15%. 13 refs., 4 figs., 3 tabs.

Bliem, C.J.; Mines, G.L. (EG and G Idaho, Inc., Idaho Falls, ID (USA))

1989-01-01T23:59:59.000Z

299

Ethanol Production for Automotive Fuel Usage  

SciTech Connect

The conceptual design of the 20 million gallon per year anhydrous ethanol facility a t Raft River has been completed. The corresponding geothermal gathering, extraction and reinjection systems to supply the process heating requirement were also completed. The ethanol facility operating on sugar beets, potatoes and wheat will share common fermentation and product recovery equipment. The geothermal fluid requirement will be approximately 6,000 gpm. It is anticipated that this flow will be supplied by 9 supply wells spaced at no closer than 1/4 mile in order to prevent mutual interferences. The geothermal fluid will be flashed in three stages to supply process steam at 250 F, 225 F and 205 F for various process needs. Steam condensate plus liquid remaining after the third flash will all be reinjected through 9 reinjection wells. The capital cost estimated for this ethanol plant employing all three feedstocks is $64 million. If only a single feedstock were used (for the same 20 mm gal/yr plant) the capital costs are estimated at $51.6 million, $43.1 million and $40. 5 million for sugar beets, potatoes and wheat respectively. The estimated capital cost for the geothermal system is $18 million.

Lindemuth, T.E.; Stenzel, R.A.; Yim, Y.J.; Yu, J.

1980-01-31T23:59:59.000Z

300

Learning plan networks in conversational video games  

E-Print Network (OSTI)

We look forward to a future where robots collaborate with humans in the home and workplace, and virtual agents collaborate with humans in games and training simulations. A representation of common ground for everyday ...

Orkin, Jeffrey David

2007-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


301

On Traveling Salesman Games with Asymmetric Costs  

E-Print Network (OSTI)

relaxation is actually a linear production game (Owen 1975). As a result, the dual multipliers of this LP relaxation can be used to construct a cost allocation in the ...

302

Oklahoma Indian Gaming Association Annual Conference  

Energy.gov (U.S. Department of Energy (DOE))

Join more than 2,500 industry professionals from all over the country at the 2012 Oklahoma Indian Gaming Association (OIGA) Conference and Trade Show specifically devoted to all aspects of the...

303

Games : BioEnergy Science Center  

NLE Websites -- All DOE Office Websites (Extended Search)

Student and Kids' Games Creative Discovery Museum is recognized as a leader in its field with a vision to become a world class children's museum. Click here to visit the Creative...

304

Combining Modeling and Gaming for Predictive Analytics  

SciTech Connect

Many of our most significant challenges involve people. While human behavior has long been studied, there are recent advances in computational modeling of human behavior. With advances in computational capabilities come increases in the volume and complexity of data that humans must understand in order to make sense of and capitalize on these modeling advances. Ultimately, models represent an encapsulation of human knowledge. One inherent challenge in modeling is efficient and accurate transfer of knowledge from humans to models, and subsequent retrieval. The simulated real-world environment of games presents one avenue for these knowledge transfers. In this paper we describe our approach of combining modeling and gaming disciplines to develop predictive capabilities, using formal models to inform game development, and using games to provide data for modeling.

Riensche, Roderick M.; Whitney, Paul D.

2012-08-22T23:59:59.000Z

305

Knowledge and games in modal semirings  

Science Conference Proceedings (OSTI)

Algebraic logic compacts many small steps of general logical derivation into large steps of equational reasoning. We illustrate this by representing epistemic logic and game logic in modal semirings and modal Kleene algebras. For epistemics we treat ...

Bernhard Möller

2008-04-01T23:59:59.000Z

306

Welfare losses in commodity storage games  

Science Conference Proceedings (OSTI)

We develop a game theoretic model of a shared commodity storage facility whose injection/ejection and space resources have been allocated to multiple selfish firms. We assume a setting where each firms injectability and deliverability depend on overall ...

Alan Holland

2009-05-01T23:59:59.000Z

307

Traffic characterization and internet usage in rural Africa  

Science Conference Proceedings (OSTI)

While Internet connectivity has reached a significant part of the world's population, those living in rural areas of the developing world are still largely disconnected. Recent efforts have provided Internet connectivity to a growing number of remote ... Keywords: internet usage, interviews, rural networks

David L. Johnson; Veljko Pejovic; Elizabeth M. Belding; Gertjan van Stam

2011-03-01T23:59:59.000Z

308

Editorial Style Guide: Word List and General Usage  

Science Conference Proceedings (OSTI)

The EPRI "Editorial Style Guide," together with the Company's "Graphic Standards Guide," provides information for building a strong corporate identity in EPRI publications. Providing lists of frequently used terms, EPRI software, and chemical elements, plus examples of word usage, the style guide can help authors both develop text efficiently and economically and brand EPRI as an integrated, global science and technology company.

1998-08-17T23:59:59.000Z

309

Determine Vehicle Usage and Refueling Trends to Minimize Greenhouse Gas  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Vehicle Usage and Refueling Trends to Minimize Greenhouse Vehicle Usage and Refueling Trends to Minimize Greenhouse Gas Emissions Determine Vehicle Usage and Refueling Trends to Minimize Greenhouse Gas Emissions October 7, 2013 - 11:42am Addthis YOU ARE HERE Step 2 Once a Federal agency has identified its most important mobile greenhouse gas (GHG) emission sources overall, it can work with individual sites to determine vehicle usage and refueling trends. Agencies can compare the results of this analysis to internal standards and requirements to identify GHG mitigation opportunities for assets that are underperforming or underutilized. Two examples of this type of analysis focus on: Alternative fuel consumption Vehicle utilization. Figure 1 - An image of a vertical, stacked bar chart titled 'Alternative Fuel Use in AFVs.' The frequency data axis is labeled 'Gallons of Gasoline Equivalent' with a scale of 0-1,400,000 in increments of 200,000. The stacked bar labeled 'CNG Dual Fuel Vehicles' shows CNG from 0-300,000 gallons and Gasoline from 300,000-800,000 gallons. The stacked bar labeled 'E-85 Flex Fuel Vehicles' shows E85 from 0-1,000,000 gallons and Gasoline from 1,000,000-1,250,000 gallons.

310

Security Implications of Typical Grid Computing Usage Scenarios  

Science Conference Proceedings (OSTI)

Grid Computing consists of a collection of heterogeneous computers and resources spread across multiple administrative domains with the intent of providing users uniform access to these resources. There are many ways to access the resources of a Grid, ... Keywords: Global Grid Forum, Globus, Grid Computing, Legion, computer security, usage scenarios

Marty Humphrey; Mary R. Thompson

2002-07-01T23:59:59.000Z

311

Forecasting multi-appliance usage for smart home energy management  

Science Conference Proceedings (OSTI)

We address the problem of forecasting the usage of multiple electrical appliances by domestic users, with the aim of providing suggestions about the best time to run appliances in order to reduce carbon emissions and save money (assuming time-of-use ...

Ngoc Cuong Truong, James McInerney, Long Tran-Thanh, Enrico Costanza, Sarvapali D. Ramchurn

2013-08-01T23:59:59.000Z

312

Fuel bundle design for enhanced usage of plutonium fuel  

DOE Patents (OSTI)

A nuclear fuel bundle includes a square array of fuel rods each having a concentration of enriched uranium and plutonium. Each rod of an interior array of the rods also has a concentration of gadolinium. The interior array of rods is surrounded by an exterior array of rods void of gadolinium. By this design, usage of plutonium in the nuclear reactor is enhanced.

Reese, Anthony P. (San Jose, CA); Stachowski, Russell E. (Fremont, CA)

1995-01-01T23:59:59.000Z

313

Fatal Attraction: Focality, Naivete and Sophistication in Experimental “Hide and Seek” Games  

E-Print Network (OSTI)

experiments with ultimatum and weak-link coordination games,in Ultimatum Bargaining and 'Weak Link' Coordination Games,"

Crawford, Vincent P.; Iriberri, Nagore

2005-01-01T23:59:59.000Z

314

CALIFORNIA FISH AND GAME California Fish and Game 94(4): 180-193 2008  

E-Print Network (OSTI)

CALIFORNIA FISH AND GAME California Fish and Game 94(4): 180-193 2008 PACIFIC HARBOR SEAL CENSUS IN CALIFORNIA DURING MAY-JULY 2002 AND 2004 MARK S. LOWRY1, JAMES V. CARRETTA1, AND KARIN A. FORNEY2 1 National census of Pacific harbor seals, Phoca vitu lina richardsi, was conducted in California from May to July

315

Game-Tree search with adaptation in stochastic imperfect-information games  

Science Conference Proceedings (OSTI)

Building a high-performance poker-playing program is a challenging project. The best program to date, PsOpti, uses game theory to solve a simplified version of the game. Although the program plays reasonably well, it is oblivious to the opponent's ...

Darse Billings; Aaron Davidson; Terence Schauenberg; Neil Burch; Michael Bowling; Robert Holte; Jonathan Schaeffer; Duane Szafron

2004-07-01T23:59:59.000Z

316

Houston, we have a problem...: a survey of actual problems in computer games development  

Science Conference Proceedings (OSTI)

This paper presents a survey of problems found in the development process of electronic games. These problems were collected mainly from game postmortems and specialized litterature on game development, allowing a comparison with respect to well-known ... Keywords: electronic games, game development, postmortems, problems in game development, survey

Fábio Petrillo; Marcelo Pimenta; Francisco Trindade; Carlos Dietrich

2008-03-01T23:59:59.000Z

317

Game-Changing Advancements in Solar Energy | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Home Game-Changing Advancements in Solar Energy Game-Changing Advancements in Solar Energy Addthis Record-Breaking Solar 1 of 5 Record-Breaking Solar This concentrating...

318

The future of game Al : learning to use human tactics  

E-Print Network (OSTI)

Many video games require artificial players that can act as replacements for human players. With today's constant increases in the complexity of games and the prevalence of user-created content, creating an Al that is ...

Dowgun, Neil M

2009-01-01T23:59:59.000Z

319

Revolutionizing history education : using augmented reality games to teach histories  

E-Print Network (OSTI)

In an ever-changing present of multiple truths and reconfigured histories, people need to be critical thinkers. Research has suggested the potential for using augmented reality (AR) games- location-based games that use ...

Schrier, Karen L

2005-01-01T23:59:59.000Z

320

Benchmark Monitoring: Retired Systems  

NLE Websites -- All DOE Office Websites (Extended Search)

Completed Batch Jobs Completed Parallel Jobs Usage Reports Hopper Benchmark Monitoring Edison Benchmark Monitoring Carver Benchmark Monitoring Benchmark Monitoring: Retired Systems...

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


321

Micro-economic Analysis of the Physical Constrained Markets: Game Theory Application to Competitive Electricity Markets  

E-Print Network (OSTI)

Competition has been introduced in the electricity markets with the goal of reducing prices and improving efficiency. The basic idea which stays behind this choice is that, in competitive markets, a greater quantity of the good is exchanged at a lower and a lower price, leading to higher market efficiency. Electricity markets are pretty different from other commodities mainly due to the physical constraints related to the network structure that may impact the market performance. The network structure of the system on which the economic transactions need to be undertaken poses strict physical and operational constraints. Strategic interactions among producers that game the market with the objective of maximizing their producer surplus must be taken into account when modeling competitive electricity markets. The physical constraints, specific of the electricity markets, provide additional opportunity of gaming to the market players. Game theory provides a tool to model such a context. This paper discussed the a...

Bompard, E; Ragazzi, E; Bompard, Ettore; Ma, Yuchao; Ragazzi, Elena

2006-01-01T23:59:59.000Z

322

"Table HC10.13 Lighting Usage Indicators by U.S. Census Region...  

U.S. Energy Information Administration (EIA) Indexed Site

3 Lighting Usage Indicators by U.S. Census Region, 2005" " Million U.S. Housing Units" ,"Housing Units (millions)","U.S. Census Region" "Lighting Usage Indicators",,"Northeast","Mi...

323

The Impact of Residential Density on Vehicle Usage and Energy Consumption  

E-Print Network (OSTI)

Kenworthy (1989a). Gasoline consumption and cities. Journalon Vehicle Usage and Energy Consumption References Bento,Vehicle Usage and Energy Consumption UCI-ITS-WP-05-1 Thomas

Golob, Thomas F; Brownstone, David

2005-01-01T23:59:59.000Z

324

Towards sustainable material usage : time-dependent evaluation of upgrading technologies for recycling  

E-Print Network (OSTI)

As consumption in the US grows, so does concern about sustainable materials usage. Increasing recycling is a key component within a broad arsenal of strategies for moving towards sustainable materials usage. There are many ...

Gaustad, Gabrielle G

2009-01-01T23:59:59.000Z

325

Residential hot water usage: A review of published metered studies. Topical report, August-December 1994  

SciTech Connect

The report presents a review of residential hot water usage studies. The studies included were published and publicly available, they measured actual hot water usage or energy usage, and they had sufficient demographic information to determine the number of people per household. The available hot water usage data were normalized to a 135 F setpoint temperature to eliminate the variations in usage caused by different water heater thermostat settings. Typical hot water usage as a function of family size was determined from linear regression analyses of the normalized metered studies` data points. A national average hot water usage of 53 gallons per day was determined from the regression analyses and census data on average household size. The review of metered studies also shows that there is no discernible difference in hot water usage for households with either electric or gas water heaters.

Paul, D.D.; Ide, B.E.; Hartford, P.A.

1994-12-01T23:59:59.000Z

326

Audit Report on "Credit Card Usage at the Ohio Field Office and...  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Report on "Credit Card Usage at the Ohio Field Office and the Fernald and Miamisburg Environmental Management Projects," ER-B-99-04 Audit Report on "Credit Card Usage at the Ohio...

327

Fuel bundle design for enhanced usage of plutonium fuel  

DOE Patents (OSTI)

A nuclear fuel bundle includes a square array of fuel rods each having a concentration of enriched uranium and plutonium. Each rod of an interior array of the rods also has a concentration of gadolinium. The interior array of rods is surrounded by an exterior array of rods void of gadolinium. By this design, usage of plutonium in the nuclear reactor is enhanced. 10 figs.

