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Sample records for academic game engine

  1. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

    Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...

  2. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.

  3. Gaming frequency and academic performance

    OpenAIRE

    Ip, Barry; Jacobs, Gabriel; Watkins, Alan

    2008-01-01

    There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency –measured as the amount of time undergraduate students spend playing games in their free time – and their academic performance as measured by their examination marks. U...

  4. Gaming Frequency and Academic Performance

    Science.gov (United States)

    Ip, Barry; Jacobs, Gabriel; Watkins, Alan

    2008-01-01

    There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency--measured as the…

  5. Game Addiction and Academic Achievement

    Science.gov (United States)

    Sahin, Mehmet; Gumus, Yusuf Yasin; Dincel, Sezen

    2016-01-01

    The primary aim of this study was to investigate the correlation between game addiction and academic achievement. The secondary aim was to adapt a self-report instrument to measure game addiction. Three hundred and seventy high school students participated in this study. Data were collected via an online questionnaire that included a brief…

  6. Game engine architecture

    CERN Document Server

    Gregory, Jason

    2014-01-01

    ""… this book is the best of its kind, and you're lucky to have found it. It covers the huge field of game engine architecture in a succinct, clear way, and expertly balances the breadth and depth of its coverage, offering enough detail that even a beginner can easily understand the concepts it presents. The author, Jason Gregory, is not only a world expert in his field; he's a working programmer with production-quality knowledge and many shipped game projects under his belt. … Jason is also an experienced educator who has taught in the top-ranked university game program in North America. …

  7. Computer games and software engineering

    CERN Document Server

    Cooper, Kendra M L

    2015-01-01

    Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to best engineer game software.Featuring contributions from leading experts in software engineering, the book provides a comprehensive introduction to computer game software development that includes its history as well as emerging research on the inte

  8. Game engines and immersive displays

    Science.gov (United States)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

    While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.

  9. Comparison between Famous Game Engines and Eminent Games

    Directory of Open Access Journals (Sweden)

    Prerna Mishra

    2016-09-01

    Full Text Available Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine, popular games developed by these engines and its foremost elements. It portrays a number of special kinds of contemporary game developed by engines in the way of their aspects, procedure and deliberates their stipulations with comparison.

  10. The Protean Challenge of Game Collections at Academic Libraries

    Science.gov (United States)

    Cross, Emma; Mould, David; Smith, Robert

    2015-01-01

    The rise of game development and game studies on university campuses prompts academic libraries to consider how to support teaching and research in this area. This article examines current issues and challenges in the development of game collections at academic libraries. The gaming ecosystem has become more complex and libraries may need to move…

  11. Flash Learning Games Wow Students and Instructors: Moving Toward An Academic Gaming Portal

    Directory of Open Access Journals (Sweden)

    Dan H Lim

    2003-02-01

    Full Text Available This paper describes and discusses the rationale, background, design, and implementation of Flash learning games. The paper explains why Macromedia Flash has been selected as the authoring tool in the development of highly interactive learning games for online learning. The background evolutionary process of developing the learning games points out why it has been a daunting task to create compelling learning games that impact learning. Designing learning game objects that allow other educators to customize game content is the core of this paper. The author envisions this academic gaming project will evolve into an academic gaming portal, developed in conjunction with other major institutional partners.

  12. Artificial Intelligence in Unity Game Engine

    OpenAIRE

    Yu, Li

    2017-01-01

    This thesis was conducted for Oulu Game Lab. The aim of this bachelor thesis was to develop in Oulu Game Lab a game called the feels good to be evil. The main purpose of the project was to develop a game and learn game development focus in the artificial intelligence area. This thesis has explained the theory behind Artificial Intelligence. The game was developed in Unity Game Engine with C# language, and also Panda Behavior Tree was used in this project as an asset. The result was the ...

  13. Say Cheese! Games for Successful Academic and Student Networking

    OpenAIRE

    Collins, E. I. M.; Cox, A. L.; Lee, F.

    2016-01-01

    Networking is a vital but stressful aspect of academic life, one which digital games may be able to make more playful. Existing examples of networking games require players to interact as part of the game-play, and therefore do not bypass the stressful part of networking. In contrast, many other games successfully encourage interaction between players whilst avoiding causing stress to the players. Flashbulb is a networking game that only requires a photograph of another player to be taken in ...

  14. Perceptions of Engineering students, lecturers and academic ...

    African Journals Online (AJOL)

    Perceptions of Engineering students, lecturers and academic development practitioners about academic development classes at a university of technology. ... development, engineering education, scaffolding, self-regulated learning, students ...

  15. A Python Engine for Teaching Artificial Intelligence in Games

    OpenAIRE

    Riedl, Mark O.

    2015-01-01

    Computer games play an important role in our society and motivate people to learn computer science. Since artificial intelligence is integral to most games, they can also be used to teach artificial intelligence. We introduce the Game AI Game Engine (GAIGE), a Python game engine specifically designed to teach about how AI is used in computer games. A progression of seven assignments builds toward a complete, working Multi-User Battle Arena (MOBA) game. We describe the engine, the assignments,...

  16. Serious Games: Video Game Design Techniques for Academic and Commercial Communication

    OpenAIRE

    Bull-Hansen, Christian

    2007-01-01

    Serious Games: Video game design techniques for academic and commercial communication, by Christian Bull-Hansen, Department of Informatics, University of Oslo, Norway. Traditional academic and commercial communication sources, like schools and television, are losing ground to video games. People of all ages spend increasingly more time engaged in virtual worlds and on the Internet, and are becoming used to actively pursuing the information they want to know more about, while rejecting the...

  17. Game programmer's guide to Torque under the hood of the Torque game engine

    CERN Document Server

    Maurina , Edward F

    2006-01-01

    game programmer working with the Torque game engine must have ""The Game Programmer's Guide To Torque"": it teaches everything needed to design your own game, using experiences of game makers and industry veterans well versed in Torque technology. A Torque Game engine demo is included on an accompanying cd while step-by-step examples tell how to use it. Its focus on all the basics makes for an exceptional coverage for all levels of game programmer. -Bookwatch, August 2006

  18. MEnDiGa: A Minimal Engine for Digital Games

    OpenAIRE

    Boaventura, Filipe M. B.; Sarinho, Victor T.

    2017-01-01

    Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a technique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration of concrete products. This paper presents the Minimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets based on game features capable of building small and casual games regardless of their implementation resources. It presen...

  19. Mind Games: Game Engines as an Architecture for Intuitive Physics.

    Science.gov (United States)

    Ullman, Tomer D; Spelke, Elizabeth; Battaglia, Peter; Tenenbaum, Joshua B

    2017-09-01

    We explore the hypothesis that many intuitive physical inferences are based on a mental physics engine that is analogous in many ways to the machine physics engines used in building interactive video games. We describe the key features of game physics engines and their parallels in human mental representation, focusing especially on the intuitive physics of young infants where the hypothesis helps to unify many classic and otherwise puzzling phenomena, and may provide the basis for a computational account of how the physical knowledge of infants develops. This hypothesis also explains several 'physics illusions', and helps to inform the development of artificial intelligence (AI) systems with more human-like common sense. Copyright © 2017 Elsevier Ltd. All rights reserved.

  20. New Directions for Academic Video Game Collections: Strategies for Acquiring, Supporting, and Managing Online Materials

    Science.gov (United States)

    Robson, Diane; Durkee, Patrick

    2012-01-01

    The work of collection development in academic video game collections is at a crucial point of transformation--gaming librarians are ready to expand beyond console games collected in disc and cartridge format to the world of Internet games. At the same time, forms and genres of video games such as serious and independent games are increasingly…

  1. GAMYGDALA: an Emotion Engine for Games

    NARCIS (Netherlands)

    Popescu, A.; Broekens, J.; van Someren, M.

    2014-01-01

    In this paper we present GAMYGDALA, an emotional appraisal engine that enables game developers to easily add emotions to their Non-Player Characters (NPC). Our approach proposes a solution that is positioned between event coding of affect, where individual events have predetermined annotated

  2. Nuclear Engineering Academic Programs Survey, 2004

    International Nuclear Information System (INIS)

    Oak Ridge Institute for Science and Education

    2005-01-01

    This annual report details the number of nuclear engineering bachelor's, master's, and doctoral degrees awarded at a sampling of academic programs from 1998-2004. It also looks at nuclear engineering degrees by curriculum and the number of students enrolled in nuclear engineering degree programs at 31 U.S. universities in 2004

  3. Video Game Strategies as Predictors of Academic Achievement

    Science.gov (United States)

    Hamlen, Karla R.

    2014-01-01

    The purpose of this study was to investigate relationships between strategies students use to overcome challenges in both video games and homework assignments, and whether or not these are predictors of academic performance in school. Data were collected through an online survey of students, primarily in middle and high school, assessing both…

  4. A survey of characteristic engine features for technology-sustained pervasive games

    CERN Document Server

    Nevelsteen, Kim JL

    2015-01-01

    This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architectu

  5. Academic nuclear engineering education - the Dutch way

    International Nuclear Information System (INIS)

    Wallerbos, E.J.M.; Geemert, R. van

    1997-01-01

    The academic nuclear engineering educational program in the Netherlands aims not only to give students a thorough knowledge of reactor physics but also to train them in practical skills and presentation techniques. These three aspects are important to become a successful nuclear engineer. (author)

  6. Developing games with Magic Playground: a gesture-based game engine

    OpenAIRE

    Dehanov, Juana; Dias, José Miguel Salles; Bastos, Rafael; Cabral, Carolina

    2005-01-01

    ACE 134 This paper presents Magic Playground, a game engine that enables the development of entertainment applications with realtime gesture-based Human-Computer Interaction (HCI). We describe the main architectural elements of our system and provide a guideline on how to program the engine in order to create games. Finally, we present usability evaluation results of a game, which emulates the known Tetris game1.

  7. Exploring factors related to college student expertise in digital games and their relationships to academics

    Directory of Open Access Journals (Sweden)

    Hamlen Karla R.

    2017-06-01

    Full Text Available Digital game play is a common pastime among college students and monopolizes a great deal of time for many students. Researchers have previously investigated relationships between subject-specific game play and academics, but this study fulfills a need for research focusing on entertainment game strategies and how they relate to strategies and success in other contexts. Utilizing a survey of 191 undergraduate students, the goal was to investigate students’ digital game play habits, strategies, and beliefs that predict gaming expertise, and to determine if these relate to academic success. Factor analysis revealed three latent variables that predict expertise: dedication, solo mastery, and strategic play. Multiple regression analysis was used to determine whether these three components could also predict academic outcome variables. Findings point to the absence of a relationship between these variables and academic GPA, but to the presence of a tentative relationship between confidence in game play and confidence in personal control over academic success.

  8. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

    Science.gov (United States)

    Drummond, Aaron; Sauer, James D

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.

  9. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

    Directory of Open Access Journals (Sweden)

    Aaron Drummond

    Full Text Available Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.

  10. Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading

    Science.gov (United States)

    Drummond, Aaron; Sauer, James D.

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement. PMID:24699536

  11. Nuclear Engineering Academic Programs Survey, 2003

    International Nuclear Information System (INIS)

    Science and Engineering Education, Oak Ridge Institute for Science and Education

    2004-01-01

    The survey includes degrees granted between September 1, 2002 and August 31, 2003. Thirty-three academic programs reported having nuclear engineering programs during the survey time period and all responded (100% response rate). Three of the programs included in last year's report were discontinued or out-of-scope in 2003. One new program has been added to the list. This year the survey data include U.S. citizenship, gender, and race/ethnicity by degree level

  12. Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?

    Science.gov (United States)

    Brunborg, Geir Scott; Mentzoni, Rune Aune; Frøyland, Lars Roar

    2014-03-01

    While the relationships between video game use and negative consequences are debated, the relationships between video game addiction and negative consequences are fairly well established. However, previous studies suffer from methodological weaknesses that may have caused biased results. There is need for further investigation that benefits from the use of methods that avoid omitted variable bias. Two wave panel data was used from two surveys of 1,928 Norwegian adolescents aged 13 to 17 years. The surveys included measures of video game use, video game addiction, depression, heavy episodic drinking, academic achievement, and conduct problems. The data was analyzed using first-differencing, a regression method that is unbiased by time invariant individual factors. Video game addiction was related to depression, lower academic achievement, and conduct problems, but time spent on video games was not related to any of the studied negative outcomes. The findings were in line with a growing number of studies that have failed to find relationships between time spent on video games and negative outcomes. The current study is also consistent with previous studies in that video game addiction was related to other negative outcomes, but it made the added contribution that the relationships are unbiased by time invariant individual effects. However, future research should aim at establishing the temporal order of the supposed causal effects. Spending time playing video games does not involve negative consequences, but adolescents who experience problems related to video games are likely to also experience problems in other facets of life.

  13. Design, engineering and utility of biotic games.

    Science.gov (United States)

    Riedel-Kruse, Ingmar H; Chung, Alice M; Dura, Burak; Hamilton, Andrea L; Lee, Byung C

    2011-01-07

    Games are a significant and defining part of human culture, and their utility beyond pure entertainment has been demonstrated with so-called 'serious games'. Biotechnology--despite its recent advancements--has had no impact on gaming yet. Here we propose the concept of 'biotic games', i.e., games that operate on biological processes. Utilizing a variety of biological processes we designed and tested a collection of games: 'Enlightenment', 'Ciliaball', 'PAC-mecium', 'Microbash', 'Biotic Pinball', 'POND PONG', 'PolymerRace', and 'The Prisoner's Smellemma'. We found that biotic games exhibit unique features compared to existing game modalities, such as utilizing biological noise, providing a real-life experience rather than virtual reality, and integrating the chemical senses into play. Analogous to video games, biotic games could have significant conceptual and cost-reducing effects on biotechnology and eventually healthcare; enable volunteers to participate in crowd-sourcing to support medical research; and educate society at large to support personal medical decisions and the public discourse on bio-related issues.

  14. Gendered organisational cultures in German academic engineering

    Directory of Open Access Journals (Sweden)

    Felizitas Sagebiel

    2016-12-01

    Full Text Available This paper will describe and analyse how female professors manage formal and informal norms and values of their departments and organizations. State of the art includes different gender theories and research. With a qualitative methodological design (especially interviews and focus discussion groups, case studies were conducted in companies, political institutions, governmental research organizations and universities. From a gender perspective, the following aspects were analysed: gender stereotypes and gendered leadership expectations, transparent and strategic communication, expectations of output, commitment and availability, gender awareness, and integration in gendered networking and networks. The results focus on academic engineering cultures in investigated research institutes and one technical university.

  15. Academic Training: Introduction to cryogenic Engineering

    CERN Multimedia

    Françoise Benz

    2005-01-01

    2005-2006 ACADEMIC TRAINING PROGRAMME LECTURE SERIES 5, 6, 7, 8 and 9 December from 11:00 to 12:00 - Main Auditorium, bldg. 500 Introduction to cryogenic Engineering by G. Perinic - CERN-AT Cryogenic engineering is one of the key technologies at CERN. It is widely used in research and has many applications in industry and last but not least in medicine. In research cryogenic engineering and its applications are omnipresent from the smallest laboratories to fusion reactors, huge detectors and accelerators. With the termination of the LHC, CERN will in fact become the world’s largest cryogenic installation. This series of talks intends to introduce the non-cryogenist to the basic principles and challenges of cryogenic engineering and its applications. The course will also provide a basis for practical application as well as for further learning. Monday 5.12.2005 Introduction: From History to Modern Refrigeration Cycles (Goran Perinic) Tuesday 6.12.2005 Refrigerants, Standard Cryostats, Cryogenic Des...

  16. Academic Training: Introduction to cryogenic Engineering

    CERN Multimedia

    Françoise Benz

    2005-01-01

    2005-2006 ACADEMIC TRAINING PROGRAMME LECTURE SERIES 5, 6, 7, 8 and 9 December from 11:00 to 12:00 - Main Auditorium, bldg. 500 Introduction to cryogenic Engineering by G. Perinic - CERN-AT Cryogenic engineering is one of the key technologies at CERN. It is widely used in research and has many applications in industry and last but not least in medicine. In research cryogenic engineering and its applications are omnipresent from the smallest laboratories to fusion reactors, hughe detectors and accelerators. With the termination of the LHC, CERN will in fact become the world's largest cryogenic installation. This series of talks intends to introduce the non-cryogenist to the basic principles and challenges of cryogenic engineering and its applications. The course will also provide a basis for practical application as well as for further learning. From history to modern refrigeration cycles (1/5) Refrigerants, standard cryostats, cryogenic design (2/5) Heat transfer and insulation (3/5) Safety in cryoge...

  17. The Use of A Serious Game and Academic Performance of Undergraduate Accounting Students: An Empirical Analysis

    Directory of Open Access Journals (Sweden)

    Rodrigo Fernandes MALAQUIAS

    2018-04-01

    Full Text Available The literature on serious games (SGs indicates that they are very useful tools to improve the teaching/learning process. In this paper, we analyze some potential benefits of a SG on academic performance of undergraduate accounting students. The database is comprised of scores obtained by students during an undergraduate discipline related with accounting history. The game was presented to the students during the academic semester of the discipline; they also developed an academic activity using the concepts of this game. The main results of the paper indicate that students who used the game and scored the maximum grade in this activity also registered higher indexes of academic performance in such discipline. These results reinforce the benefits of the SG to interact with undergraduate students and teach academic content.

  18. Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading

    OpenAIRE

    Drummond, Aaron; Sauer, James D.

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and readi...

  19. The Impact of Video Game Playing on Academic Performance at a Community College.

    Science.gov (United States)

    McCutcheon, Lynn E.; Campbell, Janice D.

    1986-01-01

    Studies the relationship between video game playing and academic achievement. Compares matched groups of community college psychology students, differing in the amount of their game playing. There were no differences between frequent and infrequent players on measures of psychology class attendance, locus of control, or grade point average.…

  20. Self-Control and Academic Performance in Engineering

    Science.gov (United States)

    Honken, Nora; Ralston, Patricia A.; Tretter, Thomas R.

    2016-01-01

    Self-control has been related to positive student outcomes including academic performance of college students. Because of the critical nature of the first semester academic performance for engineering students in terms of retention and persistence in pursuing an engineering degree, this study investigated the relationship between freshmen…

  1. A study of time management: the correlation between video game usage and academic performance markers.

    Science.gov (United States)

    Anand, Vivek

    2007-08-01

    This study analyzes the correlation between video game usage and academic performance. Scholastic Aptitude Test (SAT) and grade-point average (GPA) scores were used to gauge academic performance. The amount of time a student spends playing video games has a negative correlation with students' GPA and SAT scores. As video game usage increases, GPA and SAT scores decrease. A chi-squared analysis found a p value for video game usage and GPA was greater than a 95% confidence level (0.005 video game usage also returned a p value that was significant (0.01 video games may have a detrimental effect on an individual's GPA and possibly on SAT scores. Although these results show statistical dependence, proving cause and effect remains difficult, since SAT scores represent a single test on a given day. The effects of video games maybe be cumulative; however, drawing a conclusion is difficult because SAT scores represent a measure of general knowledge. GPA versus video games is more reliable because both involve a continuous measurement of engaged activity and performance. The connection remains difficult because of the complex nature of student life and academic performance. Also, video game usage may simply be a function of specific personality types and characteristics.

  2. Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?

    Science.gov (United States)

    Brunborg, Geir Scott; Mentzoni, Rune Aune; Frøyland, Lars Roar

    2014-01-01

    Background and aims: While the relationships between video game use and negative consequences are debated, the relationships between video game addiction and negative consequences are fairly well established. However, previous studies suffer from methodological weaknesses that may have caused biased results. There is need for further investigation that benefits from the use of methods that avoid omitted variable bias. Methods: Two wave panel data was used from two surveys of 1,928 Norwegian adolescents aged 13 to 17 years. The surveys included measures of video game use, video game addiction, depression, heavy episodic drinking, academic achievement, and conduct problems. The data was analyzed using first-differencing, a regression method that is unbiased by time invariant individual factors. Results: Video game addiction was related to depression, lower academic achievement, and conduct problems, but time spent on video games was not related to any of the studied negative outcomes. Discussion: The findings were in line with a growing number of studies that have failed to find relationships between time spent on video games and negative outcomes. The current study is also consistent with previous studies in that video game addiction was related to other negative outcomes, but it made the added contribution that the relationships are unbiased by time invariant individual effects. However, future research should aim at establishing the temporal order of the supposed causal effects. Conclusions: Spending time playing video games does not involve negative consequences, but adolescents who experience problems related to video games are likely to also experience problems in other facets of life. PMID:25215212

  3. Incorporating Gaming in Software Engineering Projects: Case of RMU Monopoly

    Directory of Open Access Journals (Sweden)

    Sushil Acharya

    2009-02-01

    Full Text Available A major challenge in engineering education is retaining student interest in the engineering discipline. Active student involvement in engineering projects is one way of retaining student interest. Such involvement can only be realized if project inception comes entirely from the student. This paper presents a software game, RMU Monopoly, developed as a project requirement for a software engineering course and describes the challenges and gains of implementing such a project. The RMU Monopoly was proposed by three junior software engineering students. The game is a multi-platform software program that allows up to eight players and implements the rules of the Monopoly board game. To ensure agility the game was developed using the spiral software development model. The Software Requirements Specification (SRS document was finalized through an iterative procedure. Standard Unified Modeling Language (UML diagrams were used for product design. A Risk Mitigation, Monitoring, and Management Plan (RMMM was developed to ensure proactive risk management. Gantt chart, weekly progress meetings and weekly scrum meetings were used to track project progress. C# and Sub- Version were used in a client-server architecture to develop the software. The project was successful in retaining student interest in the software engineering discipline

  4. Game Engineering a Multiagent Systems Perspective

    Science.gov (United States)

    2016-07-21

    incentives ...body  of  research  in   the  field  of  algorithmic  game   theory  devoted  to  analyzing  the  inefficiency  of...Systems,  2015  (to  appear).     [J5]  J.R.  Marden  and  J.S.  Shamma,  “Game   Theory  and  Distributed

  5. Video Games and Software Engineers : Designing a study based on the benefits from Video Games and how they can improve Software Engineers

    OpenAIRE

    Cosic Prica, Srdjan

    2017-01-01

    Context: This is a study about investigating if playing video games can improve any skills and characteristics in a software engineer. Due to lack of resources and time, this study will focus on designing a study that others may use to measure the results and if video games actually can improve software engineers. Objectives: The main objectives are finding the benefits of playing video games and how those benefits are discovered. Meaning what types of games and for how long someone needs to ...

  6. Elementary Students' Acquisition of Academic Vocabulary Through Engineering Design

    Science.gov (United States)

    Kugelmass, Rachel

    This study examines how STEM (science, technology, engineering, and mathematics) inquiry-based learning through a hands-on engineering design can be beneficial in helping students acquire academic vocabulary. This research took place in a second grade dual- language classroom in a public, suburban elementary school. English language learners, students who speak Spanish at home, and native English speakers were evaluated in this study. Each day, students were presented with a general academic vocabulary focus word during an engineering design challenge. Vocabulary pre-tests and post-tests as well as observation field notes were used to evaluate the student's growth in reading and defining the focus academic vocabulary words. A quiz and KSB (knowledge and skill builder) packet were used to evaluate students' knowledge of science and math content and engineering design. The results of this study indicate that engineering design is an effective means for teaching academic vocabulary to students with varying levels of English proficiency.

