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1.
Sci Rep ; 12(1): 17873, 2022 10 25.
Artigo em Inglês | MEDLINE | ID: mdl-36284154

RESUMO

Despite significant efforts devoted to understanding the underlying complexity and emergence of collective movement in animal groups, the role of different external settings on this type of movement remains largely unexplored. Here, by combining time series analysis and complex network tools, we present an extensive investigation of the effects of shady environments on the behavior of a fish species (Silver Carp Hypophthalmichthys molitrix) within earthen ponds. We find that shade encourages fish residence during daylight hours, but the degree of preference for shade varies substantially among trials and ponds. Silver Carp are much slower and exhibit lower persistence in their speeds when under shade than out of it during daytime and nighttime, with fish displaying the highest persistence degree and speeds at night. Furthermore, our research shows that shade affects fish schooling behavior by reducing their polarization, number of interactions among individuals, and the stability among local neighbors; however, fish keep a higher local degree of order when under shade compared to nighttime positions.


Assuntos
Carpas , Eventos de Massa , Animais , Lagoas
2.
Entropy (Basel) ; 24(7)2022 Jun 23.
Artigo em Inglês | MEDLINE | ID: mdl-35885084

RESUMO

Describing the permanence of cultural objects is an important step in understanding societal trends. A relatively novel cultural object is the video game, which is an interactive media, that is, the player is an active contributor to the overall experience. This article aims to investigate video game permanence in collective memory using their popularity as a proxy, employing data based on the Steam platform from July 2012 to December 2020. The objectives include characterizing the database; studying the growth of players, games, and game categories; providing a model for the relative popularity distribution; and applying this model in three strata, global, major categories, and among categories. We detected linear growth trends in the number of players and the number of categories, and an exponential trend in the number of games released. Furthermore, we verified that lognormal distributions, emerging from multiplicative processes, provide a first approximation for the popularity in all strata. In addition, we proposed an improvement via Box-Cox transformations with similar parameters (from -0.12 (95% CI: -0.18, -0.07) to -0.04 (95% CI: -0.08, 0)). We were able to justify this improved model by interpreting the magnitude of each Box-Cox parameter as a measure of memory effects.

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