Reese, A.P.; Stachowski, R.E.

1995-08-08T23:59:59.000Z

328

Memory of Quark Matter Card Game  

E-Print Network (OSTI)

Scientists at the Relativistic Heavy Ion Collider (RHIC, BNL) recently discovered, that the hottest known form of matter is not a gas, but acts like a fluid. Furthermore, this fluid of quarks expands and flows much more perfectly than water or any other well known fluid. This aspect of the RHIC discovery can be introduced even to primary levels of physics education, noting that the usual solid to liquid to gas sequence of phase transitions now are known to be followed by a transition to a nearly perfect fluid, a liquid of quarks, at the largest temperatures made by humans. The educational games described herein were invented by middle school students, members of a Science Club in Hungary. The games were invented for their entertainment, the educational applications in teaching high energy particle and nuclear physics to laypersons are quite unexpected but most welcomed. This manuscript describes games with a deck of cards called Quark Matter cards, where each card represents an elementary particle. The games include an important contribution by Angela Melocoton, an administrator of the Guests, Users and Visitors (GUV) Center at BNL. It describes in simple terms, how to play the Memory of Quark Matter style card games.

J. Csörg?; Cs. Török; T. Csörg?

2013-03-12T23:59:59.000Z

329

Red Storm usage model :Version 1.12.  

Science Conference Proceedings (OSTI)

Red Storm is an Advanced Simulation and Computing (ASC) funded massively parallel supercomputer located at Sandia National Laboratories (SNL). The Red Storm Usage Model (RSUM) documents the capabilities and the environment provided for the FY05 Tri-Lab Level II Limited Availability Red Storm User Environment Milestone and the FY05 SNL Level II Limited Availability Red Storm Platform Milestone. This document describes specific capabilities, tools, and procedures to support both local and remote users. The model is focused on the needs of the ASC user working in the secure computing environments at Los Alamos National Laboratory (LANL), Lawrence Livermore National Laboratory (LLNL), and SNL. Additionally, the Red Storm Usage Model maps the provided capabilities to the Tri-Lab ASC Computing Environment (ACE) requirements. The ACE requirements reflect the high performance computing requirements for the ASC community and have been updated in FY05 to reflect the community's needs. For each section of the RSUM, Appendix I maps the ACE requirements to the Limited Availability User Environment capabilities and includes a description of ACE requirements met and those requirements that are not met in that particular section. The Red Storm Usage Model, along with the ACE mappings, has been issued and vetted throughout the Tri-Lab community.

Jefferson, Karen L.; Sturtevant, Judith E.

2005-12-01T23:59:59.000Z

330

HPC Usage Behavior Analysis and Performance Estimation with Machine Learning Techniques  

Science Conference Proceedings (OSTI)

Most researchers with little high performance computing (HPC) experience have difficulties productively using the supercomputing resources. To address this issue, we investigated usage behaviors of the world s fastest academic Kraken supercomputer, and built a knowledge-based recommendation system to improve user productivity. Six clustering techniques, along with three cluster validation measures, were implemented to investigate the underlying patterns of usage behaviors. Besides manually defining a category for very large job submissions, six behavior categories were identified, which cleanly separated the data intensive jobs and computational intensive jobs. Then, job statistics of each behavior category were used to develop a knowledge-based recommendation system that can provide users with instructions about choosing appropriate software packages, setting job parameter values, and estimating job queuing time and runtime. Experiments were conducted to evaluate the performance of the proposed recommendation system, which included 127 job submissions by users from different research fields. Great feedback indicated the usefulness of the provided information. The average runtime estimation accuracy of 64.2%, with 28.9% job termination rate, was achieved in the experiments, which almost doubled the average accuracy in the Kraken dataset.

Zhang, Hao [ORNL; You, Haihang [ORNL; Hadri, Bilel [ORNL; Fahey, Mark R [ORNL

2012-01-01T23:59:59.000Z

331

A survey of visual, mixed, and augmented reality gaming  

Science Conference Proceedings (OSTI)

Visual mixed and augmented realities have historically been applied to the gaming application domain. This article provides a survey of visual mixed and augmented reality gaming in both the academic and commercial contexts. There is an exploration of ... Keywords: Augmented reality, and wearable computers, computer games, entertainment computing, mixed reality

Bruce H. Thomas

2012-10-01T23:59:59.000Z

332

Teaching with games: the Minesweeper and Asteroids experience  

Science Conference Proceedings (OSTI)

The value of games as a vehicle for teaching concepts while inspiring students is now well accepted at almost all levels of education. Video games, arcade and computer games are rarely given the same kind of attention. This paper will describe the value ...

Katrin Becker

2001-12-01T23:59:59.000Z

333

Project massive: a study of online gaming communities  

Science Conference Proceedings (OSTI)

Massively Multiplayer Online Games (MMOGs) continue to be a popular and lucrative sector of the gaming market. Project Massive was created to assess MMOG players' social experiences both inside and outside of their gaming environments and the impact ... Keywords: CSCW, MMO, MMOG, MMORPG, group formation, guilds, massively multiplayer, persistent worlds

A. Fleming Seay; William J. Jerome; Kevin Sang Lee; Robert E. Kraut

2004-04-01T23:59:59.000Z

334

Generating Ambient Behaviors in Computer Role-Playing Games  

Science Conference Proceedings (OSTI)

Many computer games use custom scripts to control the ambient behaviors of nonplayercharacters. As a result, story authors mustwrite computer code for the game world'shundreds or thousands of NPCs. Creating entertaining, nonrepetitive NPC behaviors without ... Keywords: ambient behavior, nonplayer character, intelligent agents, scripting language, generative pattern, collaborative behavior, computer games

Maria Cutumisu; Duane Szafron; Jonathan Schaeffer; Matthew McNaughton; Thomas Roy; Curtis Onuczko; Mike Carbonaro

2006-09-01T23:59:59.000Z

335

An empirical analysis of online game service satisfaction and loyalty  

Science Conference Proceedings (OSTI)

In this study, we argue that there will have some factors affecting online game service satisfaction and loyalty. The purpose of this study is to understand an online game service model. This model contains several dimensions including experiential value, ... Keywords: Experiential value, Loyalty, Online game service, Satisfaction, Service quality, Transaction cost

Hao-Erl Yang; Chi-Chuan Wu; Kuang-Cheng Wang

2009-03-01T23:59:59.000Z

336

Ancient runes: using text input for interaction in mobile games  

Science Conference Proceedings (OSTI)

Mobile phones are often carried in the pocket making them available for gaming any time. Mobile games typically rely on the joystick for input, but quality of the joystick is very different in the different devices. This paper presents Ancient Runes, ... Keywords: mobile multiplayer gaming, playability, text input

Elina M. I. Koivisto; Riku Suomela; Ari Koivisto

2006-07-01T23:59:59.000Z

337

Shared virtual environment (SVE): a framework for developing social games  

Science Conference Proceedings (OSTI)

The communication channels are changing. More and more, face to face communication is being replaced by computer mediated communication. Using mediated communication, the non-verbal communication cues that are available in face to face communication ... Keywords: games, pervasive games, shared virtual environment, social gaming

M. Carmen Juan; Mariano Alcańiz; Luciano Gamberini; Irene Zaragoza; F. Martino

2007-06-01T23:59:59.000Z

338

Exploring aesthetical gameplay design patterns: camaraderie in four games  

Science Conference Proceedings (OSTI)

This paper explores how a vocabulary supporting design-related discussions of gameplay preferences can be developed. Using the preference of experiencing camaraderie as an example, we have analyzed four games: the board games Space Alert and Battlestar ... Keywords: aesthetics, design patterns, game design, gameplay, gameplay design patterns, mechanics-dynamics-aesthetics

Karl Bergström; Staffan Björk; Sus Lundgren

2010-10-01T23:59:59.000Z

339

iSee: interactive scenario explorer for online tournament games  

Science Conference Proceedings (OSTI)

Fantasy games, in which players compete to correctly predict real-world outcomes in sports, entertainment, and politics, have grown in popularity and now represent a significant portion of online gaming. Pick'em pools, also known as office pools, are ... Keywords: fantasy games, office pools, scenario exploration, tournament

Greg Smith; Desney Tan; Bongshin Lee

2009-10-01T23:59:59.000Z

340

Networked Graphics: Building Networked Games and Virtual Environments  

Science Conference Proceedings (OSTI)

This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge ... Keywords: Computer Animation, Computer Graphics, Computer Science, Computers, Game Programming, Interactive & Multimedia, Networking, Video & Electronic, Virtual Reality

Anthony Steed; Manuel Fradinho Oliveira

2009-11-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


341

Classic Nintendo Games are (NP-)Hard Greg Aloupis  

E-Print Network (OSTI)

Classic Nintendo Games are (NP-)Hard Greg Aloupis Erik D. Demaine Alan Guo March 9, 2012 Abstract We prove NP-hardness results for five of Nintendo's largest video game franchises: Mario, Donkey Kong of Zelda, Metroid, and Pok´emon--and prove that it is NP- hard to play generalized versions of many games

Demaine, Erik

342

Game Analysis of the Evolution of Artificial Stock Market  

Science Conference Proceedings (OSTI)

In this paper, we build the participators’ logistic model of the game model in artificial stock market. The participators are three types: flexible agent, semi-flexible agent and rigidity agent. Then, we set up the game model in artificial stock ... Keywords: Artificial stock market, Game model, Agent

She Zhenyu; Yan Bo

2010-12-01T23:59:59.000Z

343

The wise cursor: assisted selection in 3D serious games  

Science Conference Proceedings (OSTI)

In recent years, the evolution of 3D graphics hardware and software has lead to a growing interest for serious games in three-dimensional virtual environments for learning, training, and rehabilitation. Many of these games are based on a first-person-shooter ... Keywords: Accessible user interfaces, Interactive selection, Navigation in virtual environments, Serious games

Sergio Moya; Sergi Grau; Dani Tost

2013-06-01T23:59:59.000Z

344

Towards a serious game to help students learn computer programming  

Science Conference Proceedings (OSTI)

Video games are part of our culture like TV, movies, and books. We believe that this kind of software can be used to increase students' interest in computer science. Video games with other goals than entertainment, serious games, are present, today, ...

Mathieu Muratet; Patrice Torguet; Jean-Pierre Jessel; Fabienne Viallet

2009-01-01T23:59:59.000Z

345

Analysis of level design 'push & pull' within 21 games  

Science Conference Proceedings (OSTI)

This paper investigates the differences between 3D level designs in 21 popular games. We have developed a framework to analyze 3D level designs based on patterns extracted from level designers and game play sessions. We then use these patterns to analyze ... Keywords: 3D games, design pattern, player movement

David Milam; Magy Seif El Nasr

2010-06-01T23:59:59.000Z

346

Learning Game-Specific Spatially-Oriented Heuristics  

Science Conference Proceedings (OSTI)

This paper describes an architecture that begins with enough general knowledge to play any board game as a novice, and then shifts its decision-making emphasis to learned, game-specific, spatially-oriented heuristics. From its playing experience, ... Keywords: extensible architectures, game playing, machine learning, spatial cognition

Susan L. Epstein; Jack Gelfand; Esther Lock

1998-06-01T23:59:59.000Z

347

Business Games for Leadership Development: A Systematic Review  

Science Conference Proceedings (OSTI)

Leadership development poses great challenges to modern organizations. One possible method to develop leaders is the use of experiential techniques based on business games. The objective of this article was to identify, based on literature, business ... Keywords: business games, experiential learning, games, leadership, leadership development, simulations, simulators, systematic review

Mauricio Capobianco Lopes, Francisco A. P. Fialho, Cristiano J. C. A. Cunha, Sofia Inés Niveiros

2013-08-01T23:59:59.000Z

348

Gesture activated mobile edutainment (GAME): intercultural training of nonverbal behavior with mobile phones  

Science Conference Proceedings (OSTI)

An approach to intercultural training of nonverbal behavior is presented that draws from research on role-plays with virtual agents and ideas from situated learning. To this end, a mobile serious game is realized where the user acquires knowledge about ... Keywords: gesture recognition, intelligent tutoring system, mobile edutainment, virtual agents

Matthias Rehm; Karin Leichtenstern; Jörg Plomer; Christian Wiedemann

2010-12-01T23:59:59.000Z

349

Forcing neurocontrollers to exploit sensory symmetry through hard-wired modularity in the game of Cellz  

E-Print Network (OSTI)

Forcing neurocontrollers to exploit sensory symmetry through hard-wired modularity in the game the benefits of different types of modularity by hard-wiring these into evolvable systems. In this paper we to the phenomenon that the interconnection of unrelated parts of a neural network in itself can hamper evolution

Lucas, Simon M.