  7. Using Role-Playing Games to Broaden Engineering Education

    Science.gov (United States)

    McConville, Jennifer R.; Rauch, Sebastien; Helgegren, Ida; Kain, Jaan-Henrik

    2017-01-01

    Purpose: In today's complex society, there is an increasing demand to include a wider set of skills in engineering curricula, especially skills related to policy, society and sustainable development. Role-playing and gaming are active learning tools, which are useful for learning relationships between technology and society, problem solving in…

  8. Engineering Computer Games: A Parallel Learning Opportunity for Undergraduate Engineering and Primary (K-5 Students

    Directory of Open Access Journals (Sweden)

    Mark Michael Budnik

    2011-04-01

    Full Text Available In this paper, we present how our College of Engineering is developing a growing portfolio of engineering computer games as a parallel learning opportunity for undergraduate engineering and primary (grade K-5 students. Around the world, many schools provide secondary students (grade 6-12 with opportunities to pursue pre-engineering classes. However, by the time students reach this age, many of them have already determined their educational goals and preferred careers. Our College of Engineering is developing resources to provide primary students, still in their educational formative years, with opportunities to learn more about engineering. One of these resources is a library of engineering games targeted to the primary student population. The games are designed by sophomore students in our College of Engineering. During their Introduction to Computational Techniques course, the students use the LabVIEW environment to develop the games. This software provides a wealth of design resources for the novice programmer; using it to develop the games strengthens the undergraduates

  9. RAGE Reusable Game Software Components and Their Integration into Serious Game Engines

    NARCIS (Netherlands)

    Van der Vegt, Wim; Nyamsuren, Enkhbold; Westera, Wim

    2016-01-01

    This paper presents and validates a methodology for integrating reusable software components in diverse game engines. While conforming to the RAGE com-ponent-based architecture described elsewhere, the paper explains how the interac-tions and data exchange processes between a reusable software

  10. Nuclear Engineering Academic Programs Survey, 2002 Data

    International Nuclear Information System (INIS)

    Oak Ridge Institute for Science and Education

    2003-01-01

    The survey includes degrees granted between July 1, 2001 and June 30, 2002. Enrollment information refers to the fall term 2002. Thirty-five academic programs were in the survey universe and all responded (100% response rate). One of the 35 programs reported that it was discontinued after the 2001-2002 academic year. Also, two programs were discontinued after the previous academic year (2000-2001) and were not included in 2002 survey

  11. Academic program models for undergraduate biomedical engineering.

    Science.gov (United States)

    Krishnan, Shankar M

    2014-01-01

    There is a proliferation of medical devices across the globe for the diagnosis and therapy of diseases. Biomedical engineering (BME) plays a significant role in healthcare and advancing medical technologies thus creating a substantial demand for biomedical engineers at undergraduate and graduate levels. There has been a surge in undergraduate programs due to increasing demands from the biomedical industries to cover many of their segments from bench to bedside. With the requirement of multidisciplinary training within allottable duration, it is indeed a challenge to design a comprehensive standardized undergraduate BME program to suit the needs of educators across the globe. This paper's objective is to describe three major models of undergraduate BME programs and their curricular requirements, with relevant recommendations to be applicable in institutions of higher education located in varied resource settings. Model 1 is based on programs to be offered in large research-intensive universities with multiple focus areas. The focus areas depend on the institution's research expertise and training mission. Model 2 has basic segments similar to those of Model 1, but the focus areas are limited due to resource constraints. In this model, co-op/internship in hospitals or medical companies is included which prepares the graduates for the work place. In Model 3, students are trained to earn an Associate Degree in the initial two years and they are trained for two more years to be BME's or BME Technologists. This model is well suited for the resource-poor countries. All three models must be designed to meet applicable accreditation requirements. The challenges in designing undergraduate BME programs include manpower, facility and funding resource requirements and time constraints. Each academic institution has to carefully analyze its short term and long term requirements. In conclusion, three models for BME programs are described based on large universities, colleges, and

  12. Game play in vocational training and engineering education

    Directory of Open Access Journals (Sweden)

    Bjarne A. Foss

    2007-04-01

    Full Text Available Educational games may create a new and improved learning culture by drawing advantage of the new knowledge and skills of today’s students obtained from extensive use of interactive game software. This paper presents a design basis and online learning resources taking advantage of game-related features like a high degree of interactivity, attractive graphics, a dynamical virtual universe, and an incentive system to promote prolonged and more advanced use. The educational resources, denoted PIDstop, are targeted towards the engineering domain. Feedback from over 2000 users clearly indicates that PIDstop has a positive learning effect. Training packages for vocational training of Automation Technicians is emphasized in this paper. Such learning resources must have a limited mathematical complexity; hence, the representation should be rather descriptive. Evaluation of learning resources to assess the actual learning effect is important, and a two-step procedure based on formative and summative evaluation is proposed for this purpose.

  13. Use of search engines for academic activities by the academic staff ...

    African Journals Online (AJOL)

    The research was designed to investigate the Internet Search Engine use behaviour and experiences of lecturers at the University of Jos, using the academics of the Faculty of Natural Sciences in the University as a focal population. The entire population of 148 academic staff members in the Faculty was adopted for the ...

  14. Form One Students' Engagement with Computer Games and Its Effect on Their Academic Achievement in a Malaysian Secondary School

    Science.gov (United States)

    Eow, Yee Leng; Wan Ali, Wan Zah bte; Mahmud, Rosnaini bt.; Baki, Roselan

    2009-01-01

    The main purpose of the study was to address the association between computer games and students' academic achievement. The exceptional growth in numbers of children playing computer games, the uneasiness and incomplete understanding foundation when starting the discussion on computer games have stimulated this study to be conducted. From a survey…

  15. The Academic Game. A Simulation of Policy-Making in a University For 8 to 20 Players.

    Science.gov (United States)

    Jaques, David

    The Academic Game, considered a valuable exercise for academics and administrators in investigating some of the problems of decision-making and possible ways of facilitating organizational decisions, is described. The major objective of the game is to achieve on agreed promotion policy. The roles and organization structure are designed to ensure…

  16. Engineering Self-Efficacy Contributing to the Academic Performance of AMAIUB Engineering Students: A Qualitative Investigation

    Science.gov (United States)

    Aleta, Beda T.

    2016-01-01

    This research study aims to determine the factors of engineering skills self- efficacy sources contributing on the academic performance of AMAIUB engineering students. Thus, a better measure of engineering self-efficacy is needed to adequately assess engineering students' beliefs in their capabilities to perform tasks in their engineering…

  17. Chemical Information in Scirus and BASE (Bielefeld Academic Search Engine)

    Science.gov (United States)

    Bendig, Regina B.

    2009-01-01

    The author sought to determine to what extent the two search engines, Scirus and BASE (Bielefeld Academic Search Engines), would be useful to first-year university students as the first point of searching for chemical information. Five topics were searched and the first ten records of each search result were evaluated with regard to the type of…

  18. Academic Training Lecture | Game Theory | 8 - 9 May

    CERN Multimedia

    2014-01-01

    Game Theory (1 & 2), by Elias Koutsoupias (Professor of Computer Science, University of Oxford, UK).   Thursday 8 May and Friday 9 May from 11 a.m. to 12 a.m. CERN (500-1-001 - Main Auditorium) Description: This lecture series will present the main directions of Algorithmic Game Theory, a new field that has emerged in the last two decades at the interface of Game Theory and Computer Science, because of the unprecedented growth in size, complexity, and impact of the Internet and the Web. These include the price of anarchy (what is the impact of selfishness on a system of competing entities), computational complexity (can the market find a reasonable solution), mechanisms and auctions (what incentives to give to selfish individuals). See the Indico page here.

  19. Academic Dishonesty and Video Game Play: Is New Media Use Changing Conceptions of Cheating?

    Science.gov (United States)

    Hamlen, Karla R.

    2012-01-01

    In this study, an online survey was utilized to investigate relationships among participants' willingness to cheat in academic or business settings and the strategies they tend to utilize in video game play. 113 participants completed the survey, and 86 students (23 middle school, 44 high school, 8 college undergraduate, and 11 graduate) yielded…

  20. Relationships among Taiwanese Children's Computer Game Use, Academic Achievement and Parental Governing Approach

    Science.gov (United States)

    Yeh, Duen-Yian; Cheng, Ching-Hsue

    2016-01-01

    This study examined the relationships among children's computer game use, academic achievement and parental governing approach to propose probable answers for the doubts of Taiwanese parents. 355 children (ages 11-14) were randomly sampled from 20 elementary schools in a typically urbanised county in Taiwan. Questionnaire survey (five questions)…

  1. The Use of a Serious Game and Academic Performance of Undergraduate Accounting Students: An Empirical Analysis

    Science.gov (United States)

    Malaquias, Rodrigo Fernandes; Malaquias, Fernanda Francielle de Oliveira; Borges, Dermeval M., Jr.; Zambra, Pablo

    2018-01-01

    The literature on serious games (SGs) indicates that they are very useful tools to improve the teaching/learning process. In this paper, we analyze some potential benefits of a SG on academic performance of undergraduate accounting students. The database is comprised of scores obtained by students during an undergraduate discipline related with…

  2. Video Game Playing and Academic Performance in College Students

    Science.gov (United States)

    Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R.

    2012-01-01

    The relations between media consumption, especially TV viewing, and school performance have been extensively examined. However, even though video game playing may have replaced TV viewing as the most frequent form of media usage, relatively little research has examined its relations to school performance, especially in older students. We surveyed…

  3. Lending Video Game Consoles in an Academic Library

    Science.gov (United States)

    Buller, Ryan

    2017-01-01

    This paper will outline the process and discussions undertaken at the University of Denver's University Libraries to implement a lending service providing video game consoles. Faculty and staff at the University Libraries decided to pursue the new lending service, though not a traditional library offering, to support the needs of a video game…

  4. Comparison of Physics Frameworks for WebGL-Based Game Engine

    Directory of Open Access Journals (Sweden)

    Yogya Resa

    2014-03-01

    Full Text Available Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using experiment, we assessed these frameworks in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGLbased game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.

  5. More than just fun and games: the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades.

    Science.gov (United States)

    Adachi, Paul J C; Willoughby, Teena

    2013-07-01

    Some researchers have proposed that video games possess good learning principles and may promote problem solving skills. Empirical research regarding this relationship, however, is limited. The goal of the presented study was to examine whether strategic video game play (i.e., role playing and strategy games) predicted self-reported problem solving skills among a sample of 1,492 adolescents (50.8 % female), over the four high school years. The results showed that more strategic video game play predicted higher self-reported problem solving skills over time than less strategic video game play. In addition, the results showed support for an indirect association between strategic video game play and academic grades, in that strategic video game play predicted higher self-reported problem solving skills, and, in turn, higher self-reported problem solving skills predicted higher academic grades. The novel findings that strategic video games promote self-reported problem solving skills and indirectly predict academic grades are important considering that millions of adolescents play video games every day.

  6. Metrics in academic profiles: a new addictive game for researchers?

    Science.gov (United States)

    Orduna-Malea, Enrique; Martín-Martín, Alberto Martín-Martín; Delgado López-Cózar, Emilio

    2016-09-22

    This study aims to promote reflection and bring attention to the potential adverse effects of academic social networks on science. These academic social networks, where authors can display their publications, have become new scientific communication channels, accelerating the dissemination of research results, facilitating data sharing, and strongly promoting scientific collaboration, all at no cost to the user.One of the features that make them extremely attractive to researchers is the possibility to browse through a wide variety of bibliometric indicators. Going beyond publication and citation counts, they also measure usage, participation in the platform, social connectivity, and scientific, academic and professional impact. Using these indicators they effectively create a digital image of researchers and their reputations.However, although academic social platforms are useful applications that can help improve scientific communication, they also hide a less positive side: they are highly addictive tools that might be abused. By gamifying scientific impact using techniques originally developed for videogames, these platforms may get users hooked on them, like addicted academics, transforming what should only be a means into an end in itself.

  7. Search engines and the production of academic knowledge

    OpenAIRE

    van Dijck, J.

    2010-01-01

    This article argues that search engines in general, and Google Scholar in particular, have become significant co-producers of academic knowledge. Knowledge is not simply conveyed to users, but is co-produced by search engines’ ranking systems and profiling systems, none of which are open to the rules of transparency, relevance and privacy in a manner known from library scholarship in the public domain. Inexperienced users tend to trust proprietary engines as neutral mediators of knowledge and...

  8. Strategy2D: Turn-based Strategy Video Game Engine for Mobile Devices

    OpenAIRE

    Calvo Villazón, Javier

    2014-01-01

    Multi-platform video game engine for the development of turn-based strategy games for mobile devices. Developed in C++ within the Cocos2d-x framework, It provides a scalable and configurable tool for the creation of this type of games.

  9. A brief report on the relationship between self-control, video game addiction and academic achievement in normal and ADHD students

    OpenAIRE

    Haghbin, Maryam; Shaterian, Fatemeh; Hosseinzadeh, Davood; Griffiths, Mark D.

    2013-01-01

    Background and aims: Over the last two decades, research into video game addiction has grown increasingly. The present research aimed to examine the relationship between video game addiction, self-control, and academic achievement of normal and ADHD high school students. Based on previous research it was hypothesized that (i) there would be a relationship between video game addiction, self-control and academic achievement (ii) video game addiction, self-control and academic achievement would ...

  10. Effects of video-game ownership on young boys' academic and behavioral functioning: a randomized, controlled study.

    Science.gov (United States)

    Weis, Robert; Cerankosky, Brittany C

    2010-04-01

    Young boys who did not own video games were promised a video-game system and child-appropriate games in exchange for participating in an "ongoing study of child development." After baseline assessment of boys' academic achievement and parent- and teacher-reported behavior, boys were randomly assigned to receive the video-game system immediately or to receive the video-game system after follow-up assessment, 4 months later. Boys who received the system immediately spent more time playing video games and less time engaged in after-school academic activities than comparison children. Boys who received the system immediately also had lower reading and writing scores and greater teacher-reported academic problems at follow-up than comparison children. Amount of video-game play mediated the relationship between video-game ownership and academic outcomes. Results provide experimental evidence that video games may displace after-school activities that have educational value and may interfere with the development of reading and writing skills in some children.

  11. Search engines and the production of academic knowledge

    NARCIS (Netherlands)

    van Dijck, J.

    2010-01-01

    This article argues that search engines in general, and Google Scholar in particular, have become significant co-producers of academic knowledge. Knowledge is not simply conveyed to users, but is co-produced by search engines’ ranking systems and profiling systems, none of which are open to the

  12. Gas Station Pricing Game: A Lesson in Engineering Economics and Business Strategies.

    Science.gov (United States)

    Sin, Aaron; Center, Alfred M.

    2002-01-01

    Describes an educational game designed for engineering majors that demonstrates engineering economics and business strategies, specifically the concepts of customer perception of product value, convenience, and price differentiation. (YDS)

  13. Academic Identity Reconstruction: The Transition of Engineering Academics to Engineering Education Researchers

    Science.gov (United States)

    Gardner, Anne; Willey, Keith

    2018-01-01

    The field of research (FoR) that an academic participates in is both a manifestation of, and a contributor to the development of their identity. When an academic changes that FoR the question then arises as to how they reconcile this change with their identity. This paper uses the identity-trajectory framework to analyse the discourse of 19…

  14. The Effect of Game-Assisted Mathematics Education on Academic Achievement in Turkey: A Meta-Analysis Study

    Science.gov (United States)

    Turgut, Sedat; Temur, Özlem Dogan

    2017-01-01

    In this research, the effects of using game in mathematics teaching process on academic achievement in Turkey were examined by metaanalysis method. For this purpose, the average effect size value and the average effect size values of the moderator variables (education level, the field of education, game type, implementation period and sample size)…

  15. Behavioral finance and games: simulations in the academic environment

    Directory of Open Access Journals (Sweden)

    Eliana Marcia Martins Fittipaldi Torga

    2017-12-01

    Full Text Available ABSTRACT The contribution from this study lies in its reflection on the factors that influence market efficiency, which requires a multidisciplinary view to analyze the intervening factors that impact results of the financial system. It also contributes by reflecting on the need for new approaches for training professionals who will go on to work in financial and related areas and preparing them by using different financial analysis techniques; by reflecting on the fact that analytical practices are influenced by social, cognitive, and emotional aspects, enabling the students to be better prepared to act in the financial market; by presenting various technical possibilities and providing more comprehensive knowledge to choose the one that best suits the object of analysis and their preferences; and by reflecting on different ways of perceiving investment opportunities and risk, which can be expanded on in other studies on the segmentation of clients according to their preferences in the investor market. The aim of this study was to analyze how social and psychological aspects influenced the decisions involved in simulated trading operations. The relevance lies in its discussion of the philosophical and epistemological position in finance, which suffers from a vision that only focuses on the rationality of means and does not explain the anomalies verified in the financial market. The study originated from the application of a company game simulating the work of stock market trading desk operators, applied in the Stock Market Operations course and using fundamental, technical, and graphical techniques. The population was intentional and made up of undergraduate and graduate students from one of the four best Brazilian federal universities. The data analysis was performed by analyzing the content of the questionnaires applied and the journal entries made during participant observation.

  16. Internet gaming disorder in Lebanon: Relationships with age, sleep habits, and academic achievement.

    Science.gov (United States)

    Hawi, Nazir S; Samaha, Maya; Griffiths, Mark D

    2018-03-01

    Background and aims The latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders included Internet gaming disorder (IGD) as a disorder that needs further research among different general populations. In line with this recommendation, the primary objective of this was to explore the relationships between IGD, sleep habits, and academic achievement in Lebanese adolescents. Methods Lebanese high-school students (N = 524, 47.9% males) participated in a paper survey that included the Internet Gaming Disorder Test and demographic information. The sample's mean average age was 16.2 years (SD = 1.0). Results The pooled prevalence of IGD was 9.2% in the sample. A hierarchical multiple regression analysis demonstrated that IGD was associated with being younger, lesser sleep, and lower academic achievement. While more casual online gamers also played offline, all the gamers with IGD reported playing online only. Those with IGD slept significantly less hours per night (5 hr) compared with casual online gamers (7 hr). The school grade average of gamers with IGD was the lowest among all groups of gamers, and below the passing school grade average. Conclusions These findings shed light on sleep disturbances and poor academic achievement in relation to Lebanese adolescents identified with IGD. Students who are not performing well at schools should be monitored for their IGD when assessing the different factors behind their low academic performance.

  17. The Investigation on Using Unity3D Game Engine in Urban Design Study

    Directory of Open Access Journals (Sweden)

    Aswin Indraprastha

    2009-05-01

    Full Text Available Developing a virtual 3D environment by using game engine is a strategy to incorporate various multimedia data into one platform. The characteristic of game engine that is preinstalled with interactive and navigation tools allows users to explore and engage with the game objects. However, most CAD and GIS applications are not equipped with 3D tools and navigation systems intended to the user experience. In particular, 3D game engines provide standard 3D navigation tools as well as any programmable view to create engaging navigation thorough the virtual environment. By using a game engine, it is possible to create other interaction such as object manipulation, non playing character (NPC interaction with player and/or environment. We conducted analysis on previous game engines and experiment on urban design project with Unity3D game engine for visualization and interactivity. At the end, we present the advantages and limitations using game technology as visual representation tool for architecture and urban design studies.

  18. An overview of game-based learning in building services engineering education

    Science.gov (United States)

    Alanne, Kari

    2016-03-01

    To ensure proper competence development and short graduation times for engineering students, it is essential that the study motivation is encouraged by new learning methods. In game-based learning, the learner's engagement is increased and learning is made meaningful by applying game-like features such as competition and rewarding through virtual promotions or achievement badges. In this paper, the state of the art of game-based learning in building services engineering education at university level is reviewed and discussed. A systematic literature review indicates that educational games have been reported in the field of related disciplines, such as mechanical and civil engineering. The development of system-level educational games that realistically simulate work life in building services engineering is still in its infancy. Novel rewarding practices and more comprehensive approaches entailing the state-of-the-art information tools such as building information modelling, geographic information systems, building management systems and augmented reality are needed in the future.

  19. Towards a portal and search engine to facilitate academic and research collaboration in engineering and education

    Science.gov (United States)

    Bonilla Villarreal, Isaura Nathaly

    While international academic and research collaborations are of great importance at this time, it is not easy to find researchers in the engineering field that publish in languages other than English. Because of this disconnect, there exists a need for a portal to find Who's Who in Engineering Education in the Americas. The objective of this thesis is to built an object-oriented architecture for this proposed portal. The Unified Modeling Language (UML) model developed in this thesis incorporates the basic structure of a social network for academic purposes. Reverse engineering of three social networks portals yielded important aspects of their structures that have been incorporated in the proposed UML model. Furthermore, the present work includes a pattern for academic social networks..

  20. Video-Game-Like Engine for Depicting Spacecraft Trajectories

    Science.gov (United States)

    Upchurch, Paul R.

    2009-01-01

    GoView is a video-game-like software engine, written in the C and C++ computing languages, that enables real-time, three-dimensional (3D)-appearing visual representation of spacecraft and trajectories (1) from any perspective; (2) at any spatial scale from spacecraft to Solar-system dimensions; (3) in user-selectable time scales; (4) in the past, present, and/or future; (5) with varying speeds; and (6) forward or backward in time. GoView constructs an interactive 3D world by use of spacecraft-mission data from pre-existing engineering software tools. GoView can also be used to produce distributable application programs for depicting NASA orbital missions on personal computers running the Windows XP, Mac OsX, and Linux operating systems. GoView enables seamless rendering of Cartesian coordinate spaces with programmable graphics hardware, whereas prior programs for depicting spacecraft trajectories variously require non-Cartesian coordinates and/or are not compatible with programmable hardware. GoView incorporates an algorithm for nonlinear interpolation between arbitrary reference frames, whereas the prior programs are restricted to special classes of inertial and non-inertial reference frames. Finally, whereas the prior programs present complex user interfaces requiring hours of training, the GoView interface provides guidance, enabling use without any training.

  1. An Application of Games-Based Learning within Software Engineering

    Science.gov (United States)

    Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas

    2007-01-01

    For some time now, computer games have played an important role in both children and adults' leisure activities. While there has been much written on the negative aspects of computer games, it has also been recognised that they have potential advantages and benefits. There is no doubt that computer games are highly engaging and incorporate…

  2. Introduction to Chemical Engineering Reactor Analysis: A Web-Based Reactor Design Game

    Science.gov (United States)

    Orbey, Nese; Clay, Molly; Russell, T.W. Fraser

    2014-01-01

    An approach to explain chemical engineering through a Web-based interactive game design was developed and used with college freshman and junior/senior high school students. The goal of this approach was to demonstrate how to model a lab-scale experiment, and use the results to design and operate a chemical reactor. The game incorporates both…

  3. 3D Game-Based Learning System for Improving Learning Achievement in Software Engineering Curriculum

    Science.gov (United States)

    Su,Chung-Ho; Cheng, Ching-Hsue

    2013-01-01

    The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…

  4. Game-Aided Education for Transportation Engineering: Design, Development, and Assessment

    OpenAIRE

    Wang, Qichao

    2017-01-01

    Transportation engineering is a wide area that covers different topics including traffic planning, highway design, pavement design, traffic safety, and traffic control. Certain concepts in those topics are challenging and are hard to understand based on textbooks and lectures. In this work, we developed five web games targeting the five topics in transportation engineering education to improve students’ understanding of those hard concepts. The games are hosted in a website server. Students c...

  5. 2016 China Academic Conference on Printing, Packaging Engineering & Media Technology

    CERN Document Server

    Ouyang, Yun; Xu, Min; Yang, Li; Ouyang, Yujie

    2017-01-01

    This book includes a selection of reviewed papers presented at the 2016 China Academic Conference on Printing, Packaging Engineering & Media Technology, held on November 25-27, 2016 in Xi’an, China. The conference was jointly organized by China Academy of Printing Technology, Xi’an University of Technology and Stuttgart Media University of Germany. The proceedings cover the recent outcomes on color science and technology, image processing technology, digital media technology, digital process management technology in packaging and packaging etc. They will be of interest to university researchers, R&D engineers and graduate students in graphic communications, packaging, color science, image science, material science, computer science, digital media and network technology fields.

  6. Teaching introductory game development with unreal engine: Challenges, strategies, and experiences

    Science.gov (United States)

    Head, Nicholas A.

    From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game development (Owen, 2013). This thesis examines a method of creating and implementing an introductory gaming course and recommends ways to improve the curriculum. The main focus of the course was to introduce game development to the students. Each week, they were given an exercise that covered a different topic. Students also took part in a team project in which they were tasked with creating a complete game. The goal of the team projects was to expand the student's basic knowledge given to them from the exercises. Data was gathered on the students' subjective experiences with the class. This data and the class's overall performance were compared with past iterations of the course. New to the course was the Unreal Engine. Students used the latest version of the engine, Unreal Engine 4, to complete exercises. Not all students chose to use this engine for the team project. Instructor and students experiences with the engine were also recorded. While there were some problems implementing the engine within our lab environment, we were still able to execute the overall lesson plan. Even with the engine issues, the course had overall good performance. CGT 241, Introduction to 3D Animation, was shown to help the students to complete the course while CGT 215, Computer Graphics Programming I, did not provide enough information on game programming. Exercises were found to be helpful but students wanted a better understanding of how these skills can be applied to game development. Team projects

  7. A brief report on the relationship between self-control, video game addiction and academic achievement in normal and ADHD students.

    Science.gov (United States)

    Haghbin, Maryam; Shaterian, Fatemeh; Hosseinzadeh, Davood; Griffiths, Mark D

    2013-12-01

    Over the last two decades, research into video game addiction has grown increasingly. The present research aimed to examine the relationship between video game addiction, self-control, and academic achievement of normal and ADHD high school students. Based on previous research it was hypothesized that (i) there would be a relationship between video game addiction, self-control and academic achievement (ii) video game addiction, self-control and academic achievement would differ between male and female students, and (iii) the relationship between video game addiction, self-control and academic achievement would differ between normal students and ADHD students. The research population comprised first grade high school students of Khomeini-Shahr (a city in the central part of Iran). From this population, a sample group of 339 students participated in the study. The survey included the Game Addiction Scale (Lemmens, Valkenburg & Peter, 2009), the Self-Control Scale (Tangney, Baumeister & Boone, 2004) and the ADHD Diagnostic checklist (Kessler et al., 2007). In addition to questions relating to basic demographic information, students' Grade Point Average (GPA) for two terms was used for measuring their academic achievement. These hypotheses were examined using a regression analysis. Among Iranian students, the relationship between video game addiction, self-control, and academic achievement differed between male and female students. However, the relationship between video game addiction, self-control, academic achievement, and type of student was not statistically significant. Although the results cannot demonstrate a causal relationship between video game use, video game addiction, and academic achievement, they suggest that high involvement in playing video games leaves less time for engaging in academic work.

