695 research outputs found

    Some constructions of combinatorial designs

    Get PDF
    The objects of study of this thesis are combinatorial designs. Chapters 2 and 3 deal with various refinements of whist tournament, while Chapters 3 and 4 focus on terraces. Chapter 2 is devoted to the investigation of Z-cyclic ordered triplewhist tournaments on p elements, where p = 5 (mod 8); Z-cyclic ordered triplewhist and directed triplewhist tournaments on p elements, where p = 9 (mod 16); and Z-cyclic directed moore (2,6) generalised whist tournament designs on p elements, where p = 7 (mod 12). In each of these cases, p is prime. In an effort to prove the existence of an infinite family of each of these tournaments, constructions are introduced and the conditions under which they give the initial round of a tournament of the kind we desire are found. A bound above which these conditions are always satisfied is then obtained, and we try to fill in the appropriate gaps below that bound. In Chapter 3 we investigate the existence of tournaments of the type seen in Chapter 2 which involve four players per game, with an additional property. This is known as the three person property and is defined in Chapter 1. Here, we focus on one of the constructions introduced in Chapter 2 for each type of tournament. Then we find a new bound using only that construction with the additional conditions introduced by the three person property, and again try to fill in the appropriate gaps below the bound. Chapter 4 is an investigation of logarithmic terraces and their properties. Very little work has been done on them previously, so this was really an opportunity to look at them more closely in an effort to find as many interesting properties as possible. Some general results and examples are given, with the focal point of the chapter being the study of terraces which are simultaneously logarithmic for two different primitive roots. In Chapter 5, a more specific problem is addressed which involves training schedules for athletes. Here we want n(n - 1) athletes to carry out n tasks in some order, then keep repeating them in different orders in blocks of n as many times as possible so that certain conditions are satisfied. These conditions are listed in Chapter 5. We make use of the Williams terrace and the Owens terrace in our attempt to find a general method which allows the given conditions to be satisfied and gets as close as possible to the theoretical limit where each athlete carries out the n tasks n - 1 times

    Author index

    Get PDF

    Spartan Daily, September 11, 1989

    Get PDF
    Volume 93, Issue 6https://scholarworks.sjsu.edu/spartandaily/7866/thumbnail.jp

    A Recreation to Great Persons: Bowling in Colonial Boston

    Get PDF
    In 1994 archaeologists working in downtown Boston, Massachusetts, recovered what turned out to be the oldest lawn bowling ball in the New World. This research note is the result of the unexpected public interest in this artifact. The lawn ball belonged to the household of Katherine Nanny Naylor, a wealthy resident of 17th-century Boston. The lawn ball became a starting point for a small research project on the history of bowling in the New World and Puritan attitudes towards recreation in general and bowling in particular. This note opens a discusion of the tension between the need to relax and recreate oneself and Puritan ideas towards appropriate activity and work

    Prospectus, May 7, 1971

    Get PDF
    PREPAREDNESS PROGRAM GIVES SECOND CHANCE; VIC Helps To Rehabilitate Youth; Nurses, Hygienists In Health Week ; One Way or Two?; Student Deferment May End; One Man Band; Bull Sheet: Elections, Game Week, Sisters, Hot Line, Wit n\u27 Wisdom, Counselor Appts., Tau Epsilon, Voting, New Paperbacks, Anti War Activities, IOC, Vets Meeting, About Drugs, Need Help, Book Depository, LRC File, Poncho Pilot; Parkland Belts Walbash Twice; P.C. Board Holds Elections-- Consider Nepotism Policy; PC Faculty Art Exhibit; Know Your Candidate: Student Government Elections, Will They Pass or Fail?; David A. Friedmann, President; Robert D. Bales, President; John Stuckey, Vice President; Bob Hilton, Treasurer; Diane Topping, Secretary; Becky Terrell, Convocations; Terry Cassidy, Campus Organizationshttps://spark.parkland.edu/prospectus_1971/1007/thumbnail.jp

    The Winonan

    Get PDF
    https://openriver.winona.edu/thewinonan1940s/1067/thumbnail.jp

    Thinking with Games in the British Novel, 1801-1901

    Get PDF
    Thesis advisor: Maia McAleaveyMy dissertation explores how nineteenth-century novelists imagined rational thinking as a cognitive resource distributed through physical, social, national, and even imperial channels. Scholars studying nineteenth-century discourses of mind frequently position rational thinking as the normalized given against those unconscious and irrational modes of thought most indicative of the period's scientific discoveries. My project argues, in contrast, that writers were just as invested in exploring rational thinking as multivalent procedure, a versatile category of mental activity that could be layered into novelistic representations of thinking by "thinking with games": that is, incorporating forms of thinking as discussed by popular print media. By reading novels alongside historical gaming practices and gaming literatures and incorporating the insights of twenty-first century cognitive theory, I demonstrate that novelists Maria Edgeworth, Charles Dickens, Wilkie Collins, George Eliot, and Rudyard Kipling experimented with models of gaming to make rational thinking less abstract and reveal its action across bodies, objects, and communities. If Victorian mind-sciences uncovered "thinking fast," games prioritized "thinking slow," a distinction described by psychologist Daniel Kahneman in his recent book, Thinking, Fast and Slow (2013). Scenes of games often slow thinking down, allowing the author to expose the complex processes of rational, cognitive performance. Furthermore, such scenes register the expanded perspective of recent cognitive literary studies such as those by Alan Palmer and Lisa Zunshine, which understand thinking, at least in part, as externalized and social. In effect, by reading scenes of thinking along the lines proposed by strategic gaming, I demonstrate how novels imagined social possibilities for internal processing that extend beyond the bounds of any individual's consciousness. Of course, games easily serve as literary tropes or metaphors; but analyzing scenes of gaming alongside games literature underscores how authors incorporated frameworks of teachable, social thinking from gaming into their representations of rational consciousness. For strategy games literature, better play required learning how to read the minds of other players, how to turn their thinking inside out. The nineteenth-century novel's relationship to games is best understood, I suggest, within the landscape of popular games literature published at its side - sometimes literally. An article on "Whistology" appears just after an installment of The Woman in White in Dickens's All the Year Round; the Cornhill Magazine published a paean to "Chess" amid the serialization of George Eliot's Romola. As a genre, strategy manuals developed new techniques for exercising the cognitive abilities of their readers and, often along parallel lines, so do the novels I discuss. Prompting the reader to think like a game player often involved recreating the kinds of dynamic, active thinking taught by games literature through the novel's form. My dissertation explores how authors used such forms to train their readers in habits of memory, deduction, and foresight encouraged by strategy gaming.Thesis (PhD) — Boston College, 2017.Submitted to: Boston College. Graduate School of Arts and Sciences.Discipline: English

    The Western Mistic, May 5, 1939

    Get PDF
    https://red.mnstate.edu/western-mistic/1255/thumbnail.jp

    The Montana Kaimin, January 28, 1948

    Get PDF
    Student newspaper of the University of Montana, Missoula.https://scholarworks.umt.edu/studentnewspaper/3344/thumbnail.jp
    • …
    corecore