350

The Study of Game Model Between Safety Supervision and Coal Mine Enterprise  

Science Conference Proceedings (OSTI)

China is the coal mining accident multiple country. In addition to complicated mining conditions, poor technical level, low quality of personnel and other factors, safety supervision systems need improvement. In this paper, through the establishment ... Keywords: coal mine safety, safety supervision, game model analysis

Qinghe Yuan, Dawei Ren

2012-07-01T23:59:59.000Z

351

A sequential cooperative game theoretic approach to scheduling multiple large-scale applications in grids  

Science Conference Proceedings (OSTI)

Scheduling large-scale applications in heterogeneous distributed computing systems is a fundamental NP-complete problem that is critical to obtaining good performance and execution cost. In this paper, we address the scheduling problem of an important ... Keywords: Economic cost, Game theory, Grid computing, Performance, Scheduling, Storage

Rubing Duan, Radu Prodan, Xiaorong Li

2014-01-01T23:59:59.000Z

352

A Multi-Resolution Large Population Game Framework for Smart Grid Demand Response Management  

E-Print Network (OSTI)

A Multi-Resolution Large Population Game Framework for Smart Grid Demand Response Management part of power system and market opera- tional practice. Motivated by the smart grid DR management) equation. Finally, we apply the framework to the smart grid DR management problem and illustrate

Paris-Sud XI, Université de

353

Leveraging usage similarity for effective retrieval of examples in code repositories  

Science Conference Proceedings (OSTI)

Developers often learn to use APIs (Application Programming Interfaces) by looking at existing examples of API usage. Code repositories contain many instances of such usage of APIs. However, conventional information retrieval techniques fail to perform ... Keywords: api usage, code search, software information retrieval, ssi, structural semantic indexing

Sushil K. Bajracharya; Joel Ossher; Cristina V. Lopes

2010-11-01T23:59:59.000Z

354

An Empirical Analysis of User Content Generation and Usage Behavior on the Mobile Internet  

Science Conference Proceedings (OSTI)

We quantify how user mobile Internet usage relates to unique characteristics of the mobile Internet. In particular, we focus on examining how the mobile-phone-based content generation behavior of users relates to content usage behavior. The key objective ... Keywords: content generation, content usage, geographical mobility, identification, interdependence, mobile Internet, social networks

Anindya Ghose; Sang Pil Han

2011-09-01T23:59:59.000Z

355

Polytechnic Institute of New York University GRAPHIC STANDARDS AND LOGO USAGE GUIDE  

E-Print Network (OSTI)

, some machines' memory usage are always relatively lightly-loaded (the green lines shown in the figure, and also investigate valuable statistics of machine's maximum load, queue state and relative usage levels describe dynamic metrics, such as queue state, and relative usage levels compared to capacities

Aronov, Boris

356

IEEE Standards Working Group P1622 on Voting Systems ...  

Science Conference Proceedings (OSTI)

IEEE Standards Working Group P1622 on Voting Systems Electronic Data Worked Examples of EML Usage. The OASIS ...

2012-03-06T23:59:59.000Z

357

Review: Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements  

Science Conference Proceedings (OSTI)

Since the coining of the term 'serious games' by Clark Abt, practitioners in fields such as education, the military, and medical science, as well as researchers from other disciplines, have investigated with interest game mechanics and the dynamics of ... Keywords: CAD, Engagement, Engineering design, Games, User experience

Zoe Kosmadoudi; Theodore Lim; James Ritchie; Sandy Louchart; Ying Liu; Raymond Sung

2013-03-01T23:59:59.000Z

358

A Review of Humor for Computer Games: Play, Laugh and More  

Science Conference Proceedings (OSTI)

Computer games are now becoming ways to communicate, teach, and influence attitudes and behavior. In this article, we address the role of humor in computer games, especially in support of serious purposes. We begin with a review of the main theories ... Keywords: affective learning, communication, computer games, fun, game design, game mechanics, game-play, humor, incongruity, laughter, learning, player experience, relief, serious games, social presence, superiority

Claire Dormann; Robert Biddle

2009-12-01T23:59:59.000Z

359

The community network game project: Enhancing collaborative activities  

E-Print Network (OSTI)

Abstract: The EU-funded Community Network Game (CNG) project aims at enhancing collaborative activities between Massively Multiplayer Online Games (MMOG) players. This will be achieved by developing new tools for the generation, distribution and insertion of user-generated content (UGC) into existing MMOGs without changing the game code and without adding new processing or network loads to the MMOG central servers. This UGC may include items (e.g., textures, 3D objects) to be added to the game and live video captured from the game screen and streamed to other players. We present the objectives of the project, focusing on its main scientific and technological contributions.

Shakeel Ahmad; Christos Bouras; Raouf Hamzaoui; Andreas Papazois; Erez Perelman; Alex Shani; Gwendal Simon

2010-01-01T23:59:59.000Z

360

A PRACTICAL ONTOLOGY FOR THE LARGE-SCALE MODELING OF SCHOLARLY ARTIFACTS AND THEIR USAGE  

SciTech Connect

The large-scale analysis of scholarly artifact usage is constrained primarily by current practices in usage data archiving, privacy issues concerned with the dissemination of usage data, and the lack of a practical ontology for modeling the usage domain. As a remedy to the third constraint, this article presents a scholarly ontology that was engineered to represent those classes for which large-scale bibliographic and usage data exists, supports usage research, and whose instantiation is scalable to the order of 50 million articles along with their associated artifacts (e.g. authors and journals) and an accompanying 1 billion usage events. The real world instantiation of the presented abstract ontology is a semantic network model of the scholarly community which lends the scholarly process to statistical analysis and computational support. They present the ontology, discuss its instantiation, and provide some example inference rules for calculating various scholarly artifact metrics.

RODRIGUEZ, MARKO A. [Los Alamos National Laboratory; BOLLEN, JOHAN [Los Alamos National Laboratory; VAN DE SOMPEL, HERBERT [Los Alamos National Laboratory

2007-01-30T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


361

When pixels speak: why video games deserve free speech protection; why video games will not receive free speech protection  

E-Print Network (OSTI)

This dissertation examines how games have been construed legally and publicly and compares the nature of games to the de facto legal criteria: in order for games to receive free speech protection, games must inform and communicate. In Chapter I, I review the literature surrounding the effects of violent video games. This literature review serves as a foundation for the rhetorical nature of the legal controversy since the controversy has no clear-cut answer to the effects of video games. Instead of a clear "Yes"Ă?Â?Ă?Âť or "Ă?Â?Ă?Â?No"Ă?Â?Ă?Âť answer, game effects researchers can only posit "Maybe"Ă?Â?Ă?Âť and "No"Ă?Â?Ă?Âť findings. Game antagonists employed long-shot and shoddy research to argue their case that violent games produce violent people. The next two chapters lay a foundation for justifying why games have become increasingly controversial to date. In Chapter II, I outline a history of games and argue that games became communicative in the early 1990s. As a response to graphically communicative games and congressional bullying, the video game industry created a self regulatory rating board which should have quelled the public controversy. It did not. In Chapter III, I argue that Columbine changed the face of the game industry in the eyes of the public, as a matter of public morality. Before 1999, the public viewed games in a positive light, embodying one of America'Ă?Â?Ă?Â?s pastimes and helping the disabled with their motor skills. After the events at Columbine, the public saw the video game industry as an unruly and rogue force. In Chapter IV, I explain the legal hurtles the game industry faces in becoming protected speech. While video games have become communicative and informative, they likely will not receive free speech protection because of the public scapegoating of the industry during the last two and a half decades. I conclude by discussing the latest Grand Theft Auto "Ă?Â?Ă?Â?Hot Coffee"Ă?Â?Ă?Âť controversy and how game developers remain gun-shy about the free speech issue.

Bailey, Joseph Harold

2003-05-01T23:59:59.000Z

362

Use of nanofiltration to reduce cooling tower water usage.  

SciTech Connect

Nanofiltration (NF) can effectively treat cooling-tower water to reduce water consumption and maximize water usage efficiency of thermoelectric power plants. A pilot is being run to verify theoretical calculations. A side stream of water from a 900 gpm cooling tower is being treated by NF with the permeate returning to the cooling tower and the concentrate being discharged. The membrane efficiency is as high as over 50%. Salt rejection ranges from 77-97% with higher rejection for divalent ions. The pilot has demonstrated a reduction of makeup water of almost 20% and a reduction of discharge of over 50%.

Sanchez, Andres L.; Everett, Randy L.; Jensen, Richard Pearson; Cappelle, Malynda A.; Altman, Susan Jeanne

2010-09-01T23:59:59.000Z

363

Research and development opportunities for improved transportation energy usage. (REDOTEUS)  

SciTech Connect

The document is a draft of the final report of the Transportation Energy Panel (TEP) prepared for the Office of Science and Technology. The report attempts to assess the relevant technology for improving the usage by the transportation sector of the energy resources of the nation. In pursuit of its study, TEP sponsored several workshops, briefings, and coordination meetings which had personnel from a variety of Federal, academic, and industrial organizations. Emphasis was given both to transportation demands and to relevant technology assessment. (GRA)

1972-07-14T23:59:59.000Z

364

Solving Multi-Leader-Follower Games  

E-Print Network (OSTI)

Apr 26, 2005 ... 1This work was supported by the Mathematical, Information, and Computational ... of Energy, under Contract W-31-109-Eng-38. ... Dominant firms in a market can exercise their power to manipulate the market to their ... game. Problems of this type arise, for example, in the analysis of deregulated electricity.

365

Evaluating pattern catalogs: the computer games experience  

Science Conference Proceedings (OSTI)

Patterns and pattern catalogs (pattern languages) have been proposed as a mechanism for re-use. Traditionally, patterns have been used to foster design re-use, and generative design patterns have been used to achieve both design and code re-use. In theory, ... Keywords: code generation, computer game, generative design pattern, metric, pattern catalog, pattern language, scripting language

M. Cutumisu; C. Onuczko; D. Szafron; J. Schaeffer; M. McNaughton; T. Roy; J. Siegel; M. Carbonaro

2006-05-01T23:59:59.000Z

366

Tricks of the Windows Game Programming Gurus  

Science Conference Proceedings (OSTI)

From the Publisher:Tricks of the Windows Game Programmin Gurus, 2E takes the reader through Win32 programming, covering all the major components of DirectX including DirectDraw, DirectSound, DirectInput (including Force Feedback), and DirectMusic. ...

Andre LaMothe

1999-09-01T23:59:59.000Z

367

Game Industry A (Very) Brief History  

E-Print Network (OSTI)

, Wii ­ Online distribution (Xbox Live Arcade, Wii Ware, PSN Store) ­ Sony and Microsoft fight about this later in the week #12;Distribution Channels · Physical media (still dominates) ­ Brick ­ Steam ­ PSN Store ­ Xbox Marketplace ­ Apple iTunes #12;The Business of Making Games · Complex

Stephenson, Ben

368

Audio interaction in computer mediated games  

Science Conference Proceedings (OSTI)

The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways ...

J. R. Parker; John Heerema

2008-01-01T23:59:59.000Z

369

Electronic games for aged care and rehabilitation  

Science Conference Proceedings (OSTI)

The declining cognitive and motor abilities has become a major problem in the health care of the elderly, often leading to potentially fatal falls. Current rehabilitation strategies to address this issue include routine physiotherapy which is often dull ... Keywords: aged care, rehabilitation, software agent, video game

Stuart T. Smith; Amir Talaei-Khoei; Mililani Ray; Pradeep Ray

2009-12-01T23:59:59.000Z

370

Game-Theoretic Integration for Image Segmentation  

Science Conference Proceedings (OSTI)

AbstractżRobust segmentation of structures from an image is essential for a variety of image analysis problems. However, the conventional methods of region-based segmentation and gradient-based boundary finding are often frustrated by poor image quality. ... Keywords: Image segmentation, integration, game theory, boundary finding, region-based segmentation, MRF.

Amit Chakraborty; James S. Duncan

1999-01-01T23:59:59.000Z

371

Location Games and Bounds for Median Problems  

E-Print Network (OSTI)

We consider a two-person zero-sum game in which the maximizer selects a point in a given bounded planar region, the minimizer selects K points in that region,.and the payoff is the distance from the maximizer's location ...

Haimovich, Mordecai

372

Adaptive display power management for mobile games  

Science Conference Proceedings (OSTI)

In this paper, we show how tone mapping techniques can be used to dynamically increase the image brightness, thus allowing the LCD backlight levels to be reduced. This saves significant power as the majority of the LCD's display power is consumed by ... Keywords: backlight scaling, mobile games, power management, tone mapping

Bhojan Anand; Karthik Thirugnanam; Jeena Sebastian; Pravein G. Kannan; Akhihebbal L. Ananda; Mun Choon Chan; Rajesh Krishna Balan

2011-06-01T23:59:59.000Z

373

Table HC6.7 Air-Conditioning Usage Indicators by Number of Household Members, 2005  

U.S. Energy Information Administration (EIA) Indexed Site

7 Air-Conditioning Usage Indicators by Number of Household Members, 2005 7 Air-Conditioning Usage Indicators by Number of Household Members, 2005 Total........................................................................ 111.1 30.0 34.8 18.4 15.9 12.0 Do Not Have Cooling Equipment.......................... 17.8 5.4 5.3 2.7 2.5 2.0 Have Cooling Equipment...................................... 93.3 24.6 29.6 15.7 13.4 10.0 Use Cooling Equipment....................................... 91.4 24.0 29.1 15.5 13.2 9.7 Have Equipment But Do Not Use it...................... 1.9 0.6 0.5 Q 0.2 0.4 Type of Air-Conditioning Equipment 1, 2 Central System................................................... 65.9 15.3 22.6 10.7 9.9 7.3 Without a Heat Pump....................................... 53.5 12.5 17.9 8.7 8.2 6.3 With a Heat Pump............................................ 12.3

374

Optimal Power Procurement and Demand Response with Quality-of-Usage Guarantees  

E-Print Network (OSTI)

In this paper, we propose a general operating scheme which allows the utility company to jointly perform power procurement and demand response so as to maximize the social welfare. Our model takes into consideration the effect of the renewable energy and the multi-stage feature of the power procurement process. It also enables the utility company to provide quality-of-usage (QoU) guarantee to the power consumers, which ensures that the average power usage level meets the target value for each user. To maximize the social welfare, we develop a low-complexity algorithm called the \\emph{welfare maximization algorithm} (WMA), which performs joint power procurement and dynamic pricing. WMA is constructed based on a two-timescale Lyapunov optimization technique. We prove that WMA achieves a close-to-optimal utility and ensures that the QoU requirement is met with bounded deficit. WMA can be implemented in a distributed manner and is robust with respect to system dynamics uncertainty.