  8. A Study on the Game Programming Education Based on Educational Game Engine at School

    Science.gov (United States)

    Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung

    2012-01-01

    It is believed that the game programming education at school should be conducted in consideration of an individual student's ability, an elementary programmer. Language to be used in the programming education also need to be associated with the ones that are actually used in the game industry. Lately, many researches on the educational programming…

  9. D Model Visualization Enhancements in Real-Time Game Engines

    Science.gov (United States)

    Merlo, A.; Sánchez Belenguer, C.; Vendrell Vidal, E.; Fantini, F.; Aliperta, A.

    2013-02-01

    This paper describes two procedures used to disseminate tangible cultural heritage through real-time 3D simulations providing accurate-scientific representations. The main idea is to create simple geometries (with low-poly count) and apply two different texture maps to them: a normal map and a displacement map. There are two ways to achieve models that fit with normal or displacement maps: with the former (normal maps), the number of polygons in the reality-based model may be dramatically reduced by decimation algorithms and then normals may be calculated by rendering them to texture solutions (baking). With the latter, a LOD model is needed; its topology has to be quad-dominant for it to be converted to a good quality subdivision surface (with consistent tangency and curvature all over). The subdivision surface is constructed using methodologies for the construction of assets borrowed from character animation: these techniques have been recently implemented in many entertainment applications known as "retopology". The normal map is used as usual, in order to shade the surface of the model in a realistic way. The displacement map is used to finish, in real-time, the flat faces of the object, by adding the geometric detail missing in the low-poly models. The accuracy of the resulting geometry is progressively refined based on the distance from the viewing point, so the result is like a continuous level of detail, the only difference being that there is no need to create different 3D models for one and the same object. All geometric detail is calculated in real-time according to the displacement map. This approach can be used in Unity, a real-time 3D engine originally designed for developing computer games. It provides a powerful rendering engine, fully integrated with a complete set of intuitive tools and rapid workflows that allow users to easily create interactive 3D contents. With the release of Unity 4.0, new rendering features have been added, including Direct

  10. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

    Part 4: Short Papers; International audience; Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather t...

  11. Academic Uses of Video Games: A Qualitative Assessment of Research and Teaching Needs at a Large Research University

    Science.gov (United States)

    Farrell, Shannon L.; Neeser, Amy E.; Bishoff, Carolyn

    2017-01-01

    Academic libraries develop collections and services for scholars who use video games in teaching and research. However, there are no assessments of related information and technology needs. The authors conducted 30 semi-structured interviews to gather data about these needs and understand how the University of Minnesota Libraries can facilitate…

  12. Radiation dose assessment in nuclear plants through virtual simulations using a game engine

    International Nuclear Information System (INIS)

    Jorge, Carlos A.F.; Mol, Antonio C. A.; Aghina, Mauricio Alves C.

    2008-01-01

    Full text: This paper reports an R and D which has the purpose of performing dose assessment of workers in nuclear plants, through virtual simulations using a game engine. The main objective of this R and D is to support the planning of operational and maintenance routines in nuclear plants, aiming to reduce the dose received by workers. Game engine is the core of a computer game, that is usually made independent of both the scenarios and the original applications, and thus can be adapted for any other purposes, including scientific or technological ones. Computer games have experienced a great development in the last years, regarding computer graphics, 3D image rendering and the representation of the physics needed for the virtual simulations, such as gravity effect and collision among virtual components within the games. Thus, researchers do not need to develop an entire platform for virtual simulations, what would be a hard work itself, but they can rather take advantage of such well developed platforms, adapting them for their own applications. The game engine used in this R and D is part of a computer game widely used, Unreal, that has its source code partially open, and can be pursued for low cost. A nuclear plant in our Institution, Argonauta research reactor, has been virtually modeled in 3D, and trainees can navigate virtually through it, with realistic walking velocity, and experiencing collision. The modified game engine computes and displays in real-time the dose received by a virtual person, the avatar, as it walks through the plant, from the radiation dose rate distribution assigned to the virtual environment. In the beginning of this R and D, radiation dose rate measurements were previously collected by the radiological protection service, and input off-line to the game engine. Currently, on-line measurements can be also input to it, by taking advantage of the game's networking capabilities. A real radiation monitor has been used to collect real

  13. A biotic game design project for integrated life science and engineering education.

    Directory of Open Access Journals (Sweden)

    Nate J Cira

    2015-03-01

    Full Text Available Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a "biotic game design project" to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course. We provide all course material and also present efforts in adapting the project's complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games.

  14. A biotic game design project for integrated life science and engineering education.

    Science.gov (United States)

    Cira, Nate J; Chung, Alice M; Denisin, Aleksandra K; Rensi, Stefano; Sanchez, Gabriel N; Quake, Stephen R; Riedel-Kruse, Ingmar H

    2015-03-01

    Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM) education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a "biotic game design project" to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course). We provide all course material and also present efforts in adapting the project's complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games.

  15. World Game: An MS Thesis on engineering Buckminster Fuller’s unfinished computer game

    OpenAIRE

    Pang, Josh

    2017-01-01

    My thesis explores the idea that Buckminster Fuller’s World Game is really a formal calculus capable of representing world-scale sustainability problem-solving according to the fundamental principles of a (blockchain) database + (Fuller projection) map + (machine learning) simulation in the form of a game. These computational media comprise an operational formalism which embraces all effective procedures for world-scale problem-solving. If this hypothesis is true, then that would mean World G...

  16. Game Development with The Frozenbyte Engine for the Game Consoles of the Eighth Generation

    OpenAIRE

    Kiesiläinen, Tia

    2014-01-01

    This thesis was commissioned by Frozenbyte Ltd, who have a history of publishing games on multiple platforms. The subject was decided when the author worked on Trine Enchanted Edition during their internship. The decision was supported by the upcoming launch of the game for multiple platforms and the opportunities it allowed for learning. The goal of the thesis is to further the author's knowledge and skills regarding development for multiple platforms. The practical goal is to...

  17. Using game engine for 3D terrain visualisation of GIS data: A review

    International Nuclear Information System (INIS)

    Mat, Ruzinoor Che; Zulkifli, Abdul Nasir; Mahayudin, Mohd Hafiz; Shariff, Abdul Rashid Mohammed; Rahim, Mohd Shafry Mohd

    2014-01-01

    This paper reviews on the 3D terrain visualisation of GIS data using game engines that are available in the market as well as open source. 3D terrain visualisation is a technique used to visualise terrain information from GIS data such as a digital elevation model (DEM), triangular irregular network (TIN) and contour. Much research has been conducted to transform the 2D view of map to 3D. There are several terrain visualisation softwares that are available for free, which include Cesium, Hftool and Landserf. This review paper will help interested users to better understand the current state of art in 3D terrain visualisation of GIS data using game engines

  18. Using game engine for 3D terrain visualisation of GIS data: A review

    Science.gov (United States)

    Che Mat, Ruzinoor; Shariff, Abdul Rashid Mohammed; Nasir Zulkifli, Abdul; Shafry Mohd Rahim, Mohd; Hafiz Mahayudin, Mohd

    2014-06-01

    This paper reviews on the 3D terrain visualisation of GIS data using game engines that are available in the market as well as open source. 3D terrain visualisation is a technique used to visualise terrain information from GIS data such as a digital elevation model (DEM), triangular irregular network (TIN) and contour. Much research has been conducted to transform the 2D view of map to 3D. There are several terrain visualisation softwares that are available for free, which include Cesium, Hftool and Landserf. This review paper will help interested users to better understand the current state of art in 3D terrain visualisation of GIS data using game engines.

  19. A Problem-Based Learning Approach of Teaching Mathematics to Media Technology Students Using a Game Engine

    DEFF Research Database (Denmark)

    Triantafyllou, Evangelia; Misfeldt, Morten; Timcenko, Olga

    2015-01-01

    In this article, we present our idea of using a game engine (Unity) to teach Media Technology students mathematics-related concepts. In order to observe how the introduction of a technological tool, namely the game engine, changes the practices in mathematical work, we adopted the anthropological...

  20. Perceptions of Engineering students, lecturers and academic development practitioners about academic development classes at a university of technology

    Directory of Open Access Journals (Sweden)

    Thembeka G.C. Shange

    2016-03-01

    Full Text Available With the increase in student enrolments in higher education, which has resulted in changesto student profiles, academic development has become important in terms of students’success. This article is a report on a qualitative study that used in-depth interviews toinvestigate the perceptions of Engineering students and staff to academic developmentclasses at a university of technology (UoT in South Africa. The students’ feelingsconcerning the need for academic development to continue beyond their first year ofstudy was of particular interest. Participants included five lecturers from the Engineeringfaculty and four academic development practitioners, who were all purposefully selected.The sample consisted of men and women who were interviewed individually. Interviewswere also conducted with ten first-year Engineering students and ten second-year students,who were randomly selected on the grounds of having been involved in the academicdevelopment programme during their first year.The responses of the lecturers were compared with those of the academic developmentpractitioners and the first- and second-year students’ responses were compared. It emergedthat academic development was considered questionable as it did not seem to be structuredand that the academic development curriculum, itself, was problematic.

  1. Game-Based Curricula in Biology Classes: Differential Effects among Varying Academic Levels

    Science.gov (United States)

    Sadler, Troy D.; Romine, William L.; Stuart, Parker E.; Merle-Johnson, Dominike

    2013-01-01

    Video games have become a popular medium in our society, and recent scholarship suggests that games can support substantial learning. This study stems from a project in which we created a video game enabling students to use biotechnology to solve a societal problem. As students engaged in the game, they necessarily interacted with the underlying…

  2. Building a semantic search engine with games and crowdsourcing

    OpenAIRE

    Wieser, Christoph

    2014-01-01

    Semantic search engines aim at improving conventional search with semantic information, or meta-data, on the data searched for and/or on the searchers. So far, approaches to semantic search exploit characteristics of the searchers like age, education, or spoken language for selecting and/or ranking search results. Such data allow to build up a semantic search engine as an extension of a conventional search engine. The crawlers of well established search engines like Google, Yahoo! or Bing ...

  3. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

    This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other

  4. Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?

    Science.gov (United States)

    Joiner, Richard; Iacovides, Jo; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos; Drew, Ben

    2011-01-01

    The aim of this paper was to explore whether there is a gender difference in the beneficial effects of Racing Academy, which is a video game used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a…

  5. Effectiveness of Using a Video Game to Teach a Course in Mechanical Engineering

    Science.gov (United States)

    Coller, B. D.; Scott, M. J.

    2009-01-01

    One of the core courses in the undergraduate mechanical engineering curriculum has been completely redesigned. In the new numerical methods course, all assignments and learning experiences are built around a video/computer game. Students are given the task of writing computer programs to race a simulated car around a track. In doing so, students…

  6. A Knowledge Engineering Approach to Developing Educational Computer Games for Improving Students' Differentiating Knowledge

    Science.gov (United States)

    Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen

    2013-01-01

    Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…

  7. Web-Based Simulation Games for the Integration of Engineering and Business Fundamentals

    Science.gov (United States)

    Calfa, Bruno; Banholzer, William; Alger, Monty; Doherty, Michael

    2017-01-01

    This paper describes a web-based suite of simulation games that have the purpose to enhance the chemical engineering curriculum with business-oriented decisions. Two simulation cases are discussed whose teaching topics include closing material and energy balances, importance of recycle streams, price-volume relationship in a dynamic market, impact…

  8. Learning analytics for smart campus: Data on academic performances of engineering undergraduates in Nigerian private university

    Directory of Open Access Journals (Sweden)

    Segun I. Popoola

    2018-04-01

    Full Text Available Empirical measurement, monitoring, analysis, and reporting of learning outcomes in higher institutions of developing countries may lead to sustainable education in the region. In this data article, data about the academic performances of undergraduates that studied engineering programs at Covenant University, Nigeria are presented and analyzed. A total population sample of 1841 undergraduates that studied Chemical Engineering (CHE, Civil Engineering (CVE, Computer Engineering (CEN, Electrical and Electronics Engineering (EEE, Information and Communication Engineering (ICE, Mechanical Engineering (MEE, and Petroleum Engineering (PET within the year range of 2002–2014 are randomly selected. For the five-year study period of engineering program, Grade Point Average (GPA and its cumulative value of each of the sample were obtained from the Department of Student Records and Academic Affairs. In order to encourage evidence-based research in learning analytics, detailed datasets are made publicly available in a Microsoft Excel spreadsheet file attached to this article. Descriptive statistics and frequency distributions of the academic performance data are presented in tables and graphs for easy data interpretations. In addition, one-way Analysis of Variance (ANOVA and multiple comparison post-hoc tests are performed to determine whether the variations in the academic performances are significant across the seven engineering programs. The data provided in this article will assist the global educational research community and regional policy makers to understand and optimize the learning environment towards the realization of smart campuses and sustainable education. Keywords: Smart campus, Learning analytics, Sustainable education, Nigerian university, Education data mining, Engineering

  9. Computer-based, Jeopardy™-like game in general chemistry for engineering majors

    Science.gov (United States)

    Ling, S. S.; Saffre, F.; Kadadha, M.; Gater, D. L.; Isakovic, A. F.

    2013-03-01

    We report on the design of Jeopardy™-like computer game for enhancement of learning of general chemistry for engineering majors. While we examine several parameters of student achievement and attitude, our primary concern is addressing the motivation of students, which tends to be low in a traditionally run chemistry lectures. The effect of the game-playing is tested by comparing paper-based game quiz, which constitutes a control group, and computer-based game quiz, constituting a treatment group. Computer-based game quizzes are Java™-based applications that students run once a week in the second part of the last lecture of the week. Overall effectiveness of the semester-long program is measured through pretest-postest conceptual testing of general chemistry. The objective of this research is to determine to what extent this ``gamification'' of the course delivery and course evaluation processes may be beneficial to the undergraduates' learning of science in general, and chemistry in particular. We present data addressing gender-specific difference in performance, as well as background (pre-college) level of general science and chemistry preparation. We outline the plan how to extend such approach to general physics courses and to modern science driven electives, and we offer live, in-lectures examples of our computer gaming experience. We acknowledge support from Khalifa University, Abu Dhabi

  10. Bourdieu and Academic Capitalism: Faculty "Habitus" in Materials Science and Engineering

    Science.gov (United States)

    Mendoza, Pilar; Kuntz, Aaron M.; Berger, Joseph B.

    2012-01-01

    We present Bourdieu's notions of field, capital, "habitus," and strategy and how these concepts apply today in light of academic capitalism using an empirical study of faculty work in one specific field in engineering that exemplifies current tendencies brought by academic capitalism. We conclude with a discussion of practical implications.…

  11. Learning analytics for smart campus: Data on academic performances of engineering undergraduates in Nigerian private university.

    Science.gov (United States)

    Popoola, Segun I; Atayero, Aderemi A; Badejo, Joke A; John, Temitope M; Odukoya, Jonathan A; Omole, David O

    2018-04-01

    Empirical measurement, monitoring, analysis, and reporting of learning outcomes in higher institutions of developing countries may lead to sustainable education in the region. In this data article, data about the academic performances of undergraduates that studied engineering programs at Covenant University, Nigeria are presented and analyzed. A total population sample of 1841 undergraduates that studied Chemical Engineering (CHE), Civil Engineering (CVE), Computer Engineering (CEN), Electrical and Electronics Engineering (EEE), Information and Communication Engineering (ICE), Mechanical Engineering (MEE), and Petroleum Engineering (PET) within the year range of 2002-2014 are randomly selected. For the five-year study period of engineering program, Grade Point Average (GPA) and its cumulative value of each of the sample were obtained from the Department of Student Records and Academic Affairs. In order to encourage evidence-based research in learning analytics, detailed datasets are made publicly available in a Microsoft Excel spreadsheet file attached to this article. Descriptive statistics and frequency distributions of the academic performance data are presented in tables and graphs for easy data interpretations. In addition, one-way Analysis of Variance (ANOVA) and multiple comparison post-hoc tests are performed to determine whether the variations in the academic performances are significant across the seven engineering programs. The data provided in this article will assist the global educational research community and regional policy makers to understand and optimize the learning environment towards the realization of smart campuses and sustainable education.

  12. Mathematics Learning by Programming in a Game Engine

    DEFF Research Database (Denmark)

    Triantafyllou, Evangelia; Timcenko, Olga; Misfeldt, Morten

    2017-01-01

    This paper emerges from our research focusing on mathematics education in trans-disciplinary engineering programs and presents a case study in such an engineering discipline, namely the Media Technology program at Aalborg University Copenhagen, Denmark. In this case study, we substituted traditio...

  13. Academics' Attitudes toward Using Digital Games for Learning & Teaching in Malaysia

    Science.gov (United States)

    Noraddin, Enas Mohamed; Kian, Neo Tse

    2014-01-01

    Digital (or computer) games have been extremely attractive to gamers of all ages, especially the young ones. They spend much time playing such games for pleasure and entertainment. Harnessing digital games for education has been attempted in some advanced countries where teachers seemed to be receptive to the idea. In Malaysia no major study has…

  14. An Academic Survey of Engineering Student Athletes at a Division I University

    Science.gov (United States)

    Pierce, Charles E.

    2007-01-01

    This paper explores the academic success of NCAA Division I collegiate student athletes that enroll in engineering majors. At the University of South Carolina, which is a member of the NCAA Division I Southeastern Conference, nineteen engineering students were on an active athletic roster during the spring semester of 2005. The mean cumulative…

  15. A Curriculum Model: Engineering Design Graphics Course Updates Based on Industrial and Academic Institution Requirements

    Science.gov (United States)

    Meznarich, R. A.; Shava, R. C.; Lightner, S. L.

    2009-01-01

    Engineering design graphics courses taught in colleges or universities should provide and equip students preparing for employment with the basic occupational graphics skill competences required by engineering and technology disciplines. Academic institutions should introduce and include topics that cover the newer and more efficient graphics…

  16. Academic satisfaction among Latino/a and White men and women engineering students.

    Science.gov (United States)

    Flores, Lisa Y; Navarro, Rachel L; Lee, Hang Shim; Addae, Dorothy A; Gonzalez, Rebecca; Luna, Laura L; Jacquez, Ricardo; Cooper, Sonya; Mitchell, Martha

    2014-01-01

    The current study tests a model of academic satisfaction in engineering based on Lent, Brown, and Hackett's (1994, 2000) social cognitive career theory among a sample of 527 engineering majors attending a Hispanic serving institution. The findings indicated that (a) an alternative bidirectional model fit the data for the full sample; (b) all of the hypothesized relations were significant for the full sample, except the path from engineering interests to goals; (c) social cognitive career theory predictors accounted for a significant amount of variance in engineering goals (26.6%) and academic satisfaction (45.1%); and (d) the model parameters did not vary across men and women or across Latino/a and White engineering undergraduate students. Implications for research and practice are discussed in relation to persistence in engineering among women and Latinos/as. (c) 2014 APA, all rights reserved.

  17. Admissions and Plebe Year Data as Indicators of Academic Success in Engineering Majors at the United States Naval Academy

    National Research Council Canada - National Science Library

    Kristof, Nicholas

    2002-01-01

    This research analyzes the relationship between academic success in high school and at the freshman collegiate level and academic performance in engineering majors at the United States Naval Academy (USNA...

  18. Academic Achievement and Formal Thought in Engineering Students

    Science.gov (United States)

    Vazquez, Stella Maris; de Anglat, Hilda Difabio

    2009-01-01

    Introduction: Research on university-level academic performance has significantly linked failure and dropping out to formal reasoning deficiency. We have not found any papers on formal thought in Argentine university students, in spite of the obvious shortcomings observed in the classrooms. Thus, the main objective of this paper was exploring the…

  19. Win the game of Googleopoly unlocking the secret strategy of search engines

    CERN Document Server

    Bradley, Sean V

    2015-01-01

    Rank higher in search results with this guide to SEO and content building supremacy Google is not only the number one search engine in the world, it is also the number one website in the world. Only 5 percent of site visitors search past the first page of Google, so if you're not in those top ten results, you are essentially invisible. Winning the Game of Googleopoly is the ultimate roadmap to Page One Domination. The POD strategy is what gets you on that super-critical first page of Google results by increasing your page views. You'll learn how to shape your online presence for Search Engine

  20. Using Virtual Reality with and without Gaming Attributes for Academic Achievement

    Science.gov (United States)

    Vogel, Jennifer J.; Greenwood-Ericksen, Adams; Cannon-Bowers, Jan; Bowers, Clint A.

    2006-01-01

    A subcategory of computer-assisted instruction (CAI), games have additional attributes such as motivation, reward, interactivity, score, and challenge. This study used a quasi-experimental design to determine if previous findings generalize to non simulation-based game designs. Researchers observed significant improvement in the overall population…

  1. Evaluation of the Effect of a Digital Mathematics Game on Academic Achievement

    Science.gov (United States)

    Wale, Christine M.

    2013-01-01

    Digital games are widely popular and interest has increased for their use in education. Digital games are thought to be powerful instructional tools because they promote active learning and feedback, provide meaningful contexts to situate knowledge, create engagement and intrinsic motivation, and have the ability individualize instruction.…

  2. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

    Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.   Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode

  3. Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?

    Science.gov (United States)

    Joiner, Richard; Iacovides, Jo; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos; Drew, Ben

    2011-04-01

    The aim of this paper was to explore whether there is a gender difference in the beneficial effects of Racing Academy, which is a video game used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a pre-test a week before they started using Racing Academy. The pre-test consisted of a test of students' knowledge of engineering, and a measure of students' motivation towards studying engineering. A week after using Racing Academy the students completed a post-test which was identical to the pre-test, except it also included a measure of how frequently they used Racing Academy and how motivating the students found playing Racing Academy. We found that after playing Racing Academy the students learnt more about engineering and there was no gender difference in the beneficial effect of Racing Academy, however there is some evidence that, female students found Racing Academy more motivating than male students. The implications for the use and design of video games for supporting learning for both males and females are discussed.

  4. Gaming, texting, learning? Teaching engineering ethics through students' lived experiences with technology.

    Science.gov (United States)

    Voss, Georgina

    2013-09-01

    This paper examines how young peoples' lived experiences with personal technologies can be used to teach engineering ethics in a way which facilitates greater engagement with the subject. Engineering ethics can be challenging to teach: as a form of practical ethics, it is framed around future workplace experience in a professional setting which students are assumed to have no prior experience of. Yet the current generations of engineering students, who have been described as 'digital natives', do however have immersive personal experience with digital technologies; and experiential learning theory describes how students learn ethics more successfully when they can draw on personal experience which give context and meaning to abstract theories. This paper reviews current teaching practices in engineering ethics; and examines young people's engagement with technologies including cell phones, social networking sites, digital music and computer games to identify social and ethical elements of these practices which have relevance for the engineering ethics curricula. From this analysis three case studies are developed to illustrate how facets of the use of these technologies can be drawn on to teach topics including group work and communication; risk and safety; and engineering as social experimentation. Means for bridging personal experience and professional ethics when teaching these cases are discussed. The paper contributes to research and curriculum development in engineering ethics education, and to wider education research about methods of teaching 'the net generation'.

  5. Air Force-Wide Needs for Science, Technology, Engineering, and Mathematics (STEM) Academic Degrees

    Science.gov (United States)

    2014-01-01

    anthropology (0190), mathematical statistics (1529), general math (AFIT faculty only), metallurgy (1321), and actuarial science (1510). 97 Tier II. Few...linking or frEE DownloAD At www.rand.org C O R P O R A T I O N Research Report Air Force–Wide Needs for Science , Technology, Engineering, and...00-00-2014 4. TITLE AND SUBTITLE Air Force-Wide Needs for Science , Technology, Engineering, and Mathematics (STEM) Academic Degrees 5a. CONTRACT

  6. Characterizing Twitter Communication--A Case Study of International Engineering Academic Units

    Science.gov (United States)

    Palmer, Stuart

    2014-01-01

    Engineering academic units might engage with social media for a range of purposes including for general communication with students, staff, alumni, other important stakeholders and the wider community at large; for student recruitment and for marketing and promotion more generally. This paper presents an investigation into the use of Twitter by…

  7. Career Advancement Outcomes in Academic Science, Technology, Engineering and Mathematics (STEM): Gender, Mentoring Resources, and Homophily

    Science.gov (United States)

    Lee, Sang Eun

    2017-01-01

    This dissertation examines gender differences in career advancement outcomes among academic science, technology, engineering and mathematics (STEM) scientists. In particular, this research examines effects of gender, PhD advisors and postdoctoral supervisors mentoring resources and gender homophily in the mentoring dyads on the career advancement…

  8. The Impact of Group Design Projects in Engineering on Achievement Goal Orientations and Academic Outcomes

    Science.gov (United States)

    Rambo-Hernandez, Karen E.; Atadero, Rebecca A.; Balgopal, Meena

    2017-01-01

    This study examined the impact of incorporating group design projects into a second-year engineering class on achievement goal orientations and two academic outcomes: concept inventory and final exam scores. In this study, two sections were taught using lecture format, but one section also completed three group design projects as part of their…

  9. Similarities and Differences in the Academic Education of Software Engineering and Architectural Design Professionals

    Science.gov (United States)

    Hazzan, Orit; Karni, Eyal

    2006-01-01

    This article focuses on the similarities and differences in the academic education of software engineers and architects. The rationale for this work stems from our observation, each from the perspective of her or his own discipline, that these two professional design and development processes share some similarities. A pilot study was performed,…

  10. Relationships between Locus of Control, Self-Efficacy, Efforts and Academic Achievement among Engineering Students

    Directory of Open Access Journals (Sweden)

    Alias Maizam

    2016-01-01

    Full Text Available The aim of this study is to investigate the relationships between the affective learning needs namely, self-efficacy and locus of control, learning efforts and academic achievement among engineering students. For this purpose, a survey was conducted on first year engineering students from two technical universities in Malaysia. Self-efficacy and locus of control were assessed using existing instruments while learning efforts were assessed using a specifically designed instrument based on Carbonaro’s model of learning effort. Academic achievement data were based on cumulative grade point average (CGPA obtained from self-report by participants. The findings indicate that females engineering students tend to have higher self-efficacy compared to males while both groups have similar locus of control and invest in similar learning efforts. Only locus of control is found to be related to academic achievement while self-efficacy is found to be related to efforts. In conclusion, locus of control seems to be an important factor in predicting academic achievement among engineering students.

  11. Pembuatan Game Fruit Entrepreneur Dengan Menggunakan Engine RPG Maker VX Ace

    OpenAIRE

    Zulkarnain, M. Rizki

    2015-01-01

    Game merupakan salah satu industry di dunia saat ini. Perkembangan game begitu pesat dengan jenis yang beragam, mulai dari game yang hanya dapat di mainkan oleh satu orang saja hingga game yang dapat dimainkan oleh beberapa orang sekaligus. RPG maker VX Ace merupakan perangkat lunak yang digunakan untuk membuat sebuah game ber-genre RPG. Tujuan tugas akhir ini adalah untuk membuat sebuah game bertema wirausaha namun dengan gaya bermain RPG (role playing game). 112406244

  12. Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children's and Adolescents' Aggression, Mental Health, Prosocial Behavior, and Academic Performance.

    Science.gov (United States)

    Ferguson, Christopher J

    2015-09-01

    The issue of whether video games-violent or nonviolent-"harm" children and adolescents continues to be hotly contested in the scientific community, among politicians, and in the general public. To date, researchers have focused on college student samples in most studies on video games, often with poorly standardized outcome measures. To answer questions about harm to minors, these studies are arguably not very illuminating. In the current analysis, I sought to address this gap by focusing on studies of video game influences on child and adolescent samples. The effects of overall video game use and exposure to violent video games specifically were considered, although this was not an analysis of pathological game use. Overall, results from 101 studies suggest that video game influences on increased aggression (r = .06), reduced prosocial behavior (r = .04), reduced academic performance (r = -.01), depressive symptoms (r = .04), and attention deficit symptoms (r = .03) are minimal. Issues related to researchers' degrees of freedom and citation bias also continue to be common problems for the field. Publication bias remains a problem for studies of aggression. Recommendations are given on how research may be improved and how the psychological community should address video games from a public health perspective. © The Author(s) 2015.

  13. CALCULATING SOLAR ENERGY POTENTIAL OF BUILDINGS AND VISUALIZATION WITHIN UNITY 3D GAME ENGINE

    Directory of Open Access Journals (Sweden)

    G. Buyuksalih

    2017-10-01

    Full Text Available Solar energy modelling is increasingly popular, important, and economic significant in solving energy crisis for big cities. It is a clean and renewable resource of energy that can be utilized to accommodate individual or group of buildings electrical power as well as for indoor heating. Implementing photovoltaic system (PV in urban areas is one of the best options to solve power crisis over expansion of urban and the growth of population. However, as the spaces for solar panel installation in cities are getting limited nowadays, the available strategic options are only at the rooftop and façade of the building. Thus, accurate information and selecting building with the highest potential solar energy amount collected is essential in energy planning, environmental conservation, and sustainable development of the city. Estimating the solar energy/radiation from rooftop and facade are indeed having a limitation - the shadows from other neighbouring buildings. The implementation of this solar estimation project for Istanbul uses CityGML LoD2-LoD3. The model and analyses were carried out using Unity 3D Game engine with development of several customized tools and functionalities. The results show the estimation of potential solar energy received for the whole area per day, week, month and year thus decision for installing the solar panel could be made. We strongly believe the Unity game engine platform could be utilized for near future 3D mapping visualization purposes.

  14. Calculating Solar Energy Potential of Buildings and Visualization Within Unity 3d Game Engine

    Science.gov (United States)

    Buyuksalih, G.; Bayburt, S.; Baskaraca, A. P.; Karim, H.; Rahman, A. Abdul

    2017-10-01

    Solar energy modelling is increasingly popular, important, and economic significant in solving energy crisis for big cities. It is a clean and renewable resource of energy that can be utilized to accommodate individual or group of buildings electrical power as well as for indoor heating. Implementing photovoltaic system (PV) in urban areas is one of the best options to solve power crisis over expansion of urban and the growth of population. However, as the spaces for solar panel installation in cities are getting limited nowadays, the available strategic options are only at the rooftop and façade of the building. Thus, accurate information and selecting building with the highest potential solar energy amount collected is essential in energy planning, environmental conservation, and sustainable development of the city. Estimating the solar energy/radiation from rooftop and facade are indeed having a limitation - the shadows from other neighbouring buildings. The implementation of this solar estimation project for Istanbul uses CityGML LoD2-LoD3. The model and analyses were carried out using Unity 3D Game engine with development of several customized tools and functionalities. The results show the estimation of potential solar energy received for the whole area per day, week, month and year thus decision for installing the solar panel could be made. We strongly believe the Unity game engine platform could be utilized for near future 3D mapping visualization purposes.

  15. Profiling Academic Research on Massively Multiplayer On-line Role-Play Gaming (MMORPG 2000-2009: Horizons for Educational Research

    Directory of Open Access Journals (Sweden)

    Harold Castañeda Peña

    2013-12-01

    Full Text Available Whilst there exists a large body of publications around Massively Multiplayer On-line Role-Play Gaming (MMORPG, there is little profiling academic research on this type of game. This study aims at unveiling what, when, where and who constitute scholarly work in research about MMORPG. A 777-register dataset was configured with primary documents taken from 16 databases and two web-portals. The dataset was drilled down using specialized text-mining software. Findings revealed four main research interests that comprise the games themselves, gaming experiences, systems architecture and educational MMORPG. It was also found that research on this topic started out in 2002 and some milestones of emerging research were charted out. The most prolific organizations and authors were also identified in which the USA, Canada and Italy occupy outstanding places. It is recommended that research profiling studies be carried out to extend more informed literature reviews and support further research questions.

  16. Department of Petroleum Engineering and Center for Petroleum and Geosystems Engineering annual report, 1990--1991 academic year

    Energy Technology Data Exchange (ETDEWEB)

    1991-12-31

    The Department of Petroleum Engineering at The University of Texas at Austin is one of more than 20 such departments in the United States and more than 40 worldwide. The department has more than 20 faculty members and, as of the fall of 1990, 146 undergraduate and 156 graduate students. During the 1990--91 academic year, undergraduate enrollment is up slightly from the several downturns that began in 1986; graduate enrollment continues to increase, significantly in the number of Ph.D. candidates enrolled. The 1990--91 academic year was one of consolidation of gains. A remote teaching program in the Midland-Odessa area was initiated. During 1991, the Center for Petroleum and Geosystems Engineering (CPGE) continued its large, diversified research activities related to oil, gas and geopressured/geothermal energy production, energy and mineral resources analysis, and added new research projects in other areas such as groundwater remediation. Many of these research projects included interdisciplinary efforts involving faculty, research scientists and graduate students in chemistry, mathematics, geology, geophysics, engineering mechanics, chemical engineering, microbiology and other disciplines. Several projects were undertaken in cooperation with either the Bureau of Economic Geology or the Institute for Geophysics at The University of Texas at Austin. Collaborative research projects with scientists at Brookhaven National Laboratory, Los Alamos National Laboratory, Rice University, and Sandia National Laboratory were also initiated. About 43 companies from seven countries around the world continued to provide the largest portion of research funding to CPGE.

  17. Department of Petroleum Engineering and Center for Petroleum and Geosystems Engineering annual report, 1990--1991 academic year

    Energy Technology Data Exchange (ETDEWEB)

    1991-01-01

    The Department of Petroleum Engineering at The University of Texas at Austin is one of more than 20 such departments in the United States and more than 40 worldwide. The department has more than 20 faculty members and, as of the fall of 1990, 146 undergraduate and 156 graduate students. During the 1990--91 academic year, undergraduate enrollment is up slightly from the several downturns that began in 1986; graduate enrollment continues to increase, significantly in the number of Ph.D. candidates enrolled. The 1990--91 academic year was one of consolidation of gains. A remote teaching program in the Midland-Odessa area was initiated. During 1991, the Center for Petroleum and Geosystems Engineering (CPGE) continued its large, diversified research activities related to oil, gas and geopressured/geothermal energy production, energy and mineral resources analysis, and added new research projects in other areas such as groundwater remediation. Many of these research projects included interdisciplinary efforts involving faculty, research scientists and graduate students in chemistry, mathematics, geology, geophysics, engineering mechanics, chemical engineering, microbiology and other disciplines. Several projects were undertaken in cooperation with either the Bureau of Economic Geology or the Institute for Geophysics at The University of Texas at Austin. Collaborative research projects with scientists at Brookhaven National Laboratory, Los Alamos National Laboratory, Rice University, and Sandia National Laboratory were also initiated. About 43 companies from seven countries around the world continued to provide the largest portion of research funding to CPGE.

  18. Virtual Reference Services through Web Search Engines: Study of Academic Libraries in Pakistan

    Directory of Open Access Journals (Sweden)

    Rubia Khan

    2017-03-01

    Full Text Available Web search engines (WSE are powerful and popular tools in the field of information service management. This study is an attempt to examine the impact and usefulness of web search engines in providing virtual reference services (VRS within academic libraries in Pakistan. The study also attempts to investigate the relevant expertise and skills of library professionals in providing digital reference services (DRS efficiently using web search engines. Methodology used in this study is quantitative in nature. The data was collected from fifty public and private sector universities in Pakistan using a structured questionnaire. Microsoft Excel and SPSS were used for data analysis. The study concludes that web search engines are commonly used by librarians to help users (especially research scholars by providing digital reference services. The study also finds a positive correlation between use of web search engines and quality of digital reference services provided to library users. It is concluded that although search engines have increased the expectations of users and are really big competitors to a library’s reference desk, they are however not an alternative to reference service. Findings reveal that search engines pose numerous challenges for librarians and the study also attempts to bring together possible remedial measures. This study is useful for library professionals to understand the importance of search engines in providing VRS. The study also provides an intellectual comparison among different search engines, their capabilities, limitations, challenges and opportunities to provide VRS effectively in libraries.

  19. THE EFFECTIVENESS OF USING SCRABBLE AND BINGO GAME TECHNIQUE TOWARD STUDENTS’ VOCABULARY MASTERY AT THE TENTH GRADE OF SMA N 2 METRO ACADEMIC YEAR 2013/2014

    Directory of Open Access Journals (Sweden)

    Ahmad Rosidi -

    2017-02-01

    Full Text Available Abstract: Vocabulary mastery is the activity to enrich the vocabulary, they master the vocabulary in order to be able to master four language skills. The problem formulation of this research are; (1  Is there any difference influence of using Scrabble and Bingo Game Technique toward Students’ Vocabulary Mastery at The Tenth Grade of SMA N 2 Metro Academic Year 2013/3014? (2 Which one is more effective between Scrabble and Bingo Game Technique toward Students’ Vocabulary Mastery at The Tenth Grade of SMA N 2 Metro Academic Year 2013/3014 ?, The object of this research are; (1 To know whether there is any difference Influence of using Scrabble and Bingo Game Technique toward Students’ Vocabulary Mastery at The Tenth Grade of SMA N 2 Metro Academic Year 2013/3014, (2 To know which one is more effective between Scrabble and Bingo Game Technique toward Students’ Vocabulary Mastery at The Tenth Grade of SMA N 2 Metro Academic Year 2013/3014. This research is Quantitative research. Research design that will be used in this research is true experimental design (pretest posttest control group design.. The population of this research is the students’ of SMA N 2 Metro Academic Year 2013/2014 that consist of 660 students. The sample is 60 students. As the sample, 30 as experimental class and 30 as  control class. In taking sample, the researcher used the cluster stratified random sampling. The data collecting tehniques the researcher used try-out, pre-test, treatment and post-test. The data analyzing tehniques, the researcher used normality test, homogenity test and hypothesis test. The differences of both the tehnique are Scrabble Game can make the students feel enjoy, creative and have a challenge and Bingo Game gives the students opportunity to identify the word interestingly. Based on the data analysis, the researcher uses t-test formula. The researcher got the result of tobserved = 3,69 and ttable is 2.00. it means that tobserved > ttable

  20. Implementing vertical and horizontal engineering students' integration and assessment of consequence academic achievement

    Science.gov (United States)

    Al-Zubaidy, Sarim; Abdulaziz, Nidhal; Dashtpour, Reza

    2012-08-01

    Recent scholarship references indicate that integration of the student body can result in an enhanced learning experience for students and also greater satisfaction. This paper reports the results of a case study whereby mechanical engineering students studying at a newly established branch campus in Dubai of a British university were exposed to vertical and horizontal integration. Different activities have been embedded to ensure that students integrated and worked together with their peers and colleagues at different levels. The implemented processes and practices led to improved academic achievements, which were better than those of a similar cohort of students where no effort had been made to integrate. The analysis revealed that cooperative learning and the degree of academic support provided by teachers are positively and directly correlated with academic as well as the students' own sense of personal achievement. The results are discussed in light of previous research and with reference to the cultural context of the study.

  1. A conceptual framework for the design and analysis of first-person shooter audio and its potential use for game engines

    DEFF Research Database (Denmark)

    Grimshaw, Mark Nicholas; Schott, Gareth

    2007-01-01

    We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge...... the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world...... spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through realtime synthesis....

  2. Changing the Engineering Student Culture with Respect to Academic Integrity and Ethics.

    Science.gov (United States)

    VanDeGrift, Tammy; Dillon, Heather; Camp, Loreal

    2017-08-01

    Engineers create airplanes, buildings, medical devices, and software, amongst many other things. Engineers abide by a professional code of ethics to uphold people's safety and the reputation of the profession. Likewise, students abide by a code of academic integrity while learning the knowledge and necessary skills to prepare them for the engineering and computing professions. This paper reports on studies designed to improve the engineering student culture with respect to academic integrity and ethics. To understand the existing culture at a university in the USA, a survey based on a national survey about cheating was administered to students. The incidences of self-reported cheating and incidences of not reporting others who cheat show the culture is similar to other institutions. Two interventions were designed and tested in an introduction to an engineering course: two case studies that students discussed in teams and the whole class, and a letter of recommendation assignment in which students wrote about themselves (character, strengths, examples of ethical decisions) three years into the future. Students were surveyed after the two interventions. Results show that first-year engineering students appreciate having a code of academic integrity and they want to earn their degree without cheating, yet less than half of the students would report on another cheating student. The letter of recommendation assignment had some impact on getting students to think about ethics, their character, and their actions. Future work in changing the student culture will continue in both a top-down (course interventions) and bottom-up (student-driven interventions) manner.

  3. USE OF VIDEOGAMES AND COMPUTER GAMES: INFLUENCES ON ATTENTION, MEMORY, ACADEMIC ACHIEVEMENT AND PROBLEMS BEHAVIOR

    Directory of Open Access Journals (Sweden)

    Harold Germán Rodríguez Celis

    2011-12-01

    Full Text Available This study was designed to identify the relationship between video and computergames use on attention, memory, academic performance and problemsbehavior in school children in Bogotá. Memory and attention were assessedusing a set of different scales of ENI Battery (Matute, Rosselli, Ardila, & Ostrosky-Solís, 2007. For Academic performance, school newsletters were used.Behavioral problems were assessed through the CBCL / 6 -18 questionnaire(Child Behavior Checklist of (Achenbach & Edelbrock, 1983. 123 children and99 parents were enrolled in 2 factorial design experimental studies. The resultsdid not support the hypothesis of a significant change in memory tests, orintra-subject selective visual and hearing attention. However, these variablesshowed significant differences among children exposed to habitual videogamesconsumption. No differences were found between the level of regular videogames consumption in school children and academic performance variables orbehavioral problems.

  4. More than Just Fun and Games: The Longitudinal Relationships between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades

    Science.gov (United States)

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    Some researchers have proposed that video games possess good learning principles and may promote problem solving skills. Empirical research regarding this relationship, however, is limited. The goal of the presented study was to examine whether strategic video game play (i.e., role playing and strategy games) predicted self-reported problem…

  5. Selected engagement factors and academic learning outcomes of undergraduate engineering students

    Science.gov (United States)

    Justice, Patricia J.

    The concept of student engagement and its relationship to successful student performance and learning outcomes has a long history in higher education (Kuh, 2007). Attention to faculty and student engagement has only recently become of interest to the engineering education community. This interest can be attributed to long-standing research by George Kuh's, National Survey of Student Engagement (NSSE) at the Indiana University Center for Postsecondary Research. In addition, research projects sponsored by the National Science Foundation, the Academic Pathway Study (APS) at the Center for the Advancement of Engineering Education (CAEE) and the Center for the Advancement of Scholarship on Engineering Education (CASEE), Measuring Student and Faculty Engagement in Engineering Education, at the National Academy of Engineering. These research studies utilized the framework and data from the Engineering Change study by the Center for the Study of Higher Education, Pennsylvania State, that evaluated the impact of the new Accreditation Board of Engineering and Technology (ABET) EC2000 "3a through k" criteria identify 11 learning outcomes expected of engineering graduates. The purpose of this study was to explore the extent selected engagement factors of 1. institution, 2. social, 3. cognitive, 4. finance, and 5. technology influence undergraduate engineering students and quality student learning outcomes. Through the descriptive statistical analysis indicates that there maybe problems in the engineering program. This researcher would have expected at least 50% of the students to fall in the Strongly Agree and Agree categories. The data indicated that the there maybe problems in the engineering program problems in the data. The problems found ranked in this order: 1). Dissatisfaction with faculty instruction methods and quality of instruction and not a clear understanding of engineering majors , 2). inadequate Engineering faculty and advisors availability especially applicable

  6. Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization

    Science.gov (United States)

    Lui, Richard W. C.; Au, Cheuk Hang

    2018-01-01

    This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…

  7. Problematising the `Career Academic' in UK construction and engineering education: does the system want what the system gets?

    Science.gov (United States)

    Pilcher, Nick; Forster, Alan; Tennant, Stuart; Murray, Mike; Craig, Nigel

    2017-11-01

    'Career Academics' are principally research-led, entering academia with limited or no industrial or practical experience. UK Higher Education Institutions welcome them for their potential to attain research grant funding and publish world-leading journal papers, ultimately enhancing institutional reputation. This polemical paper problematises the Career Academic around three areas: their institutional appeal; their impact on the student experience, team dynamics and broader academic functions; and current strategic policy to employ them. We also argue that recent UK Government teaching-focused initiatives will not address needs to employ practical academics, or 'Pracademics' in predominantly vocational Construction and Engineering Education. We generate questions for policy-makers, institutions and those implementing strategy. We argue that research is key, but partial rebalancing will achieve a diverse academic skill base to achieve contextualised construction and engineering education. In wider European contexts, the paper resonates with issues of academic 'drift' and provides reflection for others on the UK context.

  8. Towards a Framework for Learning in the OSMA Serious Game Engine

    Directory of Open Access Journals (Sweden)

    Tanguy Coenen

    2010-11-01

    Full Text Available Online multiplayer serious games offer a way to support learning in a gaming paradigm that is familiar to many players and has proven its effectiveness in providing sustainably enjoyable gameplay. We aim to decrease development cost for these games by providing a modular game design framework and a component-based technical architecture. The technical architecture and the game design framework will be implemented and iteratively refined through two proofs of concept.

  9. [The use of game engine learning as an education strategy in ecohealth].

    Science.gov (United States)

    Magaña Valladares, Laura; Suárez Conejero, Juana Elvira

    2014-01-01

    This paper analyzes an educational intervention using Game Engine Learning (GELearning) in the project Leadership in Ecohealth for Vector Born Diseases in Latin America and the Caribbean, financed by the IDRC-Canada, and whose training component is coordinated by the National Institute of Public Health of Mexico. GELearning is an educational tool that uses virtual educational games, where participants face real-life situations with clear pedagogical purposes. To learn through GELearning is to simulate situations, very similar to the ones faced in real life. The purpose for using GELearning was to evaluate it as an educational tool, to know the learning impact in participants, as well as to measure how GELearning favored the acquisition of competencies. The results indicate that this tool, besides the benefits already known from the information and communications technologies, contributes to significant learning in an environment that is attractive and stimulating for participants and favors the acquisition of competencies, especially those linked to superior taxonomic levels, which are associated to knowing "how to do" and "how to be".

  10. From Photogrammetry to the dissemination of archaeological heritage using game engines: Menga case study

    Directory of Open Access Journals (Sweden)

    José L. Caro

    2015-10-01

    Full Text Available Everyone knows the importance of new technologies and the growth they have had in mobile devices. Today in the field of study and dissemination of cultural heritage (including archaeological, the use of digital 3D models and associated technologies are a tool to increase the registration quality and consequently a better basis for interpretation and dissemination for cultural tourism, education and research. Within this area is gaining positions photogrammetry over other technologies due to its low cost. We can generate 3D models from forografí as through a set of algorithms that are able to obtain very approximate models and very realistic textures. In this paper we propose the use of game-engines to incorporate one element diffusion: the ability to navigate the 3D model realistically. As a case study we use a Menga dolmen that will serve as a study and demonstration of the techniques employed.

  11. Applying Open Source Game Engine for Building Visual Simulation Training System of Fire Fighting

    Science.gov (United States)

    Yuan, Diping; Jin, Xuesheng; Zhang, Jin; Han, Dong

    There's a growing need for fire departments to adopt a safe and fair method of training to ensure that the firefighting commander is in a position to manage a fire incident. Visual simulation training systems, with their ability to replicate and interact with virtual fire scenarios through the use of computer graphics or VR, become an effective and efficient method for fire ground education. This paper describes the system architecture and functions of a visual simulated training system of fire fighting on oil storage, which adopting Delat3D, a open source game and simulation engine, to provide realistic 3D views. It presents that using open source technology provides not only the commercial-level 3D effects but also a great reduction of cost.

  12. Exploring the Relationship between Time Management Skills and the Academic Achievement of African Engineering Students--A Case Study

    Science.gov (United States)

    Swart, Arthur James; Lombard, Kobus; de Jager, Henk

    2010-01-01

    Poor academic success by African engineering students is currently experienced in many higher educational institutions, contributing to lower financial subsidies by local governments. One of the contributing factors to this low academic success may be the poor time management skills of these students. This article endeavours to explore this…

  13. Comparative Study of the academic performance between different curricula in Agricultural Engineering

    Science.gov (United States)

    Vazquez, J. L.; Serrano, A.; Caniego, J.

    2012-04-01

    Due to the introduction of new degrees on the College of Agricultural Engineering of the Technical University of Madrid adapted to the European Space for Higher Education (Bologna), we have made a comparative study of academic achievement obtained by the students during their first year at the Centre according to different curricula. We used data from 2 curricula leading to the degree in Agricultural Engineering, Curriculumn 74 (6 years and annual structure) and Curriculum 96 modified in 2006 (5 years with quarterly structure) and the new curriculum in grades (4 years semi-structured). It has been used as a data source, the qualifications of new students during the last three years prior to the extinction of the curriculum.The study shows that current rates of academic success or failure and dropout during the first year of college are very similar to those happening 12 years ago, when it was assumed that the preparation of students from high school was much higher than today. Keywords: Academic performance, curricula, Bologna.