Huang, Longbo; Ramchandran, Kannan

2011-01-01T23:59:59.000Z

375

Lessons Learned from Dependency Usage in HERA: Implications for THERP-Related HRA Methods  

SciTech Connect

Dependency occurs when the probability of success or failure on one action changes the probability of success or failure on a subsequent action. Dependency may serve as a modifier on the human error probabilities (HEPs) for successive actions in human reliability analysis (HRA) models. Discretion should be employed when determining whether or not a dependency calculation is warranted: dependency should not be assigned without strongly grounded reasons. Human reliability analysts may sometimes assign dependency in cases where it is unwarranted. This inappropriate assignment is attributed to a lack of clear guidance to encompass the range of scenarios human reliability analysts are addressing. Inappropriate assignment of dependency produces inappropriately elevated HEP values. Lessons learned about dependency usage in the Human Event Repository and Analysis (HERA) system may provide clarification and guidance for analysts using first-generation HRA methods. This paper presents the HERA approach to dependency assessment and discusses considerations for dependency usage in HRA, including the cognitive basis for dependency, direction for determining when dependency should be assessed, considerations for determining the dependency level, temporal issues to consider when assessing dependency, (e.g., considering task sequence versus overall event sequence, and dependency over long periods of time), and diagnosis and action influences on dependency.

April M. Whaley; Ronald L. Boring; Harold S. Blackman; Patrick H. McCabe; Bruce P. Hallbert

2007-08-01T23:59:59.000Z

376

Mirrored arbiter architecture: a network architecture for large scale multiplayer games  

Science Conference Proceedings (OSTI)

Massively Multiplayer games become increasingly popular. Different multiplayer games are implemented on top of different network architectures based on the characteristics of the games. Typically, multiplayer games run on Client-Server (CS), Peer-to-Peer ... Keywords: interest management techniques, massively multiplayer games, mirrored-arbiter architecture, multicast

Lan Yang; Peerapong Sutinrerk

2007-07-01T23:59:59.000Z

377

ScriptEase: A generative/adaptive programming paradigm for game scripting  

Science Conference Proceedings (OSTI)

The traditional approach to implementing interactions between a player character (PC) and objects in computer games is to write scripts in a procedural scripting language. These scripts are usually so complex that they must be written by a computer programmer ... Keywords: Adaptive programming, Computer game, Game agent, Game authoring, Game scripting, Generative pattern, Scripting language

Maria Cutumisu; Curtis Onuczko; Matthew McNaughton; Thomas Roy; Jonathan Schaeffer; Allan Schumacher; Jeff Siegel; Duane Szafron; Kevin Waugh; Mike Carbonaro; Harvey Duff; Stephanie Gillis

2007-06-01T23:59:59.000Z

378

Reducing game latency by migration, core-selection and TCP modifications  

Science Conference Proceedings (OSTI)

Massively Multi-player Online Games (MMOGs) have stringent latency requirements and handle large numbers of concurrent players. To support these conflicting requirements, it is common to divide the virtual environment into virtual regions, ... Keywords: MMOGs, TCP enhancements, computer games, core selection algorithms, distributed name servers, game latency, gaming, latency reduction, massively multi-player online games, object migration

Paul B. Beskow; Andreas Petlund; Geir A. Erikstad; Carsten Griwodz; Pal Halvorsen

2010-11-01T23:59:59.000Z

379

Guidelines for personalizing the player experience in computer role-playing games  

Science Conference Proceedings (OSTI)

Computer role-playing games (CRPGs) are a genre of games that aims at providing similar gaming experience as paper and pen role-playing games. Personalized player experience is one main factor when capturing and maintaining interest of the player. However ... Keywords: computer role-playing games, personalization

Juha-Matti Vanhatupa

2011-06-01T23:59:59.000Z

380

Stratgies for Diversity Usage to Mitigate Postulated Common Cause Failure Vulnerabilities  

Science Conference Proceedings (OSTI)

This paper describes an approach to establish effective mitigating strategies that can resolve potential common-cause failure (CCF) vulnerabilities in instrumentation and control systems at nuclear power plants. A particular objective in the development of these strategies, which consist of combinations of diversity attributes and their associated criteria, is to address the unique characteristics of digital technology that can contribute to CCF concerns. The research approach employed to establish diversity strategies involves investigation of available documentation on diversity usage and experience from nuclear power and non-nuclear industries, capture of expert knowledge and lessons learned, determination of common practices, and assessment of the nature of CCFs and compensating diversity attributes. The resulting diversity strategies address considerations such as the effect of technology choices, the nature of CCF vulnerabilities, and the prospective impact of each diversity type. In particular, the impact of each attribute and criterion on the purpose, process, product, and performance aspects of diverse systems are considered.

Wood, Richard Thomas [ORNL; Waterman, Michael E. [U.S. Nuclear Regulatory Commission

2011-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


381

NIM (NERSC Information Management) system  

NLE Websites -- All DOE Office Websites (Extended Search)

NERSC Information Management (NIM) portal The NERSC Information Management (NIM) system is a web portal used to view and modify user account, usage, and allocations information....

382

Woodfuel Usage Update 1 I Wood fuel use in Scotland 2011 I Hudson Consulting I September 2011  

E-Print Network (OSTI)

Recycled fibre Energy crops, forest residues and tree stumps The first reports on wood fuel usage data hadWoodfuel Usage Update 1 I Wood fuel use in Scotland 2011 I Hudson Consulting I September 2011 Woodfuel Demand and Usage in Scotland Report 2011 #12;Woodfuel Usage Update 2 I Wood fuel use in Scotland

383

Extending the limits of Weatherlings: a ubiquitous, educational, multiplayer, web-based game for mobile and desktop platforms  

E-Print Network (OSTI)

UbiqGames is a project that aims to create ubiquitous, educational, multi-player games. Built under UbiqGames framework, Weatherlings is a web-based educational game, which allows players to collaborate in a networked ...

Sasmaz, Yunus

2010-01-01T23:59:59.000Z

384

Usage based indicators to assess the impact of scholarly works: architecture and method  

DOE Patents (OSTI)

Although recording of usage data is common in scholarly information services, its exploitation for the creation of value-added services remains limited due to concerns regarding, among others, user privacy, data validity, and the lack of accepted standards for the representation, sharing and aggregation of usage data. A technical, standards-based architecture for sharing usage information is presented. In this architecture, OpenURL-compliant linking servers aggregate usage information of a specific user community as it navigates the distributed information environment that it has access to. This usage information is made OAI-PMH harvestable so that usage information exposed by many linking servers can be aggregated to facilitate the creation of value-added services with a reach beyond that of a single community or a single information service.

Bollen, Johan (Santa Fe, NM); Van De Sompel, Herbert (Santa Fe, NM)

2012-03-13T23:59:59.000Z

385

Rewriting game theory as a foundation for state-based models of gene regulation  

Science Conference Proceedings (OSTI)

We present a game-theoretic foundation for gene regulatory analysis based on the recent formalism of rewriting game theory. Rewriting game theory is discrete and comes with a graph-based framework for understanding compromises and interactions ...

Chafika Chettaoui; Franck Delaplace; Pierre Lescanne; Mun’delanji Vestergaard; René Vestergaard

2006-10-01T23:59:59.000Z

386

ScriptEase: motivational behaviors for interactive characters in computer role-playing games  

Science Conference Proceedings (OSTI)

ScriptEase is a tool that allows authors with no programming experience to create interactive stories for computer role-playing games. Instead of writing scripting code manually, game authors select design patterns that encapsulate frequent game scenarios, ...

Maria Cutumisu; Duane Szafron; Jonathan Schaeffer; Kevin Waugh; Curtis Onuczko; Jeff Siegel; Allan Schumacher

2006-07-01T23:59:59.000Z

387

Building Blocks for Mobile Games : A multiplayer framework for App Inventor for Android  

E-Print Network (OSTI)

Building Blocks for Mobile Games is a client-server multiplayer game-building-framework for the App Inventor for Android platform. The Building Blocks for Mobile Games multiplayer framework includes an App Inventor component ...

Magnuson, Bill

2010-01-01T23:59:59.000Z

388

The Chooser-Picker 7-in-a-row-game  

E-Print Network (OSTI)

One of the main objective of this paper is to relate Beck's conjecture for k-in-a-row games. The conjecture states that playing on the same board Picker is better off in a Chooser-Picker game than the second player in the Maker-Breaker version. It was shown that the 8-in-a-row game is a blocking draw that is a Breaker win. To give the outcome of 7-, or 6-in-a-row-games is hopeless, but these games are widely believed to be Breaker's win. If both conjectures hold, Picker must win the Chooser-Picker version of the 7-in-a-row game, and that is what we prove.

Csernenszky, András

2010-01-01T23:59:59.000Z

389

Stochastic Switching Games and Duopolistic Competition in Emissions Markets  

E-Print Network (OSTI)

We study optimal behavior of energy producers under a CO_2 emission abatement program. We focus on a two-player discrete-time model where each producer is sequentially optimizing her emission and production schedules. The game-theoretic aspect is captured through a reduced-form price-impact model for the CO_2 allowance price. Such duopolistic competition results in a new type of a non-zero-sum stochastic switching game on finite horizon. Existence of game Nash equilibria is established through generalization to randomized switching strategies. No uniqueness is possible and we therefore consider a variety of correlated equilibrium mechanisms. We prove existence of correlated equilibrium points in switching games and give a recursive description of equilibrium game values. A simulation-based algorithm to solve for the game values is constructed and a numerical example is presented.

Ludkovski, Michael

2010-01-01T23:59:59.000Z

390

A ranking and exploration service based on large-scale usage data  

SciTech Connect

This poster presents the architecture and user interface of a prototype service that was designed to allow end-users to explore the s tructure of science and perform assessments of scholarly impact on the basis of large-scale usage data. The underlying usage data set was constructed by the NIESUR project which collected 1 billion usage events from a wide range of publishers, aggregators and institutional consortia.

Bollen, Johan [Los Alamos National Laboratory; Van De Sompel, Herbert L [Los Alamos National Laboratory; Balakireva, Lyudmila L [Los Alamos National Laboratory; Chute, Ryan M [Los Alamos National Laboratory

2008-01-01T23:59:59.000Z

391

The influence of an educational course on language expression and treatment of gaming addiction for massive multiplayer online role-playing game (MMORPG) players  

Science Conference Proceedings (OSTI)

Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called ... Keywords: Addiction, Education, Event-related potential, Language, Massive multiplayer online role-playing game, P300

Pyoung Won Kim; Seo Young Kim; Miseon Shim; Chang-Hwan Im; Young-Min Shon

2013-04-01T23:59:59.000Z

392

Department of Energy Federal Acquisition Regulation Clause Usage Guide  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Type of Contract: FP SUP Fixed-Price Supply CR SUP Cost-Reimbursement Supply FP SVC Fixed-Price Service CR SVC Cost Reimbursement Service FP CON Fixed-Price Construction CR CON Cost Reimbursement Construction T&M LH Time & Material, Labor Hours FP A-E Fixed Price Architect-Engineer CR A-E Cost Reimbursement Architect-Engineer Comm. Items Commercial Items M&O Management & Operating Other Fac. Mgmt. Other Facility Management SAP Simplified Acquisition Procedures Clause Usage R Required A Required When Applicable NA Not Applicable Provision or Clause (Click on clause number to see its text and prescription FP Sup. CR Sup. FP Serv. Cost Serv. FP Cons. Cost Cons. T&M. L.H. FP A- E Cost A-E Com. Items. M&O Other

393

Trends in Building Energy Usage in Texas State Agencies  

E-Print Network (OSTI)

In late 1983, a cost containment program was initiated out of the governor's office directed at the major state agencies. The Energy Management Group at Texas A&M University provided technical expertise in obtaining agency energy usage and cost figures for the fiscal years 1981 to 1983. While there is considerable diversity from agency to agency, the trend is toward dramatically higher energy cost per square foot for virtually all agencies. This alarming trend can be partially explained by rising unit costs for gas and electricity and a lack of incentives for conservation efforts due to the method of utility budget allocations. A building standard signed into law in 1976 could have reduced energy consumption, but was never enforced. Beginning in fiscal year 1986, universities will be allowed to comingle utility money with capital operating money so that conservation can really pay off for them.

Murphy, W. E.; Turner, W. D.; O'Neal, D. L.; Seshan, S.

1985-01-01T23:59:59.000Z

394

Comparison of Bandwidth Usage: Service Location Protocol and Jini  

E-Print Network (OSTI)

Recently there has been an increase in the development of technologies for resource discovery, since for example, resources such as printers, mail boxes, memory space, and disk space are available in every network, ready to be used for any host. This has been caused, in part, by the growth in the popularity of portable devices such as laptops, PDAs, and cell phones which require configuration each time they attach to a new network segment. Since the configuration of such devices is tedious and sometimes complicated, there have been some attempts in past years to solve this problem, such as the DHCP approach. This paper focuses on the bandwidth analysis of two new approaches for dealing with resource discovery: the Service Location Protocol (SLP) and Jini. This work is particularly important since the communication among the devices is often wireless, whereas bandwidth is a limited resource. We present equations for characterizing the usage of bandwidth made by SLP and Jini, bas...

Javier Govea; Michel Barbeau

2000-01-01T23:59:59.000Z

395

Security Implications of Typical Grid Computing Usage Scenarios  

SciTech Connect

A Computational Grid is a collection of heterogeneous computers and resources spread across multiple administrative domains with the intent of providing users uniform access to these resources. There are many ways to access the resources of a Computational Grid, each with unique security requirements and implications for both the resource user and the resource provider. A comprehensive set of Grid usage scenarios are presented and analyzed with regard to security requirements such as authentication, authorization, integrity, and confidentiality. The main value of these scenarios and the associated security discussions are to provide a library of situations against which an application designer can match, thereby facilitating security-aware application use and development from the initial stages of the application design and invocation. A broader goal of these scenarios are to increase the awareness of security issues in Grid Computing.

Humphrey, Marty; Thompson, Mary R.

2001-06-05T23:59:59.000Z

396

Bell nonlocality and Bayesian game theory  

E-Print Network (OSTI)

We discuss a connection between Bell nonlocality and Bayesian games. This link offers interesting perspectives for Bayesian games, namely to allow the players to receive advice in the form of nonlocal correlations, for instance using entangled quantum particles or more general no-signaling boxes. The possibility of having such 'nonlocal advice' will lead to novel joint strategies, impossible to achieve in the classical setting. This implies that quantum resources, or more general no-signaling resources, offer a genuine advantage over classical ones. Moreover, some of these strategies can represent equilibrium points, leading to the notion of quantum/no-signaling Nash equilibrium. Finally we describe new types of question in the study of nonlocality, namely the consideration of non-local advantage when there is a set of Bell expressions.