  14. Video game-based exercise, Latino children's physical health, and academic achievement.

    Science.gov (United States)

    Gao, Zan; Hannan, Peter; Xiang, Ping; Stodden, David F; Valdez, Verónica E

    2013-03-01

    There is a paucity of research investigating the effects of innovative physical activity programs on physical health and academic performance in the Latino population. To examine the impact of Dance Dance Revolution [DDR]-based exercise on Latino children's physical fitness and academic achievement. A repeated-measures crossover design was used. In Year 1, Grade-4 students were assigned to the intervention group and offered 30 minutes of exercise (DDR, aerobic dance) three times per week. Grade-3 and Grade-5 students made up the comparison group and were offered no structured exercise at school. In Year 2, the Grade-4 students were again assigned to the intervention, whereas Grade-5 and Grade-6 students were in the comparison group. Assessments were conducted with 208 Latino school children. The baseline measures included time to complete a 1-mile run, BMI, and reading and math scores. Data were collected again 9 months later. Overall, data were collected in 2009-2011 and analyzed in 2012. Data yielded significant differences between the intervention and comparison groups in differences in 1-mile run and math scores in Year 1 and Year 2. The results also revealed net differences in the intervention versus comparison group scores on the 1-mile run for Grade 3 (p<0.01). Additionally, children's yearly pre-test and post-test BMI group changes differed (χ(2)((2)) = 6.6, p<0.05) only for the first year of intervention. The DDR-based exercise intervention improved children's cardiorespiratory endurance and math scores over time. Professionals should consider integrating exergaming at schools to achieve the goals of promoting a physically active lifestyle and enhancing academic success among Latino children. Copyright © 2013 American Journal of Preventive Medicine. Published by Elsevier Inc. All rights reserved.

  15. “Girl Power”: Gendered Academic and Workplace Experiences of College Women in Engineering

    Directory of Open Access Journals (Sweden)

    Kathleen N. Smith

    2018-01-01

    Full Text Available Women in engineering continue to experience bias in the field. This constructivist case study uses feminist theory to examine the gendered experiences of graduating senior women engineering students in academic and workplace environments. In each setting we identified three subthemes; in academia: “I don’t think my education is any different,” “Being underestimated constantly,” and “You don’t want to be seen as getting advantages”; in the workplace: “Oh, you’re a girl,” “There’s a lot of sexism,” and Benefits of “girl power.” Overall, findings indicate that women experience bias in both settings, often via implicit bias in academia and with instances of implicit bias, sexism, and sexual harassment occurring even more often in the workplace through internship experiences. The article concludes with suggestions for practice, future research, and strategies to create supportive academic and workplace experiences and environments for women engineers.

  16. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  17. Program for educating nuclear engineers in Japan. Partnership with industry, government and academe begins

    International Nuclear Information System (INIS)

    Meshii, Toshiyuki

    2007-01-01

    Since the beginning of the 21st century, educating the next generation of nuclear engineers has been of interest to groups who are concerned with the recent decline in the number of nuclear engineers in universities and industries. Discussions and proposals have been summarized in independent reports by industry (JAIF; Japan Atomic Industrial Forum), government (Science Council of Japan) and the academe (AESJ; Atomic Energy Society of Japan). In June 2005 a Committee on Education (CE) was established within AESJ with the intention of coordinating the groups interested in nuclear education in Japan. The birth of CE was timely, because the importance of nuclear education was emphasized in 'Framework for Nuclear Energy Policy (Oct., 2005)' which was adopted by the Atomic Energy Commission. The Nuclear Energy Subcommittee of the METI (Ministry of Economy, Trade and Industry) Advisory Committee deliberated concrete actions for achieving the basic goals of the Framework for Nuclear Energy Policy and their recommendations were drawn up as a 'Nuclear Energy National Plan'. This was the MEXT (Ministry of Education, Culture, Sports, Science and Technology) and METI action plan to create nuclear energy training programs for universities, etc. A task group, consisting of members from industry, government and academe was organized within JAIF to give advice to these training programs. The author of this paper (and chairman of CE) participated in and made proposals to the task group as a representative of the academe. In this paper, the proposal made by CE and the outline of the final program will be reported. Furthermore, the importance of the partnership between industry, government and academe will be emphasized. (author)

  18. Engineering students' and faculty perceptions of teaching methods and the level of faculty involvement that promotes academic success

    Science.gov (United States)

    Karpilo, Lacy N.

    Student academic success is a top priority of higher education institutions in the United States and the trend of students leaving school prior to finishing their degree is a serious concern. Accountability has become a large part of university and college ratings and perceived success. Retention is one component of the accountability metrics used by accreditation agencies. In addition, there are an increasing number of states allocating funds based in part on retention (Seidman, 2005). Institutions have created initiatives, programs, and even entire departments to address issues related to student academic success to promote retention. Universities and colleges have responded by focusing on methods to retain and better serve students. Retention and student academic success is a primary concern for high education institutions; however, engineering education has unique retention issues. The National Science Board (2004) reports a significant decline in the number of individuals in the United States who are training to become engineers, despite the fact that the number of jobs that utilize an engineering background continues to increase. Engineering education has responded to academic success issues by changing curriculum and pedagogical methods (Sheppard, 2001). This descriptive study investigates the perception of engineering students and faculty regarding teaching methods and faculty involvement to create a picture of what is occurring in engineering education. The population was the engineering students and faculty of Colorado State University's College of Engineering. Data from this research suggests that engaging teaching methods are not being used as often as research indicates they should and that there is a lack of student-faculty interaction outside of the classroom. This research adds to the breadth of knowledge and understanding of the current environment of engineering education. Furthermore, the data allows engineering educators and other higher

  19. Academic Performance as a Predictor of Student Growth in Achievement and Mental Motivation During an Engineering Design Challenge in Engineering and Technology Education

    OpenAIRE

    Mentzer, Nathan

    2008-01-01

    The purpose of this correlational research study was to determine if students’ academic success was correlated with: (a) the student change in achievement during an engineering design challenge; and (b) student change in mental motivation toward solving problems and critical thinking during an engineering design challenge. Multiple experimental studies have shown engineering design challenges increase student achievement and attitude toward learning, but conflicting evidence surrounded the im...

  20. [Scientific research and academic promotion in occupational medicine: what are the rules of the game?].

    Science.gov (United States)

    Franco, G

    2011-01-01

    Recently, the National University Council (CUN) recognized the importance of bibliometric indicators in assessing scientific output and the Ministry of Education, University and Research established that the selection committees' decision must be guided by internationally recognized metrics including the impact factor (IF). To analyse methods and tools of metrics to assess scientific performance in Occupational Medicine by examining some critical aspects for entry-level positions and academic promotion in the Universities. By means of different databases (Web of Knowledge, Scopus, SCImago), the h-index was studied to assess the scientific output in the field of Occupational Medicine. The h-index was used as an index of both output and quality of overall output of researchers, disciplines, journals, and countries. Italian scientific output in the Public, Environmental & Occupational Health subject category (h-index = 62) was lower than almost the total of other medical disciplines and, at an international level, is ranked at 12th place (other disciplines ranked 3rd to 9th). Output was 32% compared to that of the USA (other disciplines ranged from 42% and 61%). However, it should be noted that most scientific papers of Occupational Medicine researchers are published mainly in journals of different disciplines (with a higher IF) rather than in journals of Public, Environmental & Occupational Health (with a lower IF). Assuming that selection committees' decisions will be guided by metrics and will respect the minimum standard proposed by CUN, Occupational Medicine researchers aiming at academic promotion will have good reason to ask themselves not only which journals are most useful but also which journals have the greatest impact. This fact could have profound implications for the future of the discipline.

  1. Teaching introductory game development with unreal engine: Challenges, strategies, and experiences

    OpenAIRE

    Head, Nicholas A

    2015-01-01

    From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game developme...

  2. Career Advancement Outcomes in Academic Science, Technology, Engineering and Mathematics (STEM): Gender, Mentoring Resources, and Homophily

    Science.gov (United States)

    Lee, Sang Eun

    This dissertation examines gender differences in career advancement outcomes among academic science, technology, engineering and mathematics (STEM) scientists. In particular, this research examines effects of gender, PhD advisors and postdoctoral supervisors mentoring resources and gender homophily in the mentoring dyads on the career advancement outcomes at early career stages. Female academic scientists have disadvantages in the career progress in the academic STEM. They tend to fall behind throughout their career paths and to leave the field compared to their male colleagues. Researchers have found that gender differences in the career advancement are shaped by gender-biased evaluations derived from gender stereotypes. Other studies demonstrate the positive impacts of mentoring and gender homophily in the mentoring dyads. To add greater insights to the current findings of female academic scientists' career disadvantages, this dissertation investigates comprehensive effects of gender, mentoring, and gender homophily in the mentoring dyads on female scientists' career advancement outcomes in academic science. Based on the Status Characteristics Theory, the concept of mentoring, Social Capital Theory, and Ingroup Bias Theory, causal path models are developed to test direct and indirect effects of gender, mentoring resources, and gender homophily on STEM faculty's career advancement. The research models were tested using structural equation modeling (SEM) with data collected from a national survey, funded by the National Science Foundation, completed in 2011 by tenured and tenure-track academic STEM faculty from higher education institutions in the United States. Findings suggest that there is no gender difference in career advancement controlling for mentoring resources and gender homophily in the mentoring dyads and other factors including research productivity and domestic caregiving responsibilities. Findings also show that the positive relationship between

  3. Advanced engineering design program at the University of Illinois for the 1987-1988 academic year

    Science.gov (United States)

    Sivier, Kenneth R.; Lembeck, Michael F.

    1988-01-01

    The participation of the University of Illinois at Urbana-Champaign in the NASA/USRA Universities Advanced Engineering Design Program (Space) is reviewed for the 1987 to 88 academic year. The University's design project was the Manned Marsplane and Delivery System. In the spring of 1988 semester, 107 students were enrolled in the Aeronautical and Astronautical Engineering Departments' undergraduate Aerospace Vehicle Design course. These students were divided into an aircraft section (responsible for the Marsplane design), and a spacecraft section (responsible for the Delivery System Design). The design results are presented in Final Design Reports, copies of which are attached. In addition, five students presented a summary of the design results at the Program's Summer Conference.

  4. Design and Task Analysis for a Game-Based Shiphandling Simulator Using an Open Source Game Engine (DELTA3D)

    Science.gov (United States)

    2011-09-01

    Rodrigues, F. L. D. (2010).Sistema de realidade virtual para simulador visual de passadiço ( Virtual reality system for visual bridge simulator...products/shipsimulatorextremes Souza, I. (2007). Simulador de Realidade Virtual para o Treinamento de Biópsia por Agulha de Nódulos da Glândula de...Games, Shiphandling Simulator, Training, Virtual Environments, Simulation, Open Source, Brazilian Navy 16. PRICE CODE 17. SECURITY CLASSIFICATION OF

  5. Future Trends in Production Engineering : Proceedings of the First Conference of the German Academic Society for Production Engineering

    CERN Document Server

    Neugebauer, Reimund; Uhlmann, Eckart

    2013-01-01

    To meet and adapt to the current and future trends and issues in technology and society, the science committee of The German Academic Society for Production Engineering (WGP) continues to define future topics for production technology. These themes represent not only the key focus for the scientific work of the WGP, but also the central themes of the first annual conference in June 2011, whose paper is publically available in this volume. Such themes, including electric mobility, medical technology, lightweight construction, and resource efficiency, as well as mass production ability have all been identified as future, large-scale, and long-term drivers of change. Future trends influence changes sustainably and fundamentally; they permeate society, technology, economics, and value systems and have an effect in virtually all areas of life. The WGP has, as part of its research, established for itself the goal of not only observing these emerging changes, but also of supervising and influencing their development...

  6. Not Just a Game … When We Play Together, We Learn Together: Interactive Virtual Environments and Gaming Engines for Geospatial Visualization

    Science.gov (United States)

    Shipman, J. S.; Anderson, J. W.

    2017-12-01

    An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.

  7. Perancangan dan Pembuatan Game Online “Penyelamatan Tawanan Perang” Berbasis Html 5 untuk Penerapan Aplikasi Game Facebook Menggunakan Engine Construct 2

    OpenAIRE

    Asrori, Lutfi; Luthfi, Emha Taufiq

    2012-01-01

    Gaming technology is one of the highlights of the developer in the virtual world. Recently emerging flash based game called Angry Bird, this game successfully anesthetize the game lovers ranging from children to adults. Then in 2012 also developed the software to create a game with HTML5 base.But unfortunately most outstanding online games and famous people today are made overseas and leading manufacturer classmates agate, artificial personal who want to explore the latest science is still ve...

  8. D Modelling and Visualization Based on the Unity Game Engine - Advantages and Challenges

    Science.gov (United States)

    Buyuksalih, I.; Bayburt, S.; Buyuksalih, G.; Baskaraca, A. P.; Karim, H.; Rahman, A. A.

    2017-11-01

    3D City modelling is increasingly popular and becoming valuable tools in managing big cities. Urban and energy planning, landscape, noise-sewage modelling, underground mapping and navigation are among the applications/fields which really depend on 3D modelling for their effectiveness operations. Several research areas and implementation projects had been carried out to provide the most reliable 3D data format for sharing and functionalities as well as visualization platform and analysis. For instance, BIMTAS company has recently completed a project to estimate potential solar energy on 3D buildings for the whole Istanbul and now focussing on 3D utility underground mapping for a pilot case study. The research and implementation standard on 3D City Model domain (3D data sharing and visualization schema) is based on CityGML schema version 2.0. However, there are some limitations and issues in implementation phase for large dataset. Most of the limitations were due to the visualization, database integration and analysis platform (Unity3D game engine) as highlighted in this paper.

  9. 3D MODELLING AND VISUALIZATION BASED ON THE UNITY GAME ENGINE – ADVANTAGES AND CHALLENGES

    Directory of Open Access Journals (Sweden)

    I. Buyuksalih

    2017-11-01

    Full Text Available 3D City modelling is increasingly popular and becoming valuable tools in managing big cities. Urban and energy planning, landscape, noise-sewage modelling, underground mapping and navigation are among the applications/fields which really depend on 3D modelling for their effectiveness operations. Several research areas and implementation projects had been carried out to provide the most reliable 3D data format for sharing and functionalities as well as visualization platform and analysis. For instance, BIMTAS company has recently completed a project to estimate potential solar energy on 3D buildings for the whole Istanbul and now focussing on 3D utility underground mapping for a pilot case study. The research and implementation standard on 3D City Model domain (3D data sharing and visualization schema is based on CityGML schema version 2.0. However, there are some limitations and issues in implementation phase for large dataset. Most of the limitations were due to the visualization, database integration and analysis platform (Unity3D game engine as highlighted in this paper.

  10. A Chess-Like Game for Teaching Engineering Students to Solve Large System of Simultaneous Linear Equations

    Science.gov (United States)

    Nguyen, Duc T.; Mohammed, Ahmed Ali; Kadiam, Subhash

    2010-01-01

    Solving large (and sparse) system of simultaneous linear equations has been (and continues to be) a major challenging problem for many real-world engineering/science applications [1-2]. For many practical/large-scale problems, the sparse, Symmetrical and Positive Definite (SPD) system of linear equations can be conveniently represented in matrix notation as [A] {x} = {b} , where the square coefficient matrix [A] and the Right-Hand-Side (RHS) vector {b} are known. The unknown solution vector {x} can be efficiently solved by the following step-by-step procedures [1-2]: Reordering phase, Matrix Factorization phase, Forward solution phase, and Backward solution phase. In this research work, a Game-Based Learning (GBL) approach has been developed to help engineering students to understand crucial details about matrix reordering and factorization phases. A "chess-like" game has been developed and can be played by either a single player, or two players. Through this "chess-like" open-ended game, the players/learners will not only understand the key concepts involved in reordering algorithms (based on existing algorithms), but also have the opportunities to "discover new algorithms" which are better than existing algorithms. Implementing the proposed "chess-like" game for matrix reordering and factorization phases can be enhanced by FLASH [3] computer environments, where computer simulation with animated human voice, sound effects, visual/graphical/colorful displays of matrix tables, score (or monetary) awards for the best game players, etc. can all be exploited. Preliminary demonstrations of the developed GBL approach can be viewed by anyone who has access to the internet web-site [4]!

  11. Profiling Academic Research on Massively Multiplayer On-line Role-Play Gaming (MMORPG 2000-2009: Horizons for Educational Research

    Directory of Open Access Journals (Sweden)

    Harold Castañeda Peña

    2005-12-01

    Full Text Available DOI: http://dx.doi.org/10.17227/01234870.38folios75.94 Whilst there exists a large body of publications around Massively Multiplayer On-line Role-Play Gaming (MMORPG, there is little profiling academic research on this type of game. This study aims at unveiling what, when, where and who constitute scholarly work in research about MMORPG. A 777-register dataset was configured with primary documents taken from 16 databases and two web-portals. The dataset was drilled down using specialized text-mining software. Findings revealed four main research interests that comprise the games themselves, gaming experiences, systems architecture and educational MMORPG. It was also found that research on this topic started out in 2002 and some milestones of emerging research were charted out. The most prolific organizations and authors were also identified in which the USA, Canada and Italy occupy outstanding places. It is recommended that research profiling studies be carried out to extendmore informed literature reviews and support further research questions.

  12. Innovative Research on the Development of Game-based Tourism Information Services Using Component-based Software Engineering

    Directory of Open Access Journals (Sweden)

    Wei-Hsin Huang

    2018-02-01

    Full Text Available In recent years, a number of studies have been conducted exploring the potential of digital tour guides, that is, multimedia components (e.g., 2D graphic, 3D models, and sound effects that can be integrated into digital storytelling with location-based services. This study uses component-based software engineering to develop the content of game-based tourism information services. The results of this study are combined with 3D VR/AR technology to implement the digital 2D/3D interactive tour guide and show all the attractions’ information on a service platform for the gamification of cultural tourism. Nine kinds of game templates have been built in the component module. Five locations have completed indoor or external 3D VR real scenes and provide online visitors with a virtual tour of the indoor or outdoor attractions. The AR interactive work has three logos. The interactive digital guide includes animated tour guides, interactive guided tours, directions and interactive guides. Based on the usage analysis of the component databases built by this study, VR game types are suited to object-oriented game templates, such as the puzzle game template and the treasure hunt game template. Background music is the database component required for each game. The icons and cue tones are the most commonly used components in 2D graphics and sound effects, but the icons are gathered in different directions to approximate the shape of the component to be consistent. This study built a vivid story of a scene tour for online visitors to enhance the interactive digital guide. However, the developer can rapidly build new digital guides by rearranging the components of the modules to shorten the development time by taking advantage of the usage frequency of various databases that have been built by this study to effectively continue to build and expand the database components. Therefore, more game-based digital tour guides can be created to make better defined high

  13. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  14. Development of a Computer Simulation Game Using a Reverse Engineering Approach

    Science.gov (United States)

    Ozkul, Ahmet

    2012-01-01

    Business simulation games are widely used in the classroom to provide students with experiential learning opportunities on business situations in a dynamic fashion. When properly designed and implemented, the computer simulation game can be a useful educational tool by integrating separate theoretical concepts and demonstrating the nature of…

  15. RELM: developing a serious game to teach evidence-based medicine in an academic health sciences setting.

    Science.gov (United States)

    Gleason, Ann Whitney

    2015-01-01

    Gaming as a means of delivering online education continues to gain in popularity. Online games provide an engaging and enjoyable way of learning. Gaming is especially appropriate for case-based teaching, and provides a conducive environment for adult independent learning. With funding from the National Network of Libraries of Medicine, Pacific Northwest Region (NN/LM PNR), the University of Washington (UW) Health Sciences Library, and the UW School of Medicine are collaborating to create an interactive, self-paced online game that teaches players to employ the steps in practicing evidence-based medicine. The game encourages life-long learning and literacy skills and could be used for providing continuing medical education.

  16. The Belgian nuclear higher education network: the evolution of an academic programme in nuclear engineering

    International Nuclear Information System (INIS)

    Berkvens, T.; Coeck, M.

    2014-01-01

    The master-after-master in nuclear engineering provided by the Belgian Nuclear higher Education Network (BNEN) is a one-year, 60 ECTS programme which combines the expertise of six Belgian universities and SCK.CEN, the Belgian Nuclear Research Centre, which participates through its Academy for Nuclear Science and Technology. It was created in close collaboration with representatives of academia, research centres, industry and other nuclear stakeholders. The BNEN consortium Due to its modular programme, BNEN is accessible for both full-time students (mainly young engineering graduates) as well as young professionals already employed in the nuclear industry. The programme is offered in English to facilitate the participation of international students. One of the important aspects of the BNEN programme is the fact that exercises and hands-on sessions in the specialised laboratories of SCK.CEN complement the theoretical classes to bring the students into contact with all facets of nuclear energy. Several of SCK.CEN's researchers provide valuable contributions to the programme through seminars and practical exercises. From their daily practices and responsibilities they give an expert view on the subjects that are being taught. In 2012, in the framework of an official accreditation process all aspects of the BNEN programme were audited by an international visitation panel. The most important outcome of this process is the current reform of the academic programme, which will be implemented in the academic year 2014-2015, taking into account the recommendations by the visitation panel. In this paper, the history of the BNEN programme will be discussed, the new BNEN programme will be presented as well as the process that has led to its implementation. (authors)

  17. Employing 3D Virtual Reality and the Unity Game Engine to Support Nuclear Verification Research

    International Nuclear Information System (INIS)

    Patton, T.

    2015-01-01

    This project centres on the development of a virtual nuclear facility environment to assist non-proliferation and nuclear arms control practitioners - including researchers, negotiators, or inspectors - in developing and refining a verification system and secure chain of custody of material or equipment. The platform for creating the virtual facility environment is the Unity 3D game engine. This advanced platform offers both the robust capability and flexibility necessary to support the design goals of the facility. The project also employs Trimble SketchUp and Blender 3D for constructing the model components. The development goal of this phase of the project was to generate a virtual environment that includes basic physics in which avatars can interact with their environment through actions such as picking up objects, operating vehicles, dismantling a warhead through a spherical representation system, opening/closing doors through a custom security access system, and conducting CCTV surveillance. Initial testing of virtual radiation simulation techniques was also explored in preparation for the next phase of development. Some of the eventual utilities and applications for this platform include: 1. conducting live multi-person exercises of verification activities within a single, shared virtual environment, 2. refining procedures, individual roles, and equipment placement in the contexts of non-proliferation or arms control negotiations 3. hands on training for inspectors, and 4. a portable tool/reference for inspectors to use while carrying out inspections. This project was developed under the Multilateral Verification Project, led by the Verification Research, Training and Information Centre (VERTIC) in the United Kingdom, and financed by the Norwegian Ministry of Foreign Affairs. The environment was constructed at the Vienna Center for Disarmament and Non-Proliferation (VCDNP). (author)

  18. Exploring the relationship between time management skills and the academic achievement of African engineering students - a case study

    Science.gov (United States)

    Swart, Arthur James; Lombard, Kobus; de Jager, Henk

    2010-03-01

    Poor academic success by African engineering students is currently experienced in many higher educational institutions, contributing to lower financial subsidies by local governments. One of the contributing factors to this low academic success may be the poor time management skills of these students. This article endeavours to explore this relationship by means of a theoretical literature review and an empirical study. Numerous studies have been conducted in this regard, but with mixed results. The case study of this article involves a design module termed Design Projects III, where the empirical study incorporated an ex post facto study involving a pre-experimental/exploratory design using descriptive statistics. The results of this study were applied to various tests, which indicated no statistically significant relationship between time management skills and the academic achievement of African engineering students.

  19. The Public Good and Academic Capitalism: Science and Engineering Doctoral Students and Faculty on the Boundary of Knowledge Regimes

    Science.gov (United States)

    Szelényi, Katalin; Bresonis, Kate

    2014-01-01

    This article examines the research-related experiences of 48 doctoral students and 22 faculty in science and engineering fields at three research universities, with specific emphasis on the intersection of the public good and academic capitalism. Identifying an expansive, intersecting organizational space between the public good and academic…

  20. Science, Technology, Engineering and Math (STEM) Academic Librarian Positions during 2013: What Carnegie Classifications Reveal about Desired STEM Skills

    Science.gov (United States)

    Trei, Kelli

    2015-01-01

    This study analyzes the requirements and preferences of 171 science, technology, engineering, and math (STEM) academic librarian positions in the United States as advertised in 2013. This analysis compares the STEM background experience preferences with the Carnegie rankings of the employing institution. The research examines the extent to which…

  1. Examining the relationship of ethnicity, gender and social cognitive factors with the academic achievement of first-year engineering students

    Science.gov (United States)

    Carr, Bruce Henry

    The purpose of the study was to examine the relationships of social cognitive factors and their influence on the academic performance of first-year engineering students. The nine social cognitive variables identified were under the groupings of personal support, occupational self-efficacy, academic self-efficacy, vocational interests, coping, encouragement, discouragement, outcome expectations, and perceived stress. The primary student participants in this study were first-year engineering students from underrepresented groups which include African American, Hispanic American students and women. With this in mind, the researcher sought to examine the interactive influence of race/ethnicity and gender based on the aforementioned social cognitive factors. Differences in academic performance (university GPA of first-year undergraduate engineering students) were analyzed by ethnicity and gender. There was a main effect for ethnicity only. Gender was found not to be significant. Hispanics were not found to be significantly different in their GPAs than Whites but Blacks were found to have lower GPAs than Whites. Also, Pearson correlation coefficients were used to examine the relationship between and among the nine identified social cognitive variables. The data from the analysis uncovered ten significant correlations which were as follows: occupational self-efficacy and academic self-efficacy, occupational self-efficacy and vocational interest, occupational self-efficacy and perceived stress, academic self-efficacy and encouragement, academic self-efficacy and outcome expectations, academic self-efficacy and perceived stress, vocational interest and outcome expectations, discouragement and encouragement, coping and perceived stress, outcome expectations and perceived stress. Next, a Pearson correlation coefficient was utilized to examine the relationship between academic performance (college GPA) of first-year undergraduate engineering students and the nine identified

  2. EMMC guidance on quality assurance for academic materials modelling software engineering

    OpenAIRE

    European Materials Modelling Council

    2015-01-01

    Proposed recommendations for software development in LEIT projects. This document presents the advice of software owners, commercial and academic, on what academic software could do to generate better quality software, ready to be used by third parties.

  3. 75 FR 70691 - International Game Technology (IGT), Machine Accounting and ABS (Bonusing and BEII), Engineering...

    Science.gov (United States)

    2010-11-18

    ... Support, Software PA Engineering, Integration Engineering, Product Management, Tech Support Engineering, Administrative Assistant, Systems Administration, Integration Engineering, and SWE) Including On-Site Leased... accordance with section 223 of the Trade Act of 1974, as amended (``Act''), 19 U.S.C. 2273, the Department of...

  4. The influence of social style in evaluating academic presentations of engineering projects

    Directory of Open Access Journals (Sweden)

    Hector Ortiz

    2012-09-01

    Full Text Available An individual’s social style is determined by behavioral patterns in the interactions with their peers. Some studies suggest that social style may influence the way in which an individual’s performance is evaluated. We studied the effects that speakers’ and evaluators’ social styles have on the marks given for end-of-term presentations in a project engineering master’s course. The participants completed a self-evaluation exercise that classified their social styles into one of four categories: Driver, expressive, analytical, or amiable. Students individually rated the content and appearance of their classmates’ presentations. A statistical analysis of these scores revealed that the speaker’s social style had a significant effect on the marks received for content and appearance. The evaluator’s social style also demonstrated a statistically significant effect on the marks given for appearance, though not for content. Students with expressive social style received the highest scores, while the analytical style received the lowest scores. These results reiterate the necessity to train students as evaluators in order to reduce bias when evaluating their classmates and co-workers during their academic and professional careers.

  5. Modeling and Generating Strategy Games Mechanics

    DEFF Research Database (Denmark)

    Mahlmann, Tobias

    of the game is, how players may manipulate the game world, etc. We present the Strategy Games Description Language (SGDL), a tree-based approach to model the game mechanics of strategy games. SGDL allows game designers to rapid prototype their game ideas with the help of our customisable game engine. We...... their games to individual players’ preferences by creating game content adaptively to how the player plays (and likes) a game. W we extend the notion of “procedural game content generation” by “game mechanics”. Game mechanics herein refer to the way that objects in a game may interact, what the goal...... present several example games to demonstrate the capabilities of the language and how to model common strategy game elements. Furthermore, we present methods to procedurally generate and evaluate game mechanics modelled in SGDL in terms of enjoyability. We argue that an evolutionary process can be used...

  6. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

    User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.

  7. Alternative Pathways to Engineering Success--Using Academic and Social Integration to Understand Two-Year Engineering Student Success

    Science.gov (United States)

    Marra, Rose M.; Tsai, Chia-Lin; Bogue, Barbara; Pytel, Jean Landa

    2015-01-01

    The need for educating engineers in the United States continues as the projected demand is rising the number of high school seniors planning to enter engineering careers has remained relatively stable (Sargent, 2014). Additionally, figures show that attrition rates in undergraduate engineering continue to be an area of concern, (Sargent, 2014;…

  8. Linking First-Year and Senior Engineering Design Teams: Engaging Early Academic Career Students in Engineering Design

    Science.gov (United States)

    Fox, Garey A.; Weckler, Paul; Thomas, Dan

    2015-01-01

    In Biosystems Engineering at Oklahoma State University, senior design is a two semester course in which students work on real-world projects provided by clients. First-year (freshmen and trans­fer) students enroll in an introductory engineering course. Historically, these students worked on a team-based analysis project, and the engineering design…

  9. Industrial Decision Support System with Assistance of 3D Game Engine

    OpenAIRE

    Zou, Ming

    2015-01-01

    Context. Industrial Decision Support System(DSS) traditionally relies on 2D approach to visualize the scenarios. For some abstract information, like chronological sequence of tasks or data trend, it provides a good visualization. For concrete information, such as location and spatial relationships, 2D visualizations are too abstract. Techniques from Game design, 3D modeling, virtual reality(VR) and animation provides many inspiration to develop a DSS tools for industrial applications. Objecti...

  10. Perceptions of Academic Staff towards Accommodating Students with Disabilities in a Civil Engineering Undergraduate Program in a University in South Africa

    Science.gov (United States)

    Mayat, Nafisa; Amosun, Seyi Ladele

    2011-01-01

    This study explored the perceptions of academic staff towards admission of students with disabilities, and their accommodation once accepted into an undergraduate Civil Engineering program in a South African university. Qualitative responses relating to the perceptions of five academic staff were obtained through semi-structured interviews. The…

  11. RELATED VOCATIONAL INTEREST TO LEARNING AND ENTREPRENEURIAL LEARNING ACHIEVEMENT WITH ENTREPRENEURSHIP INTEREST ON THE STUDENS AUTOMOTIVE ENGINEERING ISLAMIC VOCATIONAL SCHOOL YOGYAKARTA ACADEMIC YEAR 2013/2014

    OpenAIRE

    Choiruddin Nurcholis Suwondo; Subagyo Subagyo

    2014-01-01

    The purpose of the study (1) to determine whether there is a positive relationship between vocational interest to learning with entrepreneurship interest on the studens Automotive Engineering Islamic Vocational School Yogyakarta Academic Year 2013/2014; (2) to determine whether there is a positive relationship between entrepreneurial learning achivement with entrepreneurship interest on the studens Automotive Engineering Islamic Vocational School Yogyakarta Academic Year 2013/2014; (3) to det...

  12. Internationalism and Engineering in UNESCO during the End Game of Empire, 1943-68.

    Science.gov (United States)

    Andersen, Casper

    2017-01-01

    When UNESCO was founded in 1945 the organization aimed to become a pivotal player in international collaboration in the field of engineering. UNESCO based its engineering initiatives on the World Engineering Conference, an organization espousing a politically motivated "technocratic internationalism" and on the World Power Conference, an organization promoting a business-friendly stance of "engineering internationalism." These competing models for international collaboration curtailed UNESCO's institutional ambitions. UNESCO's position was further weakened by fierce opposition from British engineering institutions that pursued a Commonwealth institutional framework in direct opposition to UNESCO. This article unravels the intricate connections between empire and internationalism that shaped UNESCO's engineering agenda during the first post-war decades. It demonstrates how competing forms of internationalism, mounting cold war tensions, and the continuous influence of a British empire-based opposition ultimately forced UNESCO to abandon its technocratic internationalist ambitions and settle for a modest coordinating role in international technical collaboration.

  13. Internationalism and Engineering in UNESCO during the End Game of Empire, 1943–68

    DEFF Research Database (Denmark)

    Andersen, Casper

    2017-01-01

    When UNESCO was founded in 1945 the organization aimed to become a pivotal player in international collaboration in the field of engineering. UNESCO based its engineering initiatives on the World Engineering Conference, an organization espousing a politically motivated “technocratic...... of internationalism, mounting cold war tensions, and the continuous influence of a British empire-based opposition ultimately forced UNESCO to abandon its technocratic internationalist ambitions and settle for a modest coordinating role in international technical collaboration....

  14. A grounded theory study on the academic success of undergraduate women in science, engineering, and mathematics fields at a private, research university

    Science.gov (United States)

    Hroch, Amber Michelle

    2011-12-01

    This grounded theory study revealed the common factors of backgrounds, strategies, and motivators in academically successful undergraduate women in science, engineering, and mathematics (SEM) fields at a private, research university in the West. Data from interviews with 15 women with 3.25 or better grade point averages indicated that current academic achievement in their college SEM fields can be attributed to previous academic success, self awareness, time management and organizational skills, and maintaining a strong support network. Participants were motivated by an internal drive to academically succeed and attend graduate school. Recommendations are provided for professors, advisors, and student affairs professionals.

  15. Traditional Engineering Graphics versus Computer-Aided Drafting: A View from Academe.

    Science.gov (United States)

    Foster, Robert J.

    1987-01-01

    Argues for a legitimate role of manually expressed engineering graphics within engineering education as a needed support for computer-assisted drafting work. Discusses what and how students should learn as well as trends in engineering graphics education. Compares and contrasts manual and computer drafting methods. (CW)

  16. Gaming and Gamification Part II

    Science.gov (United States)

    Mallon, Melissa

    2013-01-01

    Just as academic gaming in general cannot be limited to any one topic or genre, the "Public Services Quarterly" Internet Resources column is not limited to a single entry on gaming and gamification in libraries. Public services librarians interested in designing their own games have many successful examples to draw from. The previous…

  17. Hire a Milwaukee Engineer | College of Engineering & Applied Science

    Science.gov (United States)

    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  18. Games Learning in education for a newly accredited study course: Fundamentals of Industrial Engineering

    Directory of Open Access Journals (Sweden)

    Rastislav Beňo

    2015-12-01

    Full Text Available In the EU, the quality of education in recent years has become a priority topic. In the context of university education and meeting the requirements of industrial practice, in the countries of the EU, different activities are carried out. These activities are focused on the techniques and methods by which we can achieve excellence in the educational process, creative solutions and innovative forms. The aim is to adapt educational processes to the current digital age. Therefore, in the educational process it is necessary to apply new forms and methods of education. With application of this method we can streamline the educational process and also increase the initiative and interest of students in acquiring new knowledge, skills and abilities. The aim of the article is to present the project, which is focused on improving the educational process by using a new approach to learning - Games Learning

  19. Female peer mentors early in college increase women's positive academic experiences and retention in engineering.

    Science.gov (United States)

    Dennehy, Tara C; Dasgupta, Nilanjana

    2017-06-06

    Scientific and engineering innovation is vital for American competitiveness, quality of life, and national security. However, too few American students, especially women, pursue these fields. Although this problem has attracted enormous attention, rigorously tested interventions outside artificial laboratory settings are quite rare. To address this gap, we conducted a longitudinal field experiment investigating the effect of peer mentoring on women's experiences and retention in engineering during college transition, assessing its impact for 1 y while mentoring was active, and an additional 1 y after mentoring had ended. Incoming women engineering students ( n = 150) were randomly assigned to female or male peer mentors or no mentors for 1 y. Their experiences were assessed multiple times during the intervention year and 1-y postintervention. Female (but not male) mentors protected women's belonging in engineering, self-efficacy, motivation, retention in engineering majors, and postcollege engineering aspirations. Counter to common assumptions, better engineering grades were not associated with more retention or career aspirations in engineering in the first year of college. Notably, increased belonging and self-efficacy were significantly associated with more retention and career aspirations. The benefits of peer mentoring endured long after the intervention had ended, inoculating women for the first 2 y of college-the window of greatest attrition from science, technology, engineering, and mathematics (STEM) majors. Thus, same-gender peer mentoring for a short period during developmental transition points promotes women's success and retention in engineering, yielding dividends over time.

  20. Rehabilitation engineering training for the future: influence of trends in academics, technology, and health reform.

    Science.gov (United States)

    Winters, J M

    1995-01-01

    A perspective is offered on rehabilitation engineering educational strategies, with a focus on the bachelor's and master's levels. Ongoing changes in engineering education are summarized, especially as related to the integration of design and computers throughout the curriculum; most positively affect rehabilitation engineering training. The challenge of identifying long-term "niches" for rehabilitation engineers within a changing rehabilitation service delivery process is addressed. Five key training components are identified and developed: core science and engineering knowledge, synthesized open-ended problem-solving skill development, hands-on design experience, rehabilitation breadth exposure, and a clinical internship. Two unique abilities are identified that help demarcate the engineer from other providers: open-ended problem-solving skills that include quantitative analysis when appropriate, and objective quantitative evaluation of human performance. Educational strategies for developing these abilities are addressed. Finally, a case is made for training "hybrid" engineers/therapists, in particular bachelor-level engineers who go directly to graduate school to become certified orthotists/prosthetists or physical/occupational therapists, pass the RESNA-sponsored assistive technology service provision exam along the way, then later in life obtain a professional engineer's license and an engineering master's degree.

  1. Master’s degree in Nuclear Engineering UPC-ENDESA. Creating synergy at industrial and academic levels

    Energy Technology Data Exchange (ETDEWEB)

    Batet, I.; Calviño, F.; Duch, M.A.; Dies, J.; León, P.; Fernández-Olano, P.

    2015-07-01

    The Master’s degree in Nuclear Engineering, born from the alignment of objectives of Academy and Industry, aims to prepare competent engineers to assume managerial positions within the Nuclear Industry. MNE is completely taught in English. Synergies are established at both industrial and academic levels. MNE syllabus has been designed (and is being continuously improved) with the help of industrial partners and the Spanish Regulatory Body (CSN). One half of the lectures are delivered by professionals external to the university. Besides ENDESA, other companies (ANAV, AREVA, ENRESA, ENSA, ENUSA, IDOM, Nuclenor, Tecnatom, Westinghouse) collaborate in the master. Lecturers from CSN and CIEMAT (the major Spanish research centre) participate in the Master as well. A large portion of the master contents is delivered as Project Based Learning, In general, active learning and team work activities are thoroughly used so as to help the students achieve the learning objectives and acquire a number of soft skills required by industry. MNE is embedded in EMINE, the European Master in Nuclear Energy (European Institute of Technology, KIC-InnoEnergy). As well, MNE is part of a double degree in the Barcelona Engineering School (ETSEIB) with the official Master in Industrial Engineering (MUEI). Having in the same classroom EMINE and MNE students creates a good working atmosphere, while allowing the future engineers work in a multicultural and international environment. The double degree MNE-MUEI allows students to acquire the MNE competencies and, at the same time, legal engineering attributions. It has been useful to attract good engineering students to the master. (Author)

  2. Continuous measurement of digital game experiences

    NARCIS (Netherlands)

    Poels, K.; Hoogen, van den W.M.; IJsselsteijn, W.A.; Kort, de Y.A.W.

    2008-01-01

    In recent years, the game industry has developed a wide array of games and gaming devices, targeted to different age and gender groups and to gamers with various play styles. As such, playing digital games has become a highly popular leisure activity. Over recent years, academic research on digital

  3. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    OpenAIRE

    Kafai, Yasmin B.; Burke, Quinn

    2016-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions?namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined th...

  4. An Evidence-Based Review of Academic Web Search Engines, 2014-2016: Implications for Librarians’ Practice and Research Agenda

    Directory of Open Access Journals (Sweden)

    Jody Condit Fagan

    2017-06-01

    Full Text Available Academic web search engines have become central to scholarly research. While the fitness of Google Scholar for research purposes has been examined repeatedly, Microsoft Academic and Google Books have not received much attention. Recent studies have much to tell us about the coverage and utility of Google Scholar, its coverage of the sciences, and its utility for evaluating researcher impact. But other aspects have been woefully understudied, such as coverage of the arts and humanities, books, and non-Western, non-English publications. User research has also tapered off. A small number of articles hint at the opportunity for librarians to become expert advisors concerning opportunities of scholarly communication made possible or enhanced by these platforms. This article seeks to summarize research concerning Google Scholar, Google Books, and Microsoft Academic from the past three years with a mind to informing practice and setting a research agenda. Selected literature from earlier time periods is included to illuminate key findings and to help shape the proposed research agenda, especially in understudied areas.

  5. Teaching Software Engineering by Means of Computer-Game Development: Challenges and Opportunities

    Science.gov (United States)

    Cagiltay, Nergiz Ercil

    2007-01-01

    Software-engineering education programs are intended to prepare students for a field that involves rapidly changing conditions and expectations. Thus, there is always a danger that the skills and the knowledge provided may soon become obsolete. This paper describes results and draws on experiences from the implementation of a computer…

  6. A Role-Playing Game for a Software Engineering Lab: Developing a Product Line

    Science.gov (United States)

    Zuppiroli, Sara; Ciancarini, Paolo; Gabbrielli, Maurizio

    2012-01-01

    Software product line development refers to software engineering practices and techniques for creating families of similar software systems from a basic set of reusable components, called shared assets. Teaching how to deal with software product lines in a university lab course is a challenging task, because there are several practical issues that…

  7. Rise of the Science and Engineering Postdoctorate and the Restructuring of Academic Research

    Science.gov (United States)

    Cantwell, Brendan; Taylor, Barrett J.

    2015-01-01

    Since the 1980s the number of postdocs employed at U.S. research universities has increased dramatically as has the importance of postdocs to academic research. Growth in postdoc employment has coincided with increased dependence on external research funds. Using panel regression analysis, this article explores the organizational characteristics…

  8. International Engineering Students--Avoiding Plagiarism through Understanding the Western Academic Context of Scholarship

    Science.gov (United States)

    Duff, Andrea H.; Rogers, Derek P.; Harris, Michael B.

    2006-01-01

    Despite the best attempts of academic staff to teach students the mechanics of citation, the rules of referencing continue to be broken, particularly by those new to Western university systems (either first-year undergraduate students or international students from different cultural backgrounds). In late 2003, 16 postgraduate international…

  9. Social Cognitive Predictors of Academic Interests and Goals in South Korean Engineering Students

    Science.gov (United States)

    Kim, Min Sun; Seo, Young Seok

    2014-01-01

    The purpose of this study was to investigate the applicability of social cognitive career theory (SCCT) in a cross-cultural setting by examining the relationships between the social cognitive variables of South Korean engineering students and their engineering interests and major choice goals across university type and gender. Participants (N =…

  10. Implanting a Discipline: The Academic Trajectory of Nuclear Engineering in the USA and UK

    Science.gov (United States)

    Johnston, Sean F.

    2009-01-01

    The nuclear engineer emerged as a new form of recognised technical professional between 1940 and the early 1960s as nuclear fission, the chain reaction and their applications were explored. The institutionalization of nuclear engineering--channelled into new national laboratories and corporate design offices during the decade after the war, and…

  11. The Woman Engineering Academic: An Investigation of Departmental and Institutional Environments. ASHE Annual Meeting Paper.

    Science.gov (United States)

    Benson, Sherron D.

    This study used grounded theory methodology to investigate the institutional and departmental climates of women engineering faculty. Seven female engineering faculty from two universities completed semi-structured interviews that were coded for common themes. All the participants indicated that they had had a natural interest or talent for science…

  12. Online 3D terrain visualisation using Unity 3D game engine: A comparison of different contour intervals terrain data draped with UAV images

    Science.gov (United States)

    Hafiz Mahayudin, Mohd; Che Mat, Ruzinoor

    2016-06-01

    The main objective of this paper is to discuss on the effectiveness of visualising terrain draped with Unmanned Aerial Vehicle (UAV) images generated from different contour intervals using Unity 3D game engine in online environment. The study area that was tested in this project was oil palm plantation at Sintok, Kedah. The contour data used for this study are divided into three different intervals which are 1m, 3m and 5m. ArcGIS software were used to clip the contour data and also UAV images data to be similar size for the overlaying process. The Unity 3D game engine was used as the main platform for developing the system due to its capabilities which can be launch in different platform. The clipped contour data and UAV images data were process and exported into the web format using Unity 3D. Then process continue by publishing it into the web server for comparing the effectiveness of different 3D terrain data (contour data) draped with UAV images. The effectiveness is compared based on the data size, loading time (office and out-of-office hours), response time, visualisation quality, and frame per second (fps). The results were suggest which contour interval is better for developing an effective online 3D terrain visualisation draped with UAV images using Unity 3D game engine. It therefore benefits decision maker and planner related to this field decide on which contour is applicable for their task.

  13. IMpact of international accreditation in the recognition of academic degrees in the domestic and foreign labor market. Case study: Civil engineering program

    Directory of Open Access Journals (Sweden)

    Jose Barragan Codina

    2015-07-01

    Full Text Available In a globalized era it is not enough to have a professional qualification to ensure economic and professional success. The academic background of professionals must be adequate to face challenges and solve problems of a globalized and dynamic world. Civil engineers face many complications when seeking an international career. There are many differences within the profession globally such as: resources, workforce, climate, language, culture, philosophies, regulations, etc. which raise the entry barriers to fully practice as a civil engineer. The International accreditations play a major role as the first evidence of the civil engineer technical proficiency. These assure the quality of the higher education curricula and add value to the human capital on an international context. Despite the fact that many Mexican Universities have academic programs which have international accreditations, civil engineer graduates cannot easily work across borders. This paper describes the impact that international accreditation has for civil engineers when seeking an international career.

  14. Seeking new paths by attempting avant-garde teaching methods through translation and creative writing for classes of English for Academic Purposes (EAP) . The cases of the Schools of Engineering, Departments of Mechanical Engineering, Informatics and Tele

    OpenAIRE

    CHRISTIDOU, SOFIA; KAMAROUDIS, STAVROS E.

    2016-01-01

    The aim of our paper is to discuss how the courses of English Language of the Department of Applied and Visual Arts of the School of Fine Arts and of the Departments of Mechanical Engineering, Informatics and Telecommunications Engineering of the School of Engineering of the University of Western Macedonia were taught during the academic year 2014-5 and how students reacted towards the teaching approaches that were adopted. For reasons of economy of space we present here only the experiment t...

  15. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    Science.gov (United States)

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

  16. Using the open Web as an information resource and scholarly Web search engines as retrieval tools for academic and research purposes

    OpenAIRE

    Filistea Naude; Chris Rensleigh; Adeline S.A. du Toit

    2010-01-01

    This study provided insight into the significance of the open Web as an information resource and Web search engines as research tools amongst academics. The academic staff establishment of the University of South Africa (Unisa) was invited to participate in a questionnaire survey and included 1188 staff members from five colleges. This study culminated in a PhD dissertation in 2008. One hundred and eighty seven respondents participated in the survey which gave a response rate of 15.7%. The re...

  17. Academic Research Equipment in the Physical and Computer Sciences and Engineering. An Analysis of Findings from Phase I of the National Science Foundation's National Survey of Academic Research Instruments and Instrumentation Needs.

    Science.gov (United States)

    Burgdorf, Kenneth; White, Kristine

    This report presents information from phase I of a survey designed to develop quantitative indicators of the current national stock, cost/investment, condition, obsolescence, utilization, and need for major research instruments in academic settings. Data for phase I (which focused on the physical and computer sciences and engineering) were…

  18. Using the open Web as an information resource and scholarly Web search engines as retrieval tools for academic and research purposes

    Directory of Open Access Journals (Sweden)

    Filistea Naude

    2010-08-01

    Full Text Available This study provided insight into the significance of the open Web as an information resource and Web search engines as research tools amongst academics. The academic staff establishment of the University of South Africa (Unisa was invited to participate in a questionnaire survey and included 1188 staff members from five colleges. This study culminated in a PhD dissertation in 2008. One hundred and eighty seven respondents participated in the survey which gave a response rate of 15.7%. The results of this study show that academics have indeed accepted the open Web as a useful information resource and Web search engines as retrieval tools when seeking information for academic and research work. The majority of respondents used the open Web and Web search engines on a daily or weekly basis to source academic and research information. The main obstacles presented by using the open Web and Web search engines included lack of time to search and browse the Web, information overload, poor network speed and the slow downloading speed of webpages.

  19. Using the open Web as an information resource and scholarly Web search engines as retrieval tools for academic and research purposes

    Directory of Open Access Journals (Sweden)

    Filistea Naude

    2010-12-01

    Full Text Available This study provided insight into the significance of the open Web as an information resource and Web search engines as research tools amongst academics. The academic staff establishment of the University of South Africa (Unisa was invited to participate in a questionnaire survey and included 1188 staff members from five colleges. This study culminated in a PhD dissertation in 2008. One hundred and eighty seven respondents participated in the survey which gave a response rate of 15.7%. The results of this study show that academics have indeed accepted the open Web as a useful information resource and Web search engines as retrieval tools when seeking information for academic and research work. The majority of respondents used the open Web and Web search engines on a daily or weekly basis to source academic and research information. The main obstacles presented by using the open Web and Web search engines included lack of time to search and browse the Web, information overload, poor network speed and the slow downloading speed of webpages.