Nicolas Brunner; Noah Linden

2012-10-03T23:59:59.000Z

397

"Table HC13.13 Lighting Usage Indicators by South Census Region...  

U.S. Energy Information Administration (EIA) Indexed Site

3 Lighting Usage Indicators by South Census Region, 2005" " Million U.S. Housing Units" ,,"South Census Region" ,"U.S. Housing Units (millions)" ,,,"Census Division" ,,"Total...

398

"Table HC11.13 Lighting Usage Indicators by Northeast Census...  

U.S. Energy Information Administration (EIA) Indexed Site

3 Lighting Usage Indicators by Northeast Census Region, 2005" " Million U.S. Housing Units" ,,"Northeast Census Region" ,"U.S. Housing Units (millions)" ,,,"Census Division"...

399

"Table HC12.13 Lighting Usage Indicators by Midwest Census Region...  

U.S. Energy Information Administration (EIA) Indexed Site

3 Lighting Usage Indicators by Midwest Census Region, 2005" " Million U.S. Housing Units" ,,"Midwest Census Region" ,"U.S. Housing Units (millions)" ,,,"Census Division" ,,"Total...

400

"Table HC14.13 Lighting Usage Indicators by West Census Region...  

U.S. Energy Information Administration (EIA) Indexed Site

3 Lighting Usage Indicators by West Census Region, 2005" " Million U.S. Housing Units" ,,"West Census Region" ,"U.S. Housing Units (millions)" ,,,"Census Division" ,,"Total West"...

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


401

Table HC6.7 Air-Conditioning Usage Indicators by Number of Household...  

Gasoline and Diesel Fuel Update (EIA)

7 Air-Conditioning Usage Indicators by Number of Household Members, 2005 Total... 111.1 30.0 34.8 18.4 15.9...

402

Skin Effect of Hf-Rich Melts and Some Aspects in its Usage for Hf ...  

Science Conference Proceedings (OSTI)

USAGE FOR Hf-CONTAINING. CAST NICKEL- ... of advanced gas turbines. ... were polished by metallo- graphy and then melted by tungsten inert gas(TIG).

403

Availability, usage and expected contribution of potential nursery habitats for the California halibut  

E-Print Network (OSTI)

of a damsel?sh re?ect availability of suitable habitat.locate/ecss Availability, usage and expected contribution ofthe spatial coverage (availability) of all potential nursery

Fodrie, Fredrick Joel; Mendoza, Guillermo F.

2006-01-01T23:59:59.000Z

404

Network effects, economic efficiency, and usage-based pricing for internet access.  

E-Print Network (OSTI)

??This paper attempts to shed some light on the issue of net neutrality by examining the extent to which Internet usage is efficiently allocated under… (more)

Cooper, Matthew L.

2011-01-01T23:59:59.000Z

405

The Impact of Residential Density on Vehicle Usage and Energy Consumption  

E-Print Network (OSTI)

DC. Steiner, R.L. (1994). Residential density and traveland Brownstone The Impact of Residential Density on VehicleUsage Total annual residential vehicular energy consumption

Golob, Thomas F.; Brownstone, David

2005-01-01T23:59:59.000Z

406

The Impact of Residential Density on Vehicle Usage and Energy Consumption  

E-Print Network (OSTI)

Kenworthy (1989a). Gasoline consumption and cities. JournalVehicle Usage and Energy Consumption Table 2 Housing Unitsvehicular energy consumption is graphed as a function of

Golob, Thomas F.; Brownstone, David

2005-01-01T23:59:59.000Z

407

Table HC6.12 Home Electronics Usage Indicators by Number of...  

U.S. Energy Information Administration (EIA) Indexed Site

2 Home Electronics Usage Indicators by Number of Household Members, 2005 Total... 111.1 30.0 34.8 18.4...

408

Git usage — FiPy 3.0.1-dev157-g518df83 documentation  

Science Conference Proceedings (OSTI)

... Join our mailing list. 100 Bureau Drive, M/S 6555 Gaithersburg, MD 20899 301-975-5329 Telephone 301-975-4553 Facsimile. Git usage¶. ...

2013-08-30T23:59:59.000Z

409

Table HC2.10 Home Appliances Usage Indicators by Type of Housing ...  

U.S. Energy Information Administration (EIA)

Million U.S. Housing Units Table HC2.10 Home Appliances Usage Indicators by Type of Housing Unit, 2005 Housing Units (millions) Single-Family Units

410

Energy Usage Evaluation and Condition Monitoring for Electric Machines using Wireless Sensor Networks.  

E-Print Network (OSTI)

??Energy usage evaluation and condition monitoring for electric machines are important in industry for overall energy savings. Traditionally these functions are realized only for large… (more)

Lu, Bin

2006-01-01T23:59:59.000Z

411

Laws of thermodynamics and game theory  

E-Print Network (OSTI)

Using a game theory approach and a new extremal problem, Gibbs formula is proved in a most simple and general way for the classical mechanics case. A corresponding conjecture on the asymptotics of the classical entropy is formulated. For the ordinary quantum mechanics case, the third law of thermodynamics is derived. Some results on the number of ground states and residual entropy are obtained rigorously.

Lev Sakhnovich

2011-05-23T23:59:59.000Z

412

Usage of Friction-damped Braced Frames for Seismic Vibration Control  

E-Print Network (OSTI)

This study presents the results of experimental work that examines the functionality of friction-damped braced frames during seismic events. The simplicity and efficacy of this friction device as a means of passive vibration control suggest that it may have notable implications in the field of structural engineering. Little scholarship has been devoted to this issue in recent years, and further research to advance our understanding of its possible implementations is necessary. To measure the functionality of this type of frame, this study first examines and compares virtual models of a building modeling the effect of friction damping versus that same building without such damping. It then corroborates these findings by presenting the results of physical experimentation on a scale model of the building, both with and without damping. The validation of the virtual models by the physical model provides credence to the usage of friction-damped braced frames as a seismic energy dissipating system.

Fink, Brynnan 1992-

2012-05-01T23:59:59.000Z

413

Display space usage and window management operation comparisons between single monitor and multiple monitor users  

E-Print Network (OSTI)

The continuing trend toward greater processing power, larger storage, and in particular increased display surface by using multiple monitor supports increased multi-tasking by the computer user. The concomitant increase in desktop complexity has the potential to push the overhead of window management to frustrating and counterproductive new levels. It is difficult to adequately design for multiple monitor systems without understanding how multiple monitor users differ from, or are similar to, single monitor users. Therefore, we deployed a tool to a group of single monitor and multiple monitor users to log window management activity. Analysis of the data collected from this tool revealed that usage of interaction components may change with an increase in number of monitors, and window visibility can be a useful measure of user display space management activity, especially for multiple monitor users. The results from this analysis begin to fill a gap in research about real-world window management practices.

Dugald Ralph Hutchings; Greg Smith; Brian Meyers; Mary Czerwinski; George Robertson

2004-01-01T23:59:59.000Z

414

A Game-Theoretical Dynamic Model for Electricity Markets  

E-Print Network (OSTI)

Oct 6, 2010 ... A Game-Theoretical Dynamic Model for Electricity Markets ... forecast horizon, bidding frequency, and some other factors on the price signals.

415

Using EPECs to model bilevel games in restructured electricity ...  

E-Print Network (OSTI)

Jan 5, 2006 ... Abstract: We study a bilevel noncooperative game-theoretic model of restructured electricity markets, with locational marginal prices.

416

Jefferson Lab Science Series - Interactive Computer Games and...  

NLE Websites -- All DOE Office Websites (Extended Search)

(Detecting Einstein's Gravity Waves) Detecting Einstein's Gravity Waves Interactive Computer Games and Animation Ms. Stephanie Barish - Shoah Foundation December 10, 1996...

417

Complex Games and Palm Computers Pieter Spronck and Jaap van den Herik  

E-Print Network (OSTI)

, with the introduction of home computers games became a major application. The first games were produced by solitary home-based

Spronck, Pieter

418

Say it with Systems: Expanding Kodu's Expressive Power through Gender-Inclusive Mechanics  

E-Print Network (OSTI)

Say it with Systems: Expanding Kodu's Expressive Power through Gender-Inclusive Mechanics Teale@etr.org ° Microsoft FUSE Labs mattmac@microsoft.com ABSTRACT While game mechanics are a primary focus in game design and programming environments. But game mechanics are central here as well, with different tools supporting

California at Santa Cruz, University of

419

Synonymous Codon Usage in Escherichia coli: Selection for Translational Nina Stoletzki* and Adam Eyre-Walker  

E-Print Network (OSTI)

usage. Genetics. 129:897­907. Bu¨rger R, Willensdorfer M, Nowak MA. 2006. Why are pheno- typic mutationSynonymous Codon Usage in Escherichia coli: Selection for Translational Accuracy Nina Stoletzki that produce non- or misfunctional proteins are costly to the cell because they consume amino acids and energy

Eyre-Walker, Adam

420

Using historical accounting information to predict the resource usage of grid jobs  

Science Conference Proceedings (OSTI)

Basing job scheduling decisions on estimated queue wait times may help in efficiently balancing the workload on the grid. Previous work on usage prediction has mainly described methods for the estimation of queue wait times on clusters and supercomputers, ... Keywords: Grid accounting, Resource usage prediction, Workload analysis

Rosario M. Piro; Andrea Guarise; Giuseppe Patania; Albert Werbrouck

2009-05-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


421

Summarizing observational client-side data to reveal web usage patterns  

Science Conference Proceedings (OSTI)

Client-side event logs may reveal patterns of usage of Web pages. Nevertheless, extracting useful and novel information from this voluminous data set is a challenge for evaluation tools, since a few minutes simple task may result in a sequence of hundreds ... Keywords: client-side event logs, usage patterns, websites evaluation tool

Vagner Figuerędo de Santana; M. Cecília C. Baranauskas

2010-03-01T23:59:59.000Z

422

Towards purpose enforcement model for privacy-aware usage control policy in distributed healthcare  

Science Conference Proceedings (OSTI)

Enforcing the purpose of data usage means to ensure that data are used as it intends for and that excessive usage cannot happen. In general, the enforcement of purpose is a complicated task. The main difficulty is to identify the purpose of an agent ...

Annanda Thavymony Rath; Jean-Noël Colin

2013-08-01T23:59:59.000Z

423

Reducing Energy Usage of NULL Convention Logic Circuits using NULL Cycle Reduction  

E-Print Network (OSTI)

in approximately 25% overall lower energy usage. Keywords: asynchronous circuits; NULL Convention Logic (NCL); NULLReducing Energy Usage of NULL Convention Logic Circuits using NULL Cycle Reduction Combined with Supply Voltage Scaling Brett Sparkman and Scott C. Smith Department of Electrical Engineering, University

Smith, Scott C.

424

In polite company: rules of play in five Facebook games  

Science Conference Proceedings (OSTI)

Applications developed for the popular social network site Facebook frequently take the form of online games, but designers need to consider the conventions governing politeness, aggression, reciprocity, and obligation carefully in both online and face-to-face ... Keywords: Facebook applications, computer games, social networks

Elizabeth Losh

2008-12-01T23:59:59.000Z

425

An application of a game development framework in higher education  

Science Conference Proceedings (OSTI)

This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participation, enable variation in how lectures are taught, and improve ...

Alf Inge Wang; Bian Wu

2009-01-01T23:59:59.000Z

426

Distributed Coalition Formation Games for Secure Wireless Transmission  

Science Conference Proceedings (OSTI)

Cooperation among wireless nodes has been recently proposed for improving the physical layer (PHY) security of wireless transmission in the presence of multiple eavesdroppers. While existing PHY security literature answered the question "what are the ... Keywords: coalitional games, game theory, physical layer security, secure communication

Walid Saad; Zhu Han; Tamer Ba?ar; Mérouane Debbah; Are Hjřrungnes

2011-04-01T23:59:59.000Z

427

Using EPECs to model bilevel games in restructured electricity ...  

E-Print Network (OSTI)

Such models depend on the structure and rules of the market, and, for electricity ... game at the expense of requiring analysis of nonsmooth payoff functions. .... In this paper we focus on games of complete information, that is, each player knows ...... erature from the days of PIES energy model, Ahn and Hogan (1982), and, ...