  20. Expanding the Game Design Space

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    2016-01-01

    This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space...... layer establishes correspondence between formal elements of computer games and the structure of problem-based creativity. It addresses how game design challenges should be formulated and how creative solutions can be measured. The fourth and final layer demonstrates how clear framing can act....... It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing...

  1. The Small Helm Project: an academic activity addressing international corruption for undergraduate civil engineering and construction management students.

    Science.gov (United States)

    Benzley, Steven E

    2006-04-01

    This paper presents an academic project that addresses the issue of international corruption in the engineering and construction industry, in a manner that effectively incorporates several learning experiences. The major objectives of the project are to provide the students a learning activity that will 1) make a meaningful contribution within the disciplines being studied; 2) teach by experience a significant principle that can be valuable in numerous situations during an individual's career, and 3) engage the minds, experiences, and enthusiasm of the participants in a real ethical challenge that is prevalent in all of their chosen professional fields. The paper describes the full details of the project, the actual implementation of it during Winter Semester 2005, the experiences gained during the initial trial, and the modifications and improvements incorporated for future implementation.

  2. Research Directions for AI in Computer Games

    OpenAIRE

    Fairclough, Chris; Fagan, Michael; Cunningham, Padraig; Mac Namee, Brian

    2001-01-01

    The computer games industry is now bigger than the film industry. Until recently, technology in games was driven by a desire to achieve real-time, photo-realistic graphics. To a large extent, this has now been achieved. As game developers look for new and innovative technologies to drive games development, AI is coming to the fore. This paper will examine how sophisticated AI techniques, such as those being used in mainstream academic research, can be applied to computer games ...

  3. Safety in offshore engineering an academic course covering safety in offshore wind

    NARCIS (Netherlands)

    Cerda Salzmann, D.J.

    2011-01-01

    Offshore projects are known for their challenging conditions, generally leading to high risks. Therefore no offshore project can go without a continuous and extensive assessment on safety issues. The Delft University of Technology is currently developing a course "Safety in Offshore Engineering"

  4. Explaining Academic Success in Engineering Degree Programs : Do Female and Male Students Differ?

    NARCIS (Netherlands)

    Kamphorst, Jan C.; Hofman, W.H. Adriaan; Jansen, Ellen P.W.A.; Terlouw, Cees

    2015-01-01

    Background In Dutch engineering education, female students outperform male students. Using an interactionalist framework, this study explores factors that contribute to this gender-based difference. Purpose This study aims to answer two questions: Do female and male students differ in background

  5. Implementing Vertical and Horizontal Engineering Students' Integration and Assessment of Consequence Academic Achievement

    Science.gov (United States)

    Al-Zubaidy, Sarim; Abdulaziz, Nidhal; Dashtpour, Reza

    2012-01-01

    Recent scholarship references indicate that integration of the student body can result in an enhanced learning experience for students and also greater satisfaction. This paper reports the results of a case study whereby mechanical engineering students studying at a newly established branch campus in Dubai of a British university were exposed to…

  6. The Woman Engineering Academic: An Investigation of Departmental and Institutional Environments.

    Science.gov (United States)

    McKendall, Sherron Benson

    2000-01-01

    Interviewed women engineering faculty at two universities to determine their experiences and perceptions of departmental and institutional environments. Most participants had experienced some type of isolation or singling out due to gender. Some questioned whether they were overreacting. Many had difficulty balancing home and work lives.…

  7. Academic Support Program in the Faculty of Agricultural and Forestry Engineering of the University of Cordoba (Spain)

    Science.gov (United States)

    Castro, Sergio; Navarro, Rafael M.; Camacho, Emilio; Gallardo, Rosa; García-Ferrer, Alfonso; Pérez-Marín, M. Dolores; Peña, Adolfo; Taguas, Encarnación V.

    2014-05-01

    The incorporation of new students to undergraduate degrees is performed in different stages through a long, sequential enrollment process. The student integration to the new context of higher education including group work and new teaching methodologies lead to notable adaptation difficulties to this new educational environment. In fact, the highest rate of student failure in the Bachelor degree usually happens during the first courses. The Unit of Quality Evaluation/Monitoring of School of Agricultural and Forest Engineering (ETSIAM) has detected that these failure rates at first and second degree course may be reduced through the involvement of students in a support learning process, by increasing their skills and motivation as well as the contact with the University environment in the context of their future professional horizon. In order to establish a program of this type, it has been launched an Academic Support Program (ASP) at the ETSIAM. This program aims to achieve and reinforce the basic academic and personal skills/competences require by the Bologna's process (BC) and specific competences of the engineers on the area of Agriculture and Forestry in the European context. The ASP includes diferent bloks of seminars, lectures, collaborative work and discussion groups among students, professionals, professors and researchers and it has been designed based on these competences and tranversal contents in both degrees. These activities are planned in a common time for both degrees, out of teaching classes. In addition, a virtual space in Moodle has been created for discussion forums and preparation activities. Additional information about schedules, speakers and companies, presentations and other material are also provided. In the preliminary implementation of the ASP, we will present the results corresponding to the first year of this academic support program. We have conducted a survey among the students in order to have a first feedback about the impact of

  8. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include ...

  9. Engineering Enhanced Vaccine Cell Lines To Eradicate Vaccine-Preventable Diseases: the Polio End Game.

    Science.gov (United States)

    van der Sanden, Sabine M G; Wu, Weilin; Dybdahl-Sissoko, Naomi; Weldon, William C; Brooks, Paula; O'Donnell, Jason; Jones, Les P; Brown, Cedric; Tompkins, S Mark; Oberste, M Steven; Karpilow, Jon; Tripp, Ralph A

    2016-02-15

    Vaccine manufacturing costs prevent a significant portion of the world's population from accessing protection from vaccine-preventable diseases. To enhance vaccine production at reduced costs, a genome-wide RNA interference (RNAi) screen was performed to identify gene knockdown events that enhanced poliovirus replication. Primary screen hits were validated in a Vero vaccine manufacturing cell line using attenuated and wild-type poliovirus strains. Multiple single and dual gene silencing events increased poliovirus titers >20-fold and >50-fold, respectively. Host gene knockdown events did not affect virus antigenicity, and clustered regularly interspaced short palindromic repeat (CRISPR)-Cas9-mediated knockout of the top candidates dramatically improved viral vaccine strain production. Interestingly, silencing of several genes that enhanced poliovirus replication also enhanced replication of enterovirus 71, a clinically relevant virus to which vaccines are being targeted. The discovery that host gene modulation can markedly increase virus vaccine production dramatically alters mammalian cell-based vaccine manufacturing possibilities and should facilitate polio eradication using the inactivated poliovirus vaccine. Using a genome-wide RNAi screen, a collection of host virus resistance genes was identified that, upon silencing, increased poliovirus and enterovirus 71 production by from 10-fold to >50-fold in a Vero vaccine manufacturing cell line. This report provides novel insights into enterovirus-host interactions and describes an approach to developing the next generation of vaccine manufacturing through engineered vaccine cell lines. The results show that specific gene silencing and knockout events can enhance viral titers of both attenuated (Sabin strain) and wild-type polioviruses, a finding that should greatly facilitate global implementation of inactivated polio vaccine as well as further reduce costs for live-attenuated oral polio vaccines. This work

  10. Unity multiplayer games

    CERN Document Server

    Stagner, Alan

    2013-01-01

    An easy-to-follow, tutorial manner that uses the learning-by-example approach.If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.

  11. Gaming Research for Technology Education

    Science.gov (United States)

    Clark, Aaron C.; Ernst, Jeremy

    2009-01-01

    This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…

  12. Enrolling in Science and Engineering Academic Programs—Motivating and Deterring Factors

    Science.gov (United States)

    Pomazan, Valentina; Mihalaşcu, Doina; Petcu, Lucian C.; Gîrtu, Mihai A.

    2010-01-01

    We report the results of the student responses to a survey aiming to determine the factors influencing the young generation in choosing a career in science and technology. The goal of the study is twofold: to identify the motives that determine students to enroll in university programs in science and technology and to engage in applied science and engineering careers and to discover the barriers that manifest at different age levels, preventing students from making such choices. The study was conducted at the Ovidius University and the "Energetic" Technical High School, both in Constanta, Romania, with samples of 257 and 106 students respectively, based on a 38 item online questionnaire. The samples selected from the student population allow for a wide range of analyses with respect to gender, family and educational background, field of study, etc. We discuss the role of the raw models, parents, educators, and we comment on ways to increase student enrollment in science and engineering.

  13. Academic Training Lecture Regular Programme: How Large-Scale Civil Engineering Projects Realise the Potential of a City

    CERN Multimedia

    2012-01-01

    How Large-Scale Civil Engineering Projects Realise the Potential of a City (1/3), by Bill Hanway (Excecutive Director of Operations, AECOM Europe).   Wednesday, June 6, 2012 from 11:00 to 12:00 (Europe/Zurich) at CERN ( 80-1-001 - Globe 1st Floor ) In this series of three special lectures, leading experts from AECOM would explore the impact of a trio of major projects on a single city. In common with every metropolis, London has run-down districts and infrastructure in need of upgrading. The lectures propose to cover three of the biggest challenges: regenerating run-down areas; reducing congestion and transporting people more efficiently; and improving water and wastewater systems. Each project contributes to a collective public aim - to realise the potential of a growing city, and ensure its healthy, sustainable and competitive future. Lecture 1: Into the lecture series and The London 2012 Olympic Games Most cities share a group of common complex challenges – growing populations, agei...

  14. Incidence of the biotechnology in the academic development of the chemical engineering in Colombia

    International Nuclear Information System (INIS)

    Castellanos, Oscar Fernando; Rueda Maria Angelica; Ramirez, Julio Cesar

    1998-01-01

    In Colombia, the biotechnology, during the last years, it has been developed in a quick way, particularly in their fundamental and theoretical aspect. In the national market consumption there are products obtained with the help of the advances of the industrial biotechnology, which, for their implementation, it has had to appeal to import technologies and of transfer. This way, among the theoretical investigations in biotechnology and the applicability of their results in production processes in our country a direct relationship has not existed generally. At the moment, the necessities of scientific and technological progress demand the harmonic interaction of the different aspects of the biotechnology. For it, it is indispensable the formation of professionals, able to apply engineering concepts in the processes developed in biotechnical laboratories, like they have already made it other countries, with more scientific and economic advance. In the Colombian universities it is hour of reinforcing the line considerably in biochemical engineering of chemical engineering programs in the different pre and graduate levels; this profundity will allow significantly shortening distances between the different areas of the biotechnology and its industrial application

  15. An Overview of Serious Games

    Directory of Open Access Journals (Sweden)

    Fedwa Laamarti

    2014-01-01

    Full Text Available Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in the field of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy. Finally, the paper provides guidelines, drawn from the literature, for the design and development of successful serious games, as well as discussing research perspectives in this domain.

  16. Strategic Plan | College of Engineering & Applied Science

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  17. News | College of Engineering & Applied Science

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  18. Structures Laboratory | College of Engineering & Applied Science

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  19. Contact | College of Engineering & Applied Science

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  20. Johnson Controls | College of Engineering & Applied Science

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  1. FAQ's | College of Engineering & Applied Science

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  2. Current Students | College of Engineering & Applied Science

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  3. Admissions - Undergraduate Students | College of Engineering & Applied

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  7. Travel Directions | College of Engineering & Applied Science

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  8. Strategic Planning | College of Engineering & Applied Science

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  9. Fast Facts | College of Engineering & Applied Science

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  10. Tutoring | College of Engineering & Applied Science

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  11. Transfer Students | College of Engineering & Applied Science

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  12. Scholarships | College of Engineering & Applied Science

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  13. Donate | College of Engineering & Applied Science

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  14. Corporate Services | College of Engineering & Applied Science

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  15. Industrial & Manufacturing Engineering | Classification | College of

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  16. Alumni | College of Engineering & Applied Science

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  17. Advising | College of Engineering & Applied Science

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    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  18. Research Collaborations | College of Engineering & Applied Science

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  19. Study Abroad | College of Engineering & Applied Science

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  20. Undergraduate Curriculum | College of Engineering & Applied Science

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  1. Incoming Freshman | College of Engineering & Applied Science

    Science.gov (United States)

    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  2. Beyond Bias and Barriers: Fulfilling the Potential of Women in Academic Science and Engineering

    Science.gov (United States)

    Agogino, Alice

    2007-04-01

    Review of the report by the National Academies, with a focus on action strategies in the physical sciences. Women face barriers to hiring and promotion in research universities in many fields of science and engineering; a situation that deprives the United States of an important source of talent as the country faces increasingly stiff global competition in higher education, science and technology, and the marketplace. Eliminating gender bias in universities requires immediate, overarching reform and decisive action by university administrators, professional societies, government agencies, and Congress. Forty years ago, women made up only 3 percent of America's scientific and technical workers, but by 2003 they accounted for nearly one-fifth. In addition, women have earned more than half of the bachelor's degrees awarded in science and engineering since 2000. However, their representation on university and college faculties fails to reflect these gains. Among science and engineering Ph.D.s, four times more men than women hold full-time faculty positions. And minority women with doctorates are less likely than white women or men of any racial or ethnic group to be in tenure positions. The report urges higher education organizations and professional societies to form collaborative, self-monitoring body that would recommend standards for faculty recruitment, retention, and promotion; collect data; and track compliance across institutions. A ``report card'' template is provided in the report. To read the report online, add a comment, or purchase hard copy, go to: http://www.engineeringpathway.com/ep/learningresource/summary/index.jhtml?id=94A4929D-F1B2-432E-8167-63335569CB4E.

  3. Another Discussion about Academic Corruption

    Science.gov (United States)

    Changgeng, Li

    2007-01-01

    Academic corruption is a commonplace matter about which all people are clearly aware. However, people often overlook many hidden or latent manifestations of academic corruption. This article discusses eight of these manifestations: indiscriminate use of the academic team spirit, the proliferation of "word games," deliberate attacks on…

  4. Game programming gems

    CERN Document Server

    DeLoura, Mark

    2000-01-01

    For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspir...

  5. Exploring the Academic and Social Experiences of Latino Engineering Community College Transfer Students at a 4-Year Institution: A Qualitative Research Study

    Science.gov (United States)

    Hagler, LaTesha R.

    As the number of historically underrepresented populations transfer from community college to university to pursue baccalaureate degrees in science, technology, engineering, and mathematics (STEM), little research exists about the challenges and successes Latino students experience as they transition from 2-year colleges to 4-year universities. Thus, institutions of higher education have limited insight to inform their policies, practices, and strategic planning in developing effective sources of support, services, and programs for underrepresented students in STEM disciplines. This qualitative research study explored the academic and social experiences of 14 Latino engineering community college transfer students at one university. Specifically, this study examined the lived experiences of minority community college transfer students' transition into and persistence at a 4-year institution. The conceptual framework applied to this study was Schlossberg's Transition Theory, which analyzed the participant's social and academic experiences that led to their successful transition from community college to university. Three themes emerged from the narrative data analysis: (a) Academic Experiences, (b) Social Experiences, and (c) Sources of Support. The findings indicate that engineering community college transfer students experience many challenges in their transition into and persistence at 4-year institutions. Some of the challenges include lack of academic preparedness, environmental challenges, lack of time management skills and faculty serving the role as institutional agents.

  6. OPTIMASI ALGHORITMA BREADTH FIRST SEARCH PADA GAME ENGINE 3D THIRD PERSON SHOOTER MAZE BERBASIS AGEN CERDAS ANDROID

    Directory of Open Access Journals (Sweden)

    Astrid Novita Putri

    2016-11-01

    Full Text Available Game is currently very popular in the community at large, one of which is the game third person shooter (TPS which can be run through a mobile phone or computer, making it very easy and affordable, one thrid person shooter game 3D maze.The labyrinth is a game to find the right path to achieve the objectives which the way players experience many obstacles to destination, so spend a lot of time,then in need of a settlement in order to facilitate the player in completing the levels on every obstacle, in need of a alghoritm Breadth First Search for ease in completing permainan.Cara employment levels every alghoritm Breadth First Search is a search method that starts with the roots off the road to the next.This search is done by looking at all the nodes or vertices have the same level to determine the final outcome at that level,if they do not find the will to move to the next level. so that the process backtrackto re-find the right path to achieve goals the appropriate time.   Keyword: Games, Third person, Shooter, Maze, Breadth First Search.

  7. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  8. Game engine gems 2

    CERN Document Server

    Lengyel, Eric

    2011-01-01

    GRAPHICS AND RENDERINGFast Computation of Tight-Fitting Oriented Bounding Boxes; Thomas Larsson (Senior Lecturer at Mälardalen University) & Linus Källberg (Lecturer at Mälardalen University)Modeling, Lighting, and Rendering Techniques for Volumetric Clouds; Frank Kane (Founder of Sundog Software, LLC)Simulation of Night-Vision and Infrared Sensors; Frank Kane (Founder of Sundog Software, LLC)Screen-Space Classification for Efficient Deferred Shading; Balor Knight (Senior Principal Programmer at Black Rock Studio), Matthew Ritchie (Principal Programmer at Black Rock Studio), George Parrish (Se

  9. More than just a game: the role of simulation in the teaching of product design and entrepreneurship to mechanical engineering students

    Science.gov (United States)

    Costello, Gabriel J.

    2017-11-01

    The purpose of this work is to contribute to the debate on the best pedagogical approach to developing undergraduate mechanical engineering skills to meet the requirements of contemporary complex working environments. The paper provides an example of using student-entrepreneur collaboration in the teaching of modules to Mechanical Engineering final-year students. Problem-based learning (PBL) is one of the most significant recent innovations in the area of education for the professions. This work proposes to make an original contribution by simulating a real-life entrepreneur interaction for the students. The current literature largely confines simulation-based learning to computer applications such as games. However, this paper argues that role playing by students interfacing with technology start-ups can also be regarded as 'simulation' in a wider sense. Consequently, the paper proposes the concept of simulation-action learning as an enhancement of PBL and to distinguish it from computer simulation.

  10. Asian American women in science, engineering, and mathematics: Background contextual and college environment influences on self-efficacy and academic achievement

    Science.gov (United States)

    Vogt, Kristen E.

    2005-07-01

    The purpose of this research study was to examine, for undergraduate women of various Asian American ethnic backgrounds, the influence of background contextual and college environment factors on their sense of academic self-efficacy and achievement in science, technology, engineering, and mathematics (STEM) majors. Social cognitive career theory and its critiques provided a theoretical foundation for relationships from past performance, socioeconomic status, acculturation, and college environment variables (compositional diversity, racial climate, gendered climate, academic peer support), to academic self-efficacy and achievement. Data were collected through an online survey. Instrumentation included the scales of Language, Identity, and Behavioral Acculturation; Gender Discrimination; Faculty and Classroom Behavior; Interactions with Peers; and Academic Milestones Self-efficacy. The participants were 228 Asian American undergraduate women in STEM at a large public, doctoral research extensive university on the east coast; the response rate was 51%. In three MANOVAs for nine social cognitive career variables, four ethnic groups (East, South, Southeast, and Multi-ethnic Asian American) significantly differed only on socioeconomic status. In path analysis, the initial model was not a good fit and was rejected. The model was respecified through statistical and theoretical evaluation, tested in exploratory analysis, and considered a good fit. The respecified model explained 36% of semester GPA (achievement) and 28% of academic self-efficacy. The academic achievement of Asian American women in STEM was related to past performance, background contextual factors, academic self-efficacy, academic peer support, and gendered climate. The strongest direct influence on achievement was academic self-efficacy followed by past performance. The total effect of Asian acculturation on achievement was negative and the total effect of American acculturation on achievement was not

  11. The ADVANCE Program: Targeting the Increase in the Participation and Advancement of Women in Academic Science and Engineering Careers

    Science.gov (United States)

    Esperanca, S.

    2003-12-01

    The goal of NSF's ADVANCE Program is to help increase the participation of women in the scientific and engineering workforce through the increased representation and advancement of women in academic science and engineering careers. The Program tries to address this under representation by focusing on support for men and women with three approaches: institutional (Institutional Transformation), grass-root (Leadership), and individual (Fellows) support. The ADVANCE Program alternates with a round of Institutional and Leadership awards in one year and a Fellows competition the next. Since its inception in 2001, NSF has had two competitive rounds for each of the three award types and will have spent approximately 75 M\\ by the end of the next fiscal year (2004). The first and second ADVANCE Institutional Transformation competitions (FY 2001 and 2003) received over 70 proposals each. These awards are for multi-year support in the amount of 3-4M\\ each. Details and access to the websites for the ADVANCE programs of each institution can be found in NSF's ADVANCE webpage at http://nsf.gov/home/crssprgm/advance/itwebsites.htm. The number of proposals submitted for the Leadership awards competition dropped from 35 in 2001 to 26 in 2003, despite an increase in the allowed award size for the second round. In terms of projected goals, this part of ADVANCE is perhaps the most eclectic. Some Leadership awards were made to professional societies to work specifically with their respective scientific communities in identifying needs that might be peculiar to a field of science. In the first round of the Leadership awards, PI Mary-Anne Holmes of the University of Nebraska-Lincoln and collaborators received a grant to work with the Association of Women Geoscientists to determine the current status of women geoscientists in the US. These grantees hope to disseminate the information gathered under this award broadly in order to educate women students and faculty on strategies to

  12. How the Demographic Composition of Academic Science and Engineering Departments Influences Workplace Culture, Faculty Experience, and Retention Risk

    Directory of Open Access Journals (Sweden)

    Eric E. Griffith

    2018-04-01

    Full Text Available Although on average women are underrepresented in academic science, technology, engineering, and mathematics (STEM departments at universities, an underappreciated fact is that women’s representation varies widely across STEM disciplines. Past research is fairly silent on how local variations in gender composition impact faculty experiences. This study fills that gap. A survey of STEM departments at a large research university finds that women faculty in STEM are less professionally satisfied than male colleagues only if they are housed in departments where women are a small numeric minority. Gender differences in satisfaction are largest in departments with less than 25% women, smaller in departments with 25–35% women, and nonexistent in departments approaching 50% women. Gender differences in professional satisfaction in gender-unbalanced departments are mediated by women’s perception that their department’s climate is uncollegial, faculty governance is non-transparent, and gender relations are inequitable. Unfavorable department climates also predict retention risk for women in departments with few women, but not in departments closer to gender parity. Finally, faculty who find within-department mentors to be useful are more likely to have a favorable view of their department’s climate, which consequently predicts more professional satisfaction. Faculty gender and gender composition does not moderate these findings, suggesting that mentoring is equally effective for all faculty.

  13. Validation of the academic management evaluation instru-ment based on principal component analysis for engineering and technological courses

    Directory of Open Access Journals (Sweden)

    Albano Oliveira Nunes

    2015-05-01

    Full Text Available In recent years, the expansion of higher education in Brazil has led to a series of demands related to aspects concerning training at the college level. These processes relate to: academics, professionals, entering in the labor market, among others. In this context, an important aspect is the quality of the courses. Thus, the evaluation becomes a critical diagnostic process of reality and starting point for possible interventions to be put in practice by the coordinators of the programs. This article presents the results of a questionnaire administered at the Federal University of Ceará (UFC, especially to  Systems & Digital Media and Engineering Programs professors. This research aims to identify how the professors from each department see the administrative procedures developed by the departments and also investigate the possibility of using Principal Components Analysis (PCA as a support for management of the higher education training. The methodology included the implementation of Likert scale questionnaire and subsequent mathematical treatment with PCA. The results indicate the potential application of PCA to support the management of higher education; it was possible to extract preliminaries inferences related to management methods and their characteristics. This suggests the possibility of developing the Educametrics field.