428

The Economic Impact of One WVU Home Football Game  

E-Print Network (OSTI)

Demographer October 2012 #12; 1 The Economic Impact of One WVU Home Football Game on the Monongalia. On average, a single WVU home football game in 2011 generated a total economic impact of $1.6 million in business volume in the Monongalia County economy. This included $360,000 in employee compensation and $55

Mohaghegh, Shahab

429

A malware detector placement game for intrusion detection  

Science Conference Proceedings (OSTI)

We propose and investigate a game-theoretic approach to the malware filtering and detector placement problem which arises in network security. Our main objective is to develop optimal detector algorithms taking into account attacker strategies and actions. ... Keywords: game theory, monitor placement, network-based intrusion detection

Stephan Schmidt; Tansu Alpcan; ?ahin Albayrak; Tamer Ba?ar; Achim Mueller

2007-10-01T23:59:59.000Z

430

Multi-agent team cooperation: A game theory approach  

Science Conference Proceedings (OSTI)

The main goal of this work is to design a team of agents that can accomplish consensus over a common value for the agents' output using cooperative game theory approach. A semi-decentralized optimal control strategy that was recently introduced by the ... Keywords: Consensus algorithms, Cooperative control, Game theory, Multi-agent networks, Optimal control

E. Semsar-Kazerooni; K. Khorasani

2009-10-01T23:59:59.000Z

431

A differential game of joint implementation of environmental projects  

Science Conference Proceedings (OSTI)

This paper proposes a two-player, finite-horizon differential game model to analyze joint implementation in environmental projects, one of the flexible mechanisms considered in the Kyoto Protocol. Our results show that allowing for foreign investments ... Keywords: Differential games, Environment, Joint implementation

MichčLe Breton; Georges Zaccour; Mehdi Zahaf

2005-10-01T23:59:59.000Z

432

Rectangular polyomino set weak (1, 2)-achievement games  

Science Conference Proceedings (OSTI)

In a polyomino set (1, 2)-achievement game the maker and the breaker alternately mark one and two previously unmarked cells respectively. The maker's goal is to mark a set of cells congruent to one of a given set of polyominoes. The breaker tries to ... Keywords: Achievement games, Polyomino

Edgar Fisher; Nándor Sieben

2008-12-01T23:59:59.000Z

433

Changing the virtual self: avatar transformations in popular games  

Science Conference Proceedings (OSTI)

During play, players of video games intentionally change their avatars, altering how the avatar looks, behaves, or can be manipulated. This process is integral to gameplay, forming an important component both of successful and enjoyable play. We present ... Keywords: activity theory, avatar, video game

Pippin Barr; Robert Biddle; Judy Brown

2006-12-01T23:59:59.000Z

434

Influence of Black Masculinity Game Exemplars on Social Judgments  

Science Conference Proceedings (OSTI)

In this investigation, the authors ask how media exemplars of Black masculinity influence the views of and intentions toward other Black men. An experiment compared the effects of exposure to Black video game characters fitting the exemplar thug or street ... Keywords: attitudes, characterization of race, exemplars, media, political imagery, positive influence of imagery, priming, race, racial exemplars, stereotypes, video games, visions of race

Karen E. Dill, Melinda C.R. Burgess

2013-08-01T23:59:59.000Z

435

Game Analytics: Maximizing the Value of Player Data  

Science Conference Proceedings (OSTI)

Developing a successful game in todays market is a challenging endeavor. Thousands of titles are published yearly, all competing for players time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring ...

Magy Seif El-Nasr, Anders Drachen, Alessandro Canossa

2013-03-01T23:59:59.000Z

436

Computer game design and the imaginative play of young children  

Science Conference Proceedings (OSTI)

This paper discusses preliminary findings of the study of computer game design in relation to current understanding of imaginative play and its developmental value for young children. The crucial role of children's play in their development is well documented. ... Keywords: child development, computer games, design criteria, imaginative play, young children

Irina Verenikina; Jan Herrington

2009-06-01T23:59:59.000Z

437

Multiplicative updates in coordination games and the theory of evolution  

Science Conference Proceedings (OSTI)

In this paper we point out a new and unexpected connection between three fields: Evolution Theory, Game Theory, and Algorithms. In particular, we study the standard equations of population genetics for Evolution, in the presence of recombination (sex), ... Keywords: algorithmic game theory, multiplicative weight updates, theory of evolution

Erick Chastain; Adi Livnat; Christos Papadimitriou; Umesh Vazirani

2013-01-01T23:59:59.000Z

438

Parabolic PDEs and Deterministic Games Robert V. Kohn  

E-Print Network (OSTI)

Parabolic PDEs and Deterministic Games Robert V. Kohn Courant Institute, NYU Joint work with Sylvia Serfaty ICIAM07, Zurich, July 2007 Robert V. Kohn Courant Institute, NYU Parabolic PDEs and Deterministic. Kohn Courant Institute, NYU Parabolic PDEs and Deterministic Games #12;Goals and perspective Part 1

439

Cheating is not playing: Methodological Issues of Computational Game Theory  

Science Conference Proceedings (OSTI)

Computational Game Theory is a way to study and evaluate behaviors using game theory models, via agent-based computer simulations. One of the most known example of this approach is the famous Classical Iterated Prisoner's Dilemma (CIPD). It has been ...

Bruno Beaufils; Philippe Mathieu

2006-05-01T23:59:59.000Z

440

CS1, arcade games and the free Java book  

Science Conference Proceedings (OSTI)

Computer game programming has been adopted by some instructors and schools in an effort to motivate students and make the learning more relevant to the student's world than the console programs many of their instructors learned with. This paper describes ... Keywords: acm java, cs1, free java book, games

Daniel L. Schuster

2010-03-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


441

A survey of students' computer game playing habits  

Science Conference Proceedings (OSTI)

The popularity of computer games has attracted the attention of educationalists who are interested in finding out whether the features that make them so engaging could be captured and used to help people learn more effectively. In this paper we examine ... Keywords: challenge, computer games, constructivism, fun, motivation

T. M. Connolly; E. A. Boyle; M. H. Stansfield; T. Hainey

2007-09-01T23:59:59.000Z

442

A pilot study of four cultural touch-screen games  

Science Conference Proceedings (OSTI)

Four simple single-player games (based on the "Four Arts" of traditional Chinese culture) have been designed in Flash for a touch-screen display. The aim is to allow players to experience a digital interactive recreation of traditional Chinese culture, ... Keywords: Chinese, Daoism, Flash, Four Arts, calligraphy, cultural heritage, go, interactive games, music, touch screen

Li Wang; Erik Champion

2011-07-01T23:59:59.000Z

443

Wrestling with Ssireum: Korean Folk Game vs. Globalization  

E-Print Network (OSTI)

Ssireum is a Korean form of grappling. Wrestlers grip sashes that are looped around their opponent's waist and thigh while competing inside a sand circle with the goal of making any part of their opponent's body above the knee touch the ground. In Korea ssireum is understood to be a national sport developed during the country’s modernization in the early 20th century that has origins as a thousands-of-years-old folk game. By the start of 21st century ssireum's popularity had waned and a once prosperous professional league collapsed. The effects of globalization are frequently cited as the cause. However, the sport continues to be played at various levels throughout the public education system in addition to semi-pro and amateur leagues. This dissertation asks the question, "What does it mean collectively to play ssireum?" The answer comes from fifteen months of participant observation and interviews in Korea's collegiate ssireum league. The goal is to establish the first major body of academic information about ssireum and to place it within the larger cultural context of contemporary Korean society. Fieldwork data is interpreted using theories drawn from Roger Abrahams, Fredrik Barth, Pierre Bourdieu, and Eric Hobsbawm. Ssireum's ritualized use of symbols appropriated from the past is a means of maintaining the boundaries of an ethnic identity that allows everyone involved to assume they are "playing the same game." Ssireum is a vehicle for negotiating, performing, and evaluating a unique identity. For those involved, playing ssireum makes Koreanness. Ssireum dramatizes a traditional identity which has incorporated distinctly modern ideologies about the world. The relationships of people within ssireum are inextricably linked to existing protocols for social interactions in Korea; recruitment of talent, training regimens, competition events, future careers, and industry solvency could not be maintained otherwise. Globalization, frequently invoked in the rhetoric about ssireum, fills contradictory roles of boogeyman and savior, and misdirects attention away from counterproductive internal processes damaging the industry.

Sparks, Christopher A.

2011-08-01T23:59:59.000Z

444

Experience-Based Discrimination: Classroom Games  

E-Print Network (OSTI)

The authors presented a simple classroom game in which students are randomly designated as employers, purple workers, or green workers. This environment may generate “statistical ” discrimination if workers of one color tend not to invest because they anticipate lower opportunities in the labor market, and these beliefs are self-confirming as employers learn that it is, on average, less profitable to hire workers of that color. Such discriminatory equilibria may arise even when workers are ex-ante identical, and the employer has no prior information regarding potential workers. The exercise typically generates a lively discussion about discrimination and how it may be addressed by alternative public policies.

Roland G. Fryer, Jr.; Jacob K. Goeree; Charles A. Holt

2005-01-01T23:59:59.000Z

445

Markovian Search Games in Heterogeneous Spaces  

SciTech Connect

We consider how to search for a mobile evader in a large heterogeneous region when sensors are used for detection. Sensors are modeled using probability of detection. Due to environmental effects, this probability will not be constant over the entire region. We map this problem to a graph search problem and, even though deterministic graph search is NP-complete, we derive a tractable, optimal, probabilistic search strategy. We do this by defining the problem as a differential game played on a Markov chain. We prove that this strategy is optimal in the sense of Nash. Simulations of an example problem illustrate our approach and verify our claims.

Griffin, Christopher H [ORNL

2009-01-01T23:59:59.000Z

446

Essays in game theory and institutions  

E-Print Network (OSTI)

This dissertation is a compilation of essays highlighting the usefulness of game theory in understanding socio-economic phenomena. The second chapter tries to provide a reason for the strict codes of conduct that have been imposed on unmarried girls in almost every society at some point of time in its history using tools from classical game theory. If men prefer to marry submissive women, then parents of girls will have an incentive to signal the submissiveness of their daughters in various ways in order to attract better matches. At the same time, parents will find it costlier to signal the submissiveness of girls who are not really submissive. This line of reasoning thus helps us interpret phenomena such as veiling, footbinding, and sequestration of women in general as signals of submissiveness. The third chapter attempts to rationalize some of the ad hoc rules proposed for dividing a bankrupt estate using tools from evolutionary game theory. The ad hoc rules differ from each other because of the axioms that are imposed in addition to efficiency and claims boundedness. Efficiency requires that the estate be completely divided between the claimants, and claims boundedness requires that no claimant be awarded more than her initial contribution. This dissertation tries to show that an ad hoc rule can be rationalized as the unique self-enforcing long run outcome of Young's [46] evolutionary bargaining model by using certain intuitive rules for the Nash demand game. In the fourth chapter I present a simple model of conflict over inputs in an economy with ill-defined property rights. Agents produce output from the land they hold, which in turn can be allocated to consumption or the production of guns. There is no agency to enforce rights over the initial land holdings, and the future holdings of land are determined using a contest success function that depends on the guns produced by both agents. I characterize the equilibria in which only one, both, and none of the agents produce guns, as a function of the total land and the inequality of initial land holdings for general forms of utility, production, cost, and contest success functions.

Rai, Birendra Kumar

2006-08-01T23:59:59.000Z

447

ScriptEase: Generating Scripting Code for Computer Role-Playing Games  

Science Conference Proceedings (OSTI)

The state-of-the-art in game scripting is to manually script individual game objects that interact in the game. Thousands of non-player characters (NPCs) and props need to be scripted before they play a part in a game adventure. This situation introduces ...

M. McNaughton; M. Cutumisu; D. Szafron; J. Schaeffer; J. Redford; D. Parker

2004-09-01T23:59:59.000Z

448

Evaluation of a pervasive game for domestic energy engagement among teenagers  

Science Conference Proceedings (OSTI)

In this paper, we present Power Agent - a pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The idea behind this mobile phone-based game was twofold; to transform the home environment and its ... Keywords: engaging interaction, persuasive games, pervasive games

Anton Gustafsson; Magnus Bĺng

2008-12-01T23:59:59.000Z

449

Evaluation of a pervasive game for domestic energy engagement among teenagers  

Science Conference Proceedings (OSTI)

In this article, we present Power Agent—a pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The ideas behind this mobile phone-based game are twofold; to transform the home environment ... Keywords: Engaging interaction, automatic meter reading, energy conservation, feedback, persuasive games, pervasive games, pervasive learning

Anton Gustafsson; Cecilia Katzeff; Magnus Bang

2009-12-01T23:59:59.000Z

450

Using coevolution and gradient-based learning for the virus game  

Science Conference Proceedings (OSTI)

This paper presents a novel coevolutionary model which is used to create strong game (The Virus Game) playing strategies. We use two approaches to coevolve Artificial Neural Networks (ANN) which evaluate board positions of a two player zero-sum game ... Keywords: artificial neural networks, coevolution, gradient-based learning, virus game

Munir H Naveed; Peter I Cowling

2006-12-01T23:59:59.000Z

451

The Curriculum Planning Process for Undergraduate Game Degree Programs in the United Kingdom and United States  

Science Conference Proceedings (OSTI)

Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, postsecondary institutions in the UK and the U.S. have started to create game degree programs. Though ... Keywords: Education, curriculum, game, instruction

Monica M. McGill

2012-04-01T23:59:59.000Z

452

Gaming Research in Policy and Organization: An Assessment From the Netherlands  

Science Conference Proceedings (OSTI)

In this article, the authors assess the use of gaming/simulation for research purposes within the organization and policy sciences. They describe three categories of research: (a) gaming/simulation for pure research, (b) gaming/simulation for policy ... Keywords: assessment, change management, methodological characteristics, organization science, organizational change, policy development, policy implementation, policy science, pure research, research with gaming

Leon De Caluwé; Jac Geurts; Wouter Jan Kleinlugtenbelt

2012-10-01T23:59:59.000Z

453

The Naming Game in Social Networks: Community Formation and Consensus Engineering  

E-Print Network (OSTI)

We study the dynamics of the Naming Game [Baronchelli et al., (2006) J. Stat. Mech.: Theory Exp. P06014] in empirical social networks. This stylized agent-based model captures essential features of agreement dynamics in a network of autonomous agents, corresponding to the development of shared classification schemes in a network of artificial agents or opinion spreading and social dynamics in social networks. Our study focuses on the impact that communities in the underlying social graphs have on the outcome of the agreement process. We find that networks with strong community structure hinder the system from reaching global agreement; the evolution of the Naming Game in these networks maintains clusters of coexisting opinions indefinitely. Further, we investigate agent-based network strategies to facilitate convergence to global consensus.

Lu, Qiming; Szymanski, B K; 10.1007/s11403-009-0057-7

2010-01-01T23:59:59.000Z

454

CDF GlideinWMS usage in grid computing of high energy physics  

SciTech Connect

Many members of large science collaborations already have specialized grids available to advance their research in the need of getting more computing resources for data analysis. This has forced the Collider Detector at Fermilab (CDF) collaboration to move beyond the usage of dedicated resources and start exploiting Grid resources. Nowadays, CDF experiment is increasingly relying on glidein-based computing pools for data reconstruction. Especially, Monte Carlo production and user data analysis, serving over 400 users by central analysis farm middleware (CAF) on the top of Condor batch system and CDF Grid infrastructure. Condor is designed as distributed architecture and its glidein mechanism of pilot jobs is ideal for abstracting the Grid computing by making a virtual private computing pool. We would like to present the first production use of the generic pilot-based Workload Management System (glideinWMS), which is an implementation of the pilot mechanism based on the Condor distributed infrastructure. CDF Grid computing uses glideinWMS for its data reconstruction on the FNAL campus Grid, user analysis and Monte Carlo production across Open Science Grid (OSG). We review this computing model and setup used including CDF specific configuration within the glideinWMS system which provides powerful scalability and makes Grid computing working like in a local batch environment with ability to handle more than 10000 running jobs at a time.

Zvada, Marian; /Fermilab /Kosice, IEF; Benjamin, Doug; /Duke U.; Sfiligoi, Igor; /Fermilab

2010-01-01T23:59:59.000Z

455

Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass: Examining the Cognitive Effects of Playing a Sexually-Explicit Video Game  

E-Print Network (OSTI)

Brathwaite, B. (2007). Sex in video games. Boston, Mass. :of Stereotypic Images in Video Games Unfair, Legitimate,and consequences of playing video games. In P. Vorderer & J.

Yao, Mike Z.; Mahood, Chad; Linz, Daniel

2010-01-01T23:59:59.000Z

456

Usage of Near Real-Time Climate Information  

Science Conference Proceedings (OSTI)

Through a computer-based system, weather data from Illinois are collected daily, checked, and summarized into various climatic products within hours after collection. This system was controlled for two years to demonstrate system feasibility, ...

Stanley A. Changnon Jr.; Wayne M. Wendland; John L. Vogel

1987-09-01T23:59:59.000Z

457

Survey and update of F-14a mission profiles for TF30 engine usage. Final report  

SciTech Connect

The mission profiles and maintenance procedures relating to the TF30-P-412 engines have been investigated to find out whether an observed reduction in engine usage was due to different aircraft missions or new flight procedures. A survey of fleet squadron personnel revealed mission profiles are essentially the same; however, fewer air combat engagements and landing practices account for the lower usage. The F-14 role is now more evenly distributed between air combat and intercepts, while the total number of these missions remains constant. A future advanced technology engine in this aircraft is likely to encounter higher usage requirements if there are no throttle cycle restrictions.

Cote, S.M.

1982-04-30T23:59:59.000Z

458

Woodfuel Usage Update 1 I Wood fuel use in Scotland 2010 I Hudson Consulting I October 2010  

E-Print Network (OSTI)

woodfuel usage in the commercial, industrial and electrical energy sectors of the Scottish market) to 30 of electrical energy generation, was paramount in the initial survey and remains so. Total woodfuel usageWoodfuel Usage Update 1 I Wood fuel use in Scotland 2010 I Hudson Consulting I October 2010

459

Ammonia usage in vapor compression for refrigeration and air-conditioning in the United States  

SciTech Connect

The impending phaseout of CFCs and HCFCs has led to a worldwide search for refrigerants that can provide equivalent performance while not damaging the environment. Long used as a working fluid in industrial and large-scale refrigeration, ammonia provides high efficiency, low initial cost, and no detrimental impact to the environment. However, its toxicity and flammability, along with technical considerations and increased operating costs, deter its use in many refrigeration and cooling applications. Utilization of ammonia in applications where its safety considerations and technical concerns can be addressed provides the best growth opportunity for adoption as a replacement refrigerant. Applications such as district or large-scale cooling, thermal storage, packaged systems, and combined systems hold promise for increased usage of ammonia. Ongoing research and development are providing solutions to technical considerations, and innovations in safety and containment of ammonia are addressing those particular concerns, but code restrictions and regulations present the greatest barrier to wider adoption of ammonia as an alternate refrigerant in the US To encourage wider use, future efforts will need to continue on improved safety and more efficient design, along with an increased emphasis on educating and informing industry and the public about the advantages ammonia and the factors restricting its use.

Fairchild, P.D.; Baxter, V.D.

1995-12-31T23:59:59.000Z

460

Information causality, entropy and the inner product game  

E-Print Network (OSTI)

The information causality principle is a generalisation of the no-signalling principle which implies some of the known restrictions on quantum correlations. But despite its clear physical motivation, information causality is formulated in terms of a rather specialised game and figure of merit. We explore different perspectives on information causality, discussing the probability of success as the figure of merit, a relation between information causality and the non-local `inner-product game', and the derivation of a quadratic bound for these games. We then examine an entropic formulation of information causality with which one can obtain the same results, arguably in a simpler fashion.

Al-Safi, Sabri W

2011-01-01T23:59:59.000Z

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


461

A Game-Dynamic Model of Gas Transportation Routes and Its Application . . .  

E-Print Network (OSTI)

The purpose of this paper is to study an optimal structure of a system of international gas pipelines competing for a gas market. We develop a game-dynamic model of the operation of several interacting gas pipeline projects with project owners acting as players in the game. The model treats the projects' commercialization times as major players' controls. Current quantities of gas supply are modeled as approximations to Nash equilibrium points in instantaneous "gas supply games", in which each player maximizes his/her current netprofit due to the sales of gas. We use the model to analyze the Turkish gas market, on which gas routes originating from Russia, Turkmenistan and Iran are competing. The analysis is carried out in three steps. At step 1, we model the operation of the pipelines as planned and estimate the associated profits. At step 2, we optimize individual projects, with respect to their profits, assuming that the other pipelines operate as planned. At step 3, we find numerical Nash equilibrium commercialization policies for the entire group of the pipelines. The simulations show the degrees to which the planned regimes are not optimal compared to the Nash equilibrium ones. Another observation is that in equilibrium regimes the pipelines are not always being run at their full capacities, which implies that the proposed pipeline capacities might not be optimal. The simulation results turn out to be moderately sensitive to changes in the discount rate and highly sensitive to changes in the price elasticity of gas demand.

Ger Klaassen; Ivan Matrosov; Alexander Roehrl; Alexander Tarasyev; Arkadii Kryazhimskii

2003-01-01T23:59:59.000Z

462

RECS Fuel Oil Usage Form_v1 (Draft).xps  

U.S. Energy Information Administration (EIA) Indexed Site

fuel oil usage for this delivery address between September 2008 and April 2010. Delivery Number Enter the Delivery Date for each delivery 1 2 3 4 5 6 7 8 9 10 Enter the Total...

463

The Impact of Residential Density on Vehicle Usage and Energy Consumption  

E-Print Network (OSTI)

DC. Steiner, R.L. (1994). Residential density and traveland Brownstone The Impact of Residential Density on VehicleWP-05-1 The Impact of Residential Density on Vehicle Usage

Golob, Thomas F; Brownstone, David

2005-01-01T23:59:59.000Z

464

"Table HC11.5 Space Heating Usage Indicators by Northeast Census...  

U.S. Energy Information Administration (EIA) Indexed Site

"No",54.7,9.8,6.7,3 "Housing Unit Characteristics Affecting Usage" "Adequacy of Insulation" "Well Insulated",42.8,8.2,5.9,2.3 "Adequately Insulated",46.3,8.1,6.1,2 "Poorly...

465

arXiv.org help - 2010 Institutional arXiv Usage Data  

NLE Websites -- All DOE Office Websites (Extended Search)

Institutional arXiv Usage Data The following table is a compilation of arXiv downloads for calendar year 2010 for the 200 heaviest user institutions. See also arXiv Support....

466

arXiv.org help - 2012 Institutional arXiv Usage Data  

NLE Websites -- All DOE Office Websites (Extended Search)

Institutional arXiv Usage Data The following table is a compilation of arXiv downloads for calendar year 2012 for the 200 heaviest user institutions. See also arXiv Support....

467

arXiv.org help - 2009 Institutional arXiv Usage Data  

NLE Websites -- All DOE Office Websites (Extended Search)

Institutional arXiv Usage Data The following table is a compilation of arXiv downloads for calendar year 2009 for the 200 heaviest user institutions. See also arXiv Support....

468

arXiv.org help - 2011 Institutional arXiv Usage Data  

NLE Websites -- All DOE Office Websites (Extended Search)

Institutional arXiv Usage Data The following table is a compilation of arXiv downloads for calendar year 2011 for the 200 heaviest user institutions. See also arXiv Support....

469

Table HC5.10 Home Appliances Usage Indicators by Year of ...  

U.S. Energy Information Administration (EIA)

Million U.S. Housing Units 1950 to 1959 1960 to 1969 1970 to 1979 Table HC5.10 Home Appliances Usage Indicators by Year of Construction, 2005 Year of Construction

470

Horses and Barn Doors: Evolution of Corporate Guidelines for Internet Usage  

Science Conference Proceedings (OSTI)

Intel's Internet usage policy evolved from paractically non-existant to explicitly defined - all in reaction to changing conditions and security threats. This paper covers the evolution of Intel Internet access policy, a continual struggle to close the ...

Sally Hambridge; Jeffrey C. Sedayao

1993-11-01T23:59:59.000Z

471

Annual fuel usage charts for oil-fired boilers. [Building space heating and hot water supplies  

SciTech Connect

On the basis of laboratory-determined boiler efficiency data, one may calculate the annual fuel usage (AFU) for any oil-fired boiler, serving a structure of a given design heat load, for any specified hourly weather pattern. Further, where data are available regarding the energy recapture rates of the strucutre due to direct gain solar energy (windows), lighting, cooking, electrical appliances, metabolic processes, etc., the annual fuel usage savings due to such (re) capture are straightforwardly determinable. Employing the Brookhaven National Laboratory annual fuel usage formulation, along with efficiency data determined in the BNL Boiler Laboratory, computer-drawn annual fuel usage charts can be generated for any selected boiler for a wide range of operating conditions. For two selected boilers operating in any one of the hour-by-hour weather patterns which characterize each of six cities over a wide range of firing rates, domestic hot water consumption rates, design heat loads, and energy (re) capture rates, annual fuel usages are determined and graphically presented. Figures 1 to 98, inclusive, relate to installations for which energy recapture rates are taken to be zero. Figures 97 to 130, inclusive, apply to a range of cases for which energy recapture rates are nonzero and determinable. In all cases, simple, direct and reliable annual fuel usage values can be determined by use of charts and methods such as those illustrated.

Berlad, A.L.; Yeh, Y.J.; Salzano, F.J.; Hoppe, R.J.; Batey, J.

1978-07-01T23:59:59.000Z

472

Alaska Department of Fish and Game | Open Energy Information  

Open Energy Info (EERE)

Game Game Jump to: navigation, search Logo: Alaska Department of Fish and Game Name Alaska Department of Fish and Game Address 1255 W. 8th Street Place Juneau, Alaska Zip 99811-5526 Phone number 907-465-4100 Website http://www.adfg.alaska.gov/ind Coordinates 58.2992°, -134.425° Loading map... {"minzoom":false,"mappingservice":"googlemaps3","type":"ROADMAP","zoom":14,"types":["ROADMAP","SATELLITE","HYBRID","TERRAIN"],"geoservice":"google","maxzoom":false,"width":"600px","height":"350px","centre":false,"title":"","label":"","icon":"","visitedicon":"","lines":[],"polygons":[],"circles":[],"rectangles":[],"copycoords":false,"static":false,"wmsoverlay":"","layers":[],"controls":["pan","zoom","type","scale","streetview"],"zoomstyle":"DEFAULT","typestyle":"DEFAULT","autoinfowindows":false,"kml":[],"gkml":[],"fusiontables":[],"resizable":false,"tilt":0,"kmlrezoom":false,"poi":true,"imageoverlays":[],"markercluster":false,"searchmarkers":"","locations":[{"text":"","title":"","link":null,"lat":58.2992,"lon":-134.425,"alt":0,"address":"","icon":"","group":"","inlineLabel":"","visitedicon":""}]}

473

Indian Gaming 2012 Tradeshow and Convention | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

Indian Gaming 2012 Tradeshow and Convention Indian Gaming 2012 Tradeshow and Convention Indian Gaming 2012 Tradeshow and Convention March 13, 2012 - 6:47pm Addthis The National Indian Gaming Association (NIGA) 2012 tradeshow and convention will take place April 1-4, 2012, in San Diego, California. The event features seminars and trainings and other activities. Be sure to visit the Office of Indian Energy booth! Learn more on the NIGA website. Addthis Related Articles Energy Savings Performance Contract Case Studies Pacific Region Combined Heat and Power Projects Byron Washom, Director of Strategic Energy Initiatives at the University of California at San Diego, poses with an electric vehicle and some of the solar panels that cover UCSD's campus.| Photo courtesy of UCSD Q&A With Byron Washom of the University of California at San Diego

474

Cooperative game-based routing approach for wireless sensor network  

Science Conference Proceedings (OSTI)

Aiming at the security and limited energy issues in wireless sensor network, this paper introduces a secure and energy-saving routing protocol based on cooperative game strategy. A novel incentive mechanism is proposed: all the nodes including the selfish ...

Fengyun Li; Guiran Chang; Lan Yao; Fuxiang Gao

2012-08-01T23:59:59.000Z

475

On the Chvátal-Erd?s triangle game  

E-Print Network (OSTI)

Given a graph G and positive integers n and q, let G(G; n, q) be the game played on the edges of the complete graph Kn in which the two players, Maker and Breaker, alternately claim 1 and q edges, respectively. Maker’s goal is to occupy all edges in some copy of G; Breaker tries to prevent it. In their seminal paper on positional games, Chvátal and Erd?s proved that in the game G(K3; n, q), Maker has a winning strategy if q Breaker has a winning strategy. In this note, we improve the latter of these bounds by describing a randomized strategy that allows Breaker to win the game G(K3; n, q) whenever q ? (2 ? 1/24) ? n. Moreover, we provide additional evidence supporting the belief that this bound can be further improved to ( ? 2 + o(1)) ? n. 1

József Balogh; Wojciech Samotij

2010-01-01T23:59:59.000Z

476

On Characterizing Game-Perfect Graphs by Forbidden Induced Subgraphs  

E-Print Network (OSTI)

A graph G is called g-perfect if, for any induced subgraph H of G, the game chromatic number of H equals the clique number of H. A graph G is called g-col-perfect if, for any induced subgraph H of G, the game coloring number of H equals the clique number of H. In this paper we characterize the classes of g-perfect resp. g-col-perfect graphs by a set of forbidden induced subgraphs and explicitly. Moreover, we study similar notions for variants of the game chromatic number, namely B-perfect and [A, B]-perfect graphs, and for several variants of the game coloring number, and characterize the classes of these graphs.

Stephan Dominique Andres

2010-01-01T23:59:59.000Z

477

Marine Forecasting at the 1996 Centennial Olympic Games  

Science Conference Proceedings (OSTI)

A team of meteorologists from the United States, Canada, and Australia provided marine weather support to the sailing events of the 1996 Centennial Olympic Games, held in Wassaw Sound near Savannah, Georgia. The team conducted research on the ...

Mark D. Powell; Stephen K. Rinard

1998-09-01T23:59:59.000Z

478

Motion and Scene Complexity for Streaming Video Games Mark Claypool  

E-Print Network (OSTI)

hosted on a heavyweight, fat server being streamed as an interactive video over a network to be played rendering a game scene that requires large amounts of data and spe- cialized hardware that is not readily

Claypool, Mark

479

Cheaters in the Steam Community Gaming Social Network  

E-Print Network (OSTI)

Online gaming is a multi-billion dollar industry that entertains a large, global population. One unfortunate phenomenon, however, poisons the competition and the fun: cheating. The costs of cheating span from industry-supported expenditures to detect and limit cheating, to victims' monetary losses due to cyber crime. This paper studies cheaters in the Steam Community, an online social network built on top of the world's dominant digital game delivery platform. We collected information about more than 12 million gamers connected in a global social network, of which more than 700 thousand have their profiles flagged as cheaters. We also collected in-game interaction data of over 10 thousand players from a popular multiplayer gaming server. We show that cheaters are well embedded in the social and interaction networks: their network position is largely undistinguishable from that of fair players. We observe that the cheating behavior appears to spread through a social mechanism: the presence and the number of ch...

Blackburn, Jeremy; Kourtellis, Nicolas; Zuo, Xiang; Long, Clayton; Ripeanu, Matei; Skvoretz, John; Iamnitchi, Adriana

2011-01-01T23:59:59.000Z

480

The Equivalence of Linear Programs and Zero-Sum Games  

E-Print Network (OSTI)

he noted that there was one case in which the reduction does not work. This also led .... linear program does not exist. ...... In: Handbook of game theory with eco-.

Note: This page contains sample records for the topic "game system usage" from the National Library of EnergyBeta (NLEBeta).
While these samples are representative of the content of NLEBeta,
they are not comprehensive nor are they the most current set.
We encourage you to perform a real-time search of NLEBeta
to obtain the most current and comprehensive results.


481

Parametrized regular infinite games and higher-order pushdown strategies  

Science Conference Proceedings (OSTI)

Given a set P of natural numbers, we consider infinite games where the winning condition is a regular ?-language parametrized by P. In this context, an ?-word, representing a play, has letters consisting of three components: The ...

Paul Hänsch; Michaela Slaats; Wolfgang Thomas

2009-09-01T23:59:59.000Z

482

Cooperative Energy Network Optimization for Distributed Microgrids: Game Theoretic Approach  

E-Print Network (OSTI)

Cooperative Energy Network Optimization for Distributed Microgrids: Game Theoretic Approach Y. Wasa. 1 5) 6, 7) 8) 6, 9) 10) 7) Receding Horizon Fig. 1: Distributed Microgrids4) 2 2.1 n V := {1

483

Illuminati: the game of conspiracy: a close reading  

Science Conference Proceedings (OSTI)

Illuminati is a humorous game of conspiracy and political intrigue. Designed by Steve Jackson in 1981, it has proven to be enduringly popular through many years of revision and republication. In this paper we examine its latest incarnation, Deluxe ...

Malcolm Ryan

2009-12-01T23:59:59.000Z

484

Global Maker-Breaker games on sparse graphs  

E-Print Network (OSTI)

In this paper we consider Maker-Breaker games, played on the edges of sparse graphs. For a given graph property P we seek a graph (board of the game) with the smallest number of edges on which Maker can build a subgraph that satisfies P. In this paper we focus on global properties. We prove the following results: 1) for the positive minimum degree game, there is a winning board with n vertices and about 10n/7 edges, on the other hand, at least 11n/8 edges are required; 2) for the spanning k-connectivity game, there is a winning board with n vertices and (1+ok(1))kn edges; 3) for the Hamiltonicity game, there is a winning board of constant average degree; 4) for a tree T on n vertices of bounded maximum degree ?, there is a graph G on n vertices and at most f(?) · n edges, on which Maker can construct a copy of T. We also discuss biased versions on these games and argue that the picture changes quite drastically there. 1

Dan Hefetz; Michael Krivelevich; Tibor Szabó

2009-01-01T23:59:59.000Z

485

Homebrew and the social construction of gaming : community, creativity, and legal context of amateur Game Boy Advance development  

E-Print Network (OSTI)

This thesis challenges the common social construction of game development, which perceives the activity only within its commercial, corporate realm. As an exemplar of the many thriving amateur development communities, the ...

Camper, Brett Bennett

2005-01-01T23:59:59.000Z

486

A flexible system for Olympic villages  

E-Print Network (OSTI)

This thesis suggests a flexible system and its systems approach in constructing Olympic Villages which are used both during and after the Games. A historical overview of ancient Olympia and modern Olympia, as well as a ...

Chung, Se-Hack

1985-01-01T23:59:59.000Z

487

Automatic verification of competitive stochastic systems  

Science Conference Proceedings (OSTI)

We present automatic verification techniques for the modelling and analysis of probabilistic systems that incorporate competitive behaviour. These systems are modelled as turn-based stochastic multi-player games, in which the players can either collaborate ...

Taolue Chen; Vojt?ch Forejt; Marta Kwiatkowska; David Parker; Aistis Simaitis

2012-03-01T23:59:59.000Z

488

Optimal control of a bleed air temperature regulation system.  

E-Print Network (OSTI)

??This thesis investigates temperature control of an aircraft engine bleed air system, aiming at reducing ram air usage to reduce fuel consumption while maintaining fast… (more)

Shang, Lan

2007-01-01T23:59:59.000Z

489

Security Metricsfor Process Control Systems | Department of Energy  

Energy.gov (U.S. Department of Energy (DOE)) Indexed Site

document describes the foundations of metrics, discusses application of these metrics to control system environments, introduces a metrics taxonomy, and suggests usage of metrics...

490

Learning policies for battery usage optimization in electric vehicles  

Science Conference Proceedings (OSTI)

The high cost, limited capacity, and long recharge time of batteries pose a number of obstacles for the widespread adoption of electric vehicles. Multi-battery systems that combine a standard battery with supercapacitors are currently one of the most ...

Stefano Ermon; Yexiang Xue; Carla Gomes; Bart Selman

2012-09-01T23:59:59.000Z

491

Noncooperative Games for Autonomous Consumer Load Balancing Over Smart Grid  

E-Print Network (OSTI)

Traditionally, most consumers of electricity pay for their consumption according to a fixed-rate. The few existing implementations of real time pricing have been restricted to large industrial consumers, where the benefits could justify the high implementation cost. With the advancement of Smart Grid technologies, large scale implementation of variable-rate metering will be more practical. Consumers will be able to control their electricity consumption in an automated fashion, where one possible scheme is to have each individual maximize their own utility as a noncooperative game. In this thesis, noncooperative games are formulated among the consumers of Smart Grid with two real-time pricing schemes, where the Nash equilibrium operation points are investigated for their uniqueness and load balancing properties. The first pricing scheme charges a price according to the average cost of electricity borne by the retailer and the second charges according to a time-variant increasing-block price. The zero revenue model and the constant revenue rate model, are the two revenue models being considered. The relationship between these games and certain congestion games, known as atomic flow games from the computer networking community, is demonstrated. It is shown that the proposed noncooperative game formulation falls under the class of atomic splittable flow games. It is shown that the Nash equilibrium exists for four different cases, with different pricing schemes and revenue models, and is shown to be unique for three of the cases, under certain conditions. It is shown that both pricing schemes lead to similar electricity loading patterns when consumers are interested only in the minimization of electricity costs. Finally, the conditions under which the increasing-block pricing scheme is preferred over the average cost based pricing scheme are discussed.

Agarwal, Tarun

2010-08-01T23:59:59.000Z

492

Weather Services, Science Advances, and the Vancouver 2010 Olympic and Paralympic Winter Games  

Science Conference Proceedings (OSTI)

The Olympics inspire greatness. "Swifter, Higher, Stronger" applies not only to the athletes but sets the tone for everyone associated with the games, including the weather service providers. The Winter Olympic and Paralympic Games of 2010 will ...

Paul Joe; Chris Doyle; Al Wallace; Stewart G. Cober; Bill Scott; George A. Isaac; Trevor Smith; Jocelyn Mailhot; Brad Snyder; Stephane Belair; Quinton Jansen; Bertrand Denis

2010-01-01T23:59:59.000Z

493

Approximating game-theoretic optimal strategies for full-scale poker  

Science Conference Proceedings (OSTI)

The computation of the first complete approximations of game-theoretic optimal strategies for full-scale poker is addressed. Several abstraction techniques are combined to represent the game of 2-player Texas Hold'em, having size O(1018), ...

D. Billings; N. Burch; A. Davidson; R. Holte; J. Schaeffer; T. Schauenberg; D. Szafron

2003-08-01T23:59:59.000Z

494

Proceedings of the Fifth International Conference on the Foundations of Digital Games  

Science Conference Proceedings (OSTI)

The Foundations of Digital Games is a unique conference that brings together researchers and practitioners from computer science, education, design, cultural studies, and other disciplines. Games research draws ideas and methods from these disciplines, ...

Ian Horswill; Yusuf Pisan

2010-06-01T23:59:59.000Z

495

CAMEO: enabling social networks for massively multiplayer online games through continuous analytics and cloud computing  

Science Conference Proceedings (OSTI)

Millions of people play Massively Multiplayer Online Games (MMOGs) and participate in the social networks built around MMOGs daily. These players turn into a collaborative community to exchange game news, advice, and expertise, but in return expect support ...

Alexandru Iosup; Adrian L?sc?teu; Nicolae ??pu?

2010-11-01T23:59:59.000Z

496

The potential of America's Army, the video game as civilian-military public sphere  

E-Print Network (OSTI)

The US Army developed multiplayer online First Person Shooter video game, America's Army, was examined as the first instance of an entirely state-produced and directed enterprise leveraging video game popular culture. ...

Li, Zhan, 1979-

2004-01-01T23:59:59.000Z

497

Alternate energy source usage for in situ heat treatment processes  

DOE Patents (OSTI)

Systems, methods, and heaters for treating a subsurface formation are described herein. At least one system for providing power to one or more subsurface heaters is described herein. The system may include an intermittent power source; a transformer coupled to the intermittent power source, and a tap controller coupled to the transformer. The transformer may be configured to transform power from the intermittent power source to power with appropriate operating parameters for the heaters. The tap controller may be configured to monitor and control the transformer so that a constant voltage is provided to the heaters from the transformer regardless of the load of the heaters and the power output provided by the intermittent power source.

Stone, Jr., Francis Marion (Cut-N-Shoot, TX); Goodwin, Charles R. (League City, TX); Richard, Jr., James (Kingwood, TX)

2011-03-22T23:59:59.000Z

498

Apparatus and method for monitoring an energy management system  

SciTech Connect

This patent describes an apparatus for determining a parameter of operation of an energy management system of the type which controllably drops load form an electrical power network in response to preselected conditions; It comprises: means for periodically interrupting the operation of energy management system and restoring the load to the network; means for generating a first energy usage signal representative of energy usage on the network at a time when the energy management is not interrupted by the interrupting means; means for generating a second energy usage signal representative of energy usage on the network at a time when the interrupting means interrupts the energy management system; and means responsive to the first energy usage signal and the secondary energy usage signal for computing the parameter of operation of the energy management system.

Huddleston, P.M.; Porter, G.B. Jr.; Rooney, D.T.

1989-08-08T23:59:59.000Z

499

On a base exchange game on graphs  

E-Print Network (OSTI)

We consider the following maker-breaker game on a graph G that has a partition of the edge set E into two spanning trees E1 and E2. Initially the edges of E1 are purple and the edges of E2 blue. Maker and breaker move alternately. In a move of the maker a blue edge is coloured purple. The breaker then has to recolour a different edge blue in such a way that the purple and the blue edges are spanning trees again. The goal of the maker is to exchange all colours, i.e. to make E1 blue and E2 purple. We prove that a sufficient but not necessary condition for the breaker to win is that the graph contains an induced K4. Furthermore we characterize the structure of a partition of a wheel into two spanning trees and show that the maker wins on wheels Wn with n ? 4 and provide an example of a graph where, for some partitions, the maker wins, for some others, the breaker wins.

Stephan Dominique Andres; Winfried Hochstättler; Markus Merkel

2010-01-01T23:59:59.000Z

500

RECS Fuel Oil Usage Form_v1 (Draft).xps  

U.S. Energy Information Administration (EIA) Indexed Site

fuel oil usage for this delivery address between fuel oil usage for this delivery address between September 2008 and April 2010. Delivery Number Enter the Delivery Date for each delivery 1 2 3 4 5 6 7 8 9 10 Enter the Total Dollar Amount including taxes [Exclude late fees, merchandise, repairs, and service charges] 11 12 13 14 15 16 17 18 19 20 Form EIA 457G OMB No. 1905-0092 Expires 1/31/13 2009 RECS Fuel Oil and Kerosene Usage Form Delivery Address: Account Number: $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / / Enter the Amount Delivered in Gallons XXXX Type of Fuel Sold was: 1=Fuel Oil #1 2=Fuel Oil #2 3=Kerosene 4=Other Enter the Price per Gallon $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ XXX.XX $ X.XX (select one) 1 2 3 4 MM/DD/YY Page 1 of 2 U.S. Energy Information Administration Independent Statistics & Analysis