  14. Shortfall online: The development of an educational computer game for teaching sustainable engineering to Millennial Generation students

    Science.gov (United States)

    Gennett, Zachary Andrew

    Millennial Generation students bring significant learning and teaching challenges to the classroom, because of their unique learning styles, breadth of interests related to social and environmental issues, and intimate experiences with technology. As a result, there has been an increased willingness at many universities to experiment with pedagogical strategies that depart from a traditional "learning by listening" model, and move toward more innovative methods involving active learning through computer games. In particular, current students typically express a strong interest in sustainability in which economic concerns must be weighed relative to environmental and social responsibilities. A game-based setting could prove very effective for fostering an operational understanding of these tradeoffs, and especially the social dimension which remains largely underdeveloped relative to the economic and environmental aspects. Through an examination of the educational potential of computer games, this study hypothesizes that to acquire the skills necessary to manage and understand the complexities of sustainability, Millennial Generation students must be engaged in active learning exercises that present dynamic problems and foster a high level of social interaction. This has led to the development of an educational computer game, entitled Shortfall, which simulates a business milieu for testing alternative paths regarding the principles of sustainability. This study examines the evolution of Shortfall from an educational board game that teaches the principles of environmentally benign manufacturing, to a completely networked computer game, entitled Shortfall Online that teaches the principles of sustainability. A capital-based theory of sustainability is adopted to more accurately convey the tradeoffs and opportunity costs among economic prosperity, environmental preservation, and societal responsibilities. While the economic and environmental aspects of sustainability

  15. Gaming + Autonomy=Academic Achievement

    Science.gov (United States)

    Hernandez, Don

    2009-01-01

    Preparing students from low-income, minority families to graduate is a challenge that begins as early as elementary school but becomes a particular concern at the secondary level. Low-income students are twice as likely as higher-income students to be poorly prepared for grade-level work and 1.3 times more likely to have learning disabilities,…

  16. Designing intervention in educational game research

    DEFF Research Database (Denmark)

    Sørensen, Birgitte Holm; Magnussen, Rikke

    2010-01-01

    of game technology in educational settings: the game Global Conflict: Latin America, which is a role-playing game, set in a 3D environment. In the game, students play a freelance journalist who has to investigate particular issues or conflicts in the Latin American region. The game is designed to teach......The international focus on the learning potential of games in recent years has led to a boost in both academic research interest and the development of game formats. Numerous educational computer games are available for today’s teachers, but the implementation of games in everyday teaching is often...... problematic. In this paper, we argue that the focus on designing and implementing game-based learning environments in educational settings implies a need to rethink methodological questions on how to apply and study educational designs. We review the methodological approaches of design-based research...

  17. Designing intervention in educational game research

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Sørensen, Birgitte Holm

    2010-01-01

    of game technology in educational settings: the game Global Conflict: Latin America, which is a role-playing game, set in a 3D environment. In the game, students play a freelance journalist who has to investigate particular issues or conflicts in the Latin American region. The game is designed to teach......The international focus on the learning potential of games in recent years has led to a boost in both academic research interest and the development of game formats. Numerous educational computer games are available for today's teachers, but the implementation of games in everyday teaching is often...... problematic. In this paper, we argue that the focus on designing and implementing game-based learning environments in educational settings implies a need to rethink methodological questions on how to apply and study educational designs. We review the methodological approaches of design-based research...

  18. Advances in Games Technology: Software, Models, and Intelligence

    Science.gov (United States)

    Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai

    2009-01-01

    Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…

  19. Perancangan PC Game First Person Shooter Menggunakan Unreal Development Kit

    Directory of Open Access Journals (Sweden)

    Rizka Lukmana Afif

    2014-06-01

    Full Text Available The development of hardware increasing rapidly has made game developers take advantage of a variety of new resources that can improve their games. Epic games is a mature game developer who managed to make thousands game and delivered to the hands of gamers . A game engine called Unreal Engine is a big secret behind the success of Epic Games . The game engine is free if you just want to learn or just want to create a personal project and the game is not to be in comercial purposes . It is unfortunate that many students don’t even know of the existence of unreal engine , most of them make use of simpler game engine like game maker , rpg maker , fps creator , and so on. Though unreal engine is superior in any aspect other than the game engine , be it graphics , tools , mechanisms of development , flexible in export-import assets , etc . Based on this information , the author had the idea to make a first person shooter game using the unreal engine as the engine game. Before doing the develpment process, the next step is studying the literature of unreal engine and other supporting software such as 3d studio max to create 3D assets , adobe flash to create the menus , adobe photoshop to create a 2D texture and speedtree assets to create the foliage elements . The next thing is to go into the design phase of scenarios , maps, missions , characters and items that will be placed in the game. The next stage is the development and testing phase to test the game that has finished .The results of the design of this game is the realization of a first person shooter game application using unreal engine with features that can support the player 's interest in playing the game . It’s also introducing unreal engine to students who are interested in designing games.

  20. Exploring the Learning Mechanism in Educational Games

    OpenAIRE

    Kiili, Kristian; Ketamo, Harri

    2007-01-01

    The main aim of this paper is to evaluate the problem based gaming model that tries to explain the learning process in educational games. The model was studied through Geometry game aimed for pre-school children (N = 24). The game relays on learning by teaching approach and involves AI-engine modeling the human concept learning structures. The qualitative analyses were used to explore participants learning processes and gaming strategies. The results indicated that the model well describes th...

  1. Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement

    Science.gov (United States)

    Lenhart, Amanda; Kahne, Joseph; Middaugh, Ellen; Macgill, Alexandra Rankin; Evans, Chris; Vitak, Jessica

    2008-01-01

    Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as…

  2. Understanding him in STEM: Sharing the stories of African American male scholars in engineering academic programs at a predominantly White university

    Science.gov (United States)

    Hayes, Robert E., III

    Globalization of the world economy has confirmed the need for citizens to exemplify competitive capacities in science, technology, engineering, and mathematics fields. Since the 1970s, American higher education has seen increasing numbers of students entering college but has witnessed a decline in the number of students enrolling in STEM programs. African American men fall behind other students in regards to academic performance, persistence, and success throughout primary, secondary, and tertiary schooling. Accordingly, participation of African American men in STEM disciplines is low in comparison to White males and other race groups. Various factors have been identified as contributing to the academic failures of Black men. Poor academic and social preparedness, racial identity issues, institutional climates, negative stereotypes, and fear of success have been cited as potential contributors to the relative invisibility of African American men in STEM disciplines. This study explores the life stories of five African American male scholars in the college of engineering at a predominantly white university. The goal of the qualitative investigation is to help university faculty and administrators understand the institutional, interpersonal, and collective mechanisms influencing the success identities of African American male undergraduates in STEM academic programs. Understanding the lived experiences of this population may help universities innovate stronger supports for men of color in college and broaden the borders for all students interested in STEM careers.

  3. Gaming industry, social responsibility and academia

    OpenAIRE

    Griffiths, MD; Wood, RTA; Parke, J; Parke, A

    2007-01-01

    This article briefly looks at some of the ways that academics – and more specifically the International Gaming Research Unit (IGRU) – have been helping the gaming industry and related stakeholders in terms of social responsibility. The IGRU is a team of experienced gaming researchers from across the UK, that work together to undertake high quality research and consultancy aimed at developing effective responsible gaming strategies. Rather than outline every single initiative that we have been...

  4. Game theory : Noncooperative games

    NARCIS (Netherlands)

    van Damme, E.E.C.; Wright, J.

    2015-01-01

    We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  5. The playful and reflective game designer

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    2014-01-01

    Abstract: A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design....... The aim was for students to develop a more critically reflective perspective on video games and game design. In applying their game experiences, they developed their own digital prototypes and participated in reflective discussions on the concept of games: what makes them interesting and how...... they are constructed. The students used the GameMaker programming tool, which can be used without any prior programming knowledge. The tool allows for the easy development of 2D game prototypes.The didactic approach was based on play as a lever for the design process, and on constructionistic and reflective learning...

  6. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

    This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest

  7. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

    Full Text Available Perkembangan game saat ini sangat pesat sehingga banyak orang yang tertarik untuk memainkannya bahkan sampai lupa waktu,suatu game akan membuat orang tertarik dan penasaran karena didalam nya terdapat AI (artificial intelegent. Tujuan pengembangan kecerdasan buatan adalah untuk membuat aksi dan reaksi otonom agen atau NPC (Non-Player Character dari game. Dua NPC bisa saling membantu dalam menjalankan strategi menyerang terhadap musuh. penelitian  ini menjelaskan tentang bagaimana orang dapat bermain game secara bersama-sama dengan menggunakan jaringan computer atau jaringan internet . Dua NPC yang dimaksud  adalahNPC Scout yang bertugas memancing serangan musuh, dan NPC Sniper yang bertugas memberikan back up serangan dari jarak jauh.. Perilaku yangdimaksud adalah menyerang brutal, menyerang, bertahan dan melarikan diri. Masing-masing perilaku diujicobakan dalam game First Person Shooter menggunakan unity engine. Dalam simulasi game terjadi respon perubahan perilaku masing-masing NPC terhadap kondisi yang dihadapi dengan mengetahui respon dari NPC maka akan dapat menentukan strategi dalam game tersebut.

  8. Towards a Game-Chatbot: Extending the Interaction in Serious Games

    OpenAIRE

    Van Rosmalen, Peter; Eikelboom, Johan; Bloemers, Erik; Van Winzum, Kees; Spronck, Pieter

    2012-01-01

    Van Rosmalen, P., Eikelboom, J., Bloemers, E., Van Winzum, K., & Spronck, P. (2012). Towards a Game-Chatbot: Extending the Interaction in Serious Games. In P. Felicia (Ed.), Proceedings of the 6th European Conference on Games Based Learning (pp. 525-532). October, 4-5, 2012, Cork, Ireland. Academic Publishing International Limited, Reading, UK.

  9. Towards a Game-Chatbot: Extending the Interaction in Serious Games

    NARCIS (Netherlands)

    Van Rosmalen, Peter; Eikelboom, Johan; Bloemers, Erik; Van Winzum, Kees; Spronck, Pieter

    2012-01-01

    Van Rosmalen, P., Eikelboom, J., Bloemers, E., Van Winzum, K., & Spronck, P. (2012). Towards a Game-Chatbot: Extending the Interaction in Serious Games. In P. Felicia (Ed.), Proceedings of the 6th European Conference on Games Based Learning (pp. 525-532). October, 4-5, 2012, Cork, Ireland. Academic

  10. Convex games versus clan games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2008-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games. Furthermore, each monotonic

  11. Convex Games versus Clan Games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2006-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic

  12. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

    The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international

  13. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

    Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing

  14. Discovering the Unequal Interest in Popular Online Educational Games and Its Implications: A Case Study

    Science.gov (United States)

    Zhang, Meilan

    2016-01-01

    Despite the growing scholarly interest in educational computer games, research on popular online educational games is rare. Little is known about which online educational games are popular and to what extent, what kind of users are more interested in these games and how interest in the games is related to academic performance. To fill this gap,…

  15. Mobility, Formation and Development of the Academic Profession in Science, Technology, Engineering and Mathematics in East and South East Asia

    Science.gov (United States)

    Yonezawa, Akiyoshi; Horta, Hugo; Osawa, Aki

    2016-01-01

    The academic profession contributes to shaping the capacity and identity of higher education systems. In East and Southeast Asia, there is a need for further discussion on the regional identity characteristics of the academic profession to account for its multiple origins and national and international dimensions. Data from two large-scale…

  16. Female peer mentors early in college increase women���s positive academic experiences and retention in engineering

    OpenAIRE

    Dennehy, Tara C.; Dasgupta, Nilanjana

    2017-01-01

    The scarcity of women in the American science and engineering workforce is a well-recognized problem. However, field-tested interventions outside artificial laboratory settings are few. We provide evidence from a multiyear field experiment demonstrating that women in engineering who were assigned a female (but not male) peer mentor experienced more belonging, motivation, and confidence in engineering, better retention in engineering majors, and greater engineering career aspirations. Female m...

  17. Videogame Mechanics in Games for Health.

    Science.gov (United States)

    Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M

    2013-08-01

    Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

  18. FAQ's and Deadlines | College of Engineering & Applied Science

    Science.gov (United States)

    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  19. FTC General Information | College of Engineering & Applied Science

    Science.gov (United States)

    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  20. Catalyst Grants: Sensing the Future | College of Engineering & Applied

    Science.gov (United States)

    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  1. Department Chairs and Staff | College of Engineering & Applied Science

    Science.gov (United States)

    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  2. College-Wide Support | College of Engineering & Applied Science

    Science.gov (United States)

    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  3. Admissions - Graduate Students | College of Engineering & Applied Science

    Science.gov (United States)

    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  4. Center for Alternative Fuels Research Program | College of Engineering &

    Science.gov (United States)

    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  5. Teachers' Beliefs about the Impact of Games on the Academic and Social Experiences of Diverse and At-Risk Children in Schools: A Deleuzian Perspective

    Science.gov (United States)

    Rowan, Leonie

    2017-01-01

    This paper explores teachers' beliefs about the ways in which the use of digital games in schooling contexts impacted upon students who they believed to be in some way at risk of educational or social alienation or failure. Drawing upon the theoretical resources provided by Gilles Deleuze and Felix Guattari, the paper explores opportunities…

  6. Game Design to Introduce Pets

    Directory of Open Access Journals (Sweden)

    Wahyu Febriyanto

    2017-02-01

    Full Text Available Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image

  7. Influence of social cognitive and ethnic variables on academic goals of underrepresented students in science and engineering: a multiple-groups analysis.

    Science.gov (United States)

    Byars-Winston, Angela; Estrada, Yannine; Howard, Christina; Davis, Dalelia; Zalapa, Juan

    2010-04-01

    This study investigated the academic interests and goals of 223 African American, Latino/a, Southeast Asian, and Native American undergraduate students in two groups: biological science and engineering (S/E) majors. Using social cognitive career theory (Lent, Brown, & Hackett, 1994), we examined the relationships of social cognitive variables (math/science academic self-efficacy, math/science outcome expectations), along with the influence of ethnic variables (ethnic identity, other-group orientation) and perceptions of campus climate to their math/science interests and goal commitment to earn an S/E degree. Path analysis revealed that the hypothesized model provided good overall fit to the data, revealing significant relationships from outcome expectations to interests and to goals. Paths from academic self-efficacy to S/E goals and from interests to S/E goals varied for students in engineering and biological science. For both groups, other-group orientation was positively related to self-efficacy and support was found for an efficacy-mediated relationship between perceived campus climate and goals. Theoretical and practical implications of the study's findings are considered as well as future research directions.

  8. Enhancing an Integrative Course in Industrial Engineering and Management via Realistic Socio-technical Problems and Serious Game Development

    NARCIS (Netherlands)

    Szirbik, Nicolae; Pelletier, Christine; Velthuizen, Vincent; Umeda, Shigeki

    2015-01-01

    This paper discusses specific educational issues encountered during the Systems Engineering Design course at the Industrial Engineering and Management master program at the University of Groningen. It explains first the concept of an integrative course, an innovation that was applied first in this

  9. An analysis of Science Olympiad participants' perceptions regarding their experience with the science and engineering academic competition

    Science.gov (United States)

    Wirt, Jennifer L.

    Science education and literacy, along with a focus on the other STEM fields, have been a center of attention on the global scale for decades. The 1950's race to space is often considered the starting point. Through the years, the attention has spread to highlight the United States' scientific literacy rankings on international testing. The ever-expanding global economy and global workplace make the need for literacy in the STEM fields a necessity. Science and academic competitions are worthy of study to determine the overall and specific positive and negative aspects of their incorporation in students' educational experiences. Science Olympiad is a national science and engineering competition that engages thousands of students each year. The purpose of this study was to analyze the perceptions of Science Olympiad participants, in terms of science learning and interest, 21st century skills and abilities, perceived influence on careers, and the overall benefits of being involved in Science Olympiad. The study sought to determine if there were any differences of perception when gender was viewed as a factor. Data was acquired through the Science Olympiad survey database. It consisted of 635 usable surveys, split evenly between males and females. This study employed a mixed methods analysis. The qualitative data allowed the individual perceptions of the respondents to be highlighted and acknowledged, while the quantitative data allowed generalizations to be identified. The qualitative and quantitative data clearly showed that Science Olympiad had an impact on the career choices of participants. The qualitative data showed that participants gained an increased level of learning and interest in science and STEM areas, 21st century skills, and overall positive benefits as a result of being involved. The qualitative data was almost exclusively positive. The quantitative data however, did not capture the significance of each researched category that the qualitative

  10. Automating Commercial Video Game Development using Computational Intelligence

    OpenAIRE

    Tse G. Tan; Jason Teo; Patricia Anthony

    2011-01-01

    Problem statement: The retail sales of computer and video games have grown enormously during the last few years, not just in United States (US), but also all over the world. This is the reason a lot of game developers and academic researchers have focused on game related technologies, such as graphics, audio, physics and Artificial Intelligence (AI) with the goal of creating newer and more fun games. In recent years, there has been an increasing interest in game AI for pro...

  11. Research Plan of the Operations Research Center and Department of Systems Engineering for the Academic Year 2005

    National Research Council Canada - National Science Library

    Kwinn, Michael

    2004-01-01

    ...) for the Academic Year 04-05. The research plan includes a statement of purpose for research which supports DSE and the ORCEN, a description of the two organizations, a list of the key personnel responsible for executing the plan...

  12. Annual Report of the Department of Systems Engineering and the Operations Research Center for the Academic Year 2005

    National Research Council Canada - National Science Library

    Kwinn, Michael J., Jr; McGinnis, Michael L

    2005-01-01

    ...) for the Academic Year 04-05. The annual research report includes a statement of purpose for research which supports DSE and the ORCEN, a description of the two organizations, a list of the key personnel responsible for executing...

  13. COMPUTER-ASSISTED CONTROL OF ACADEMIC PERFORMANCE IN ENGINEERING GRAPHICS WITHIN THE FRAMEWORK OF DISTANCE LEARNING PROGRAMMES

    Directory of Open Access Journals (Sweden)

    Tel'noy Viktor Ivanovich

    2012-10-01

    Full Text Available Development of computer-assisted computer technologies and their integration into the academic activity with a view to the control of the academic performance within the framework of distance learning programmes represent the subject matter of the article. The article is a brief overview of the software programme designated for the monitoring of the academic performance of students enrolled in distance learning programmes. The software is developed on Delphi 7.0 for Windows operating system. The strength of the proposed software consists in the availability of the two modes of its operation that differ in the principle of the problem selection and timing parameters. Interim academic performance assessment is to be performed through the employment of computerized testing procedures that contemplate the use of a data base of testing assignments implemented in the eLearning Server media. Identification of students is to be performed through the installation of video cameras at workplaces of students.

  14. Proceedings of the establishment conference of Professional Committee on Waste Underground Disposal of Chinese Society for Rock Mechanics and Engineering and the first academic seminar

    International Nuclear Information System (INIS)

    2006-07-01

    Approved by the China Association for Science and Technology, Chinese Society for Rock Mechanics and Engineering newly established 'Professional Committee on Waste Underground Disposal'. The committee will organise the national and international academic exchange, and provide advice on discipline development, sustainable industrial development, environmental protection, etc.. This is the establishing conference of the professional committee, as well as the first academic seminar. The following topics on waste underground disposal are discussed: the theory, practice and exploration, project examples, new technologies and new methods. The contents include: waste disposal technology in the new century, the geological disposal of high level radioactive waste, LLW and ILW underground waste disposal, urban and industrial waste underground disposal, and etc.

  15. Exploring the Usefulness of e-Resources for Engineering College Teachers and Scholars for their Academic and Research Activities - A Study

    Directory of Open Access Journals (Sweden)

    Puttaswamy, R.M.

    2014-03-01

    Full Text Available The All India Council for Technical Education (AICTE, an apex body of controlling technical education in India, has made mandatory subscription of e-Resources to all its Engineering College Libraries. This policy has directly helped the teaching community, research scholars, and student's paternity, which has benefits for their teaching, research activities, and curriculum, respectively. This study emphasizes the usefulness of e-Resources among the teachers and scholars of engineering colleges in the Bangalore region under Visvesvaraya Technological University (VTU, Belgaum, Karnataka. Survey methodology has been used as the basic research tool for data collection with the help of questionnaires. 866 teaching faculties in VTU were selected randomly on the basis of willingness of users who access the e-Resources for their academic and research activities in the survey. The survey results were tabulated and analyzed with descriptive statistics methods using the SPSS 20 software package. The findings reveal that e-resources are useful for engineering college teachers and scholars for their academic and research activities.

  16. Personalised gaming

    NARCIS (Netherlands)

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific

  17. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  18. Designing an Orthotic Insole by Using Kinect® XBOX Gaming Sensor Scanner and Computer Aided Engineering Software

    Science.gov (United States)

    Hafiz Burhan, Mohd; Nor, Nik Hisyamudin Muhd; Yarwindran, Mogan; Ibrahim, Mustaffa; Fahrul Hassan, Mohd; Azwir Azlan, Mohd; Turan, Faiz Mohd; Johan, Kartina

    2017-08-01

    Healthcare and medical is one of the most expensive field in the modern world. In order to fulfil medical requirement, this study aimed to design an orthotic insole by using Kinect Xbox Gaming Sensor Scanner and CAE softwares. The accuracy of the Kinect® XBOX 360 gaming sensor is capable of producing 3D reconstructed geometry with the maximum and minimum error of 3.78% (2.78mm) and 1.74% (0.46mm) respectively. The orthotic insole design process had been done by using Autodesk Meshmixer 2.6 and Solidworks 2014 software. Functionality of the orthotic insole designed was capable of reducing foot pressure especially in the metatarsal area. Overall, the proposed method was proved to be highly potential in the design of the insole where it promises low cost, less time consuming, and efficiency in regards that the Kinect® XBOX 360 device promised low price compared to other digital 3D scanner since the software needed to run the device can be downloaded for free.

  19. Review of Never Alone [game

    Directory of Open Access Journals (Sweden)

    Andrew Reinhard

    2015-01-01

    Full Text Available Review of Never Alone (Kisima Ingitchuna, an atmospheric platformer and puzzle game (built on the Unity engine released in late 2014 by Upper One Games and education company E-Line Media. It invites one or two players to explore a central story from the Iñupiat, Native Alaskans, with the rewards of additional storytelling by elders and community members.

  20. Playing games at the Library: Seriously?

    Directory of Open Access Journals (Sweden)

    Cécile Swiatek

    2016-08-01

    Full Text Available During the past ten years, libraries have been developing gaming activities from library board games to mystery games and immersive roleplaying games. This article aims at giving a general overview of gaming issues in French academic libraries. General gaming theories are quickly reviewed, basic keys are given about how and why to set up a gaming service and department at the academic library, concrete and recent initiatives are presented. This article focuses on non-virtual and public-oriented games that were already organised in and by libraries. More generally, it underlines how to use gaming activities for promoting organisational innovation. It concludes on the necessity to settle a strategy for gaming activities, to enforce management practices, and on the importance to publicise the initiatives by establishing a public gaming policy and programme, and by formalising communication plans, staff training and knowledge management. The results of this fact study highlight how gaming activities are becoming a new reality for libraries, which requires a proper management perspective.

  1. 3D game environments create professional 3D game worlds

    CERN Document Server

    Ahearn, Luke

    2008-01-01

    The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.From a modern city to a steamy jungle, learn about the planning and technological considerations for 3D modelin

  2. Female peer mentors early in college increase women’s positive academic experiences and retention in engineering

    Science.gov (United States)

    Dasgupta, Nilanjana

    2017-01-01

    Scientific and engineering innovation is vital for American competitiveness, quality of life, and national security. However, too few American students, especially women, pursue these fields. Although this problem has attracted enormous attention, rigorously tested interventions outside artificial laboratory settings are quite rare. To address this gap, we conducted a longitudinal field experiment investigating the effect of peer mentoring on women’s experiences and retention in engineering during college transition, assessing its impact for 1 y while mentoring was active, and an additional 1 y after mentoring had ended. Incoming women engineering students (n = 150) were randomly assigned to female or male peer mentors or no mentors for 1 y. Their experiences were assessed multiple times during the intervention year and 1-y postintervention. Female (but not male) mentors protected women’s belonging in engineering, self-efficacy, motivation, retention in engineering majors, and postcollege engineering aspirations. Counter to common assumptions, better engineering grades were not associated with more retention or career aspirations in engineering in the first year of college. Notably, increased belonging and self-efficacy were significantly associated with more retention and career aspirations. The benefits of peer mentoring endured long after the intervention had ended, inoculating women for the first 2 y of college—the window of greatest attrition from science, technology, engineering, and mathematics (STEM) majors. Thus, same-gender peer mentoring for a short period during developmental transition points promotes women’s success and retention in engineering, yielding dividends over time. PMID:28533360

  3. Learn C++ for game development

    CERN Document Server

    Sutherland, Bruce

    2014-01-01

    An Apress entry on C++ skills accumulation book for Game developers. Retail/Trade sales potential exists in addition to the more likely sales to come from books as database engines as both C++ and Game Development are relevant terms. Charles River Media book out of print or no longer supported directly by the Publisher/sold direct by Publisher on Amazon anymore. This Apress book takes its place at least. Author is an expert game developer/programmer. C++ is still the primary programming language that the majority of game applications/apps rely upon in today's market.

  4. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

    software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...

  5. Serious Gaming and Social Connect—Games for Good (SGSC 2012)

    CERN Document Server

    Ko, Ryan; Marsh, Tim; Trends and Applications of Serious Gaming and Social Media

    2014-01-01

    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers ...

  6. Game development and simulation with unreal technology

    CERN Document Server

    Tavakkoli, Alireza

    2015-01-01

    Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared toward a comprehensive understanding of the power of the Unreal Engine. This is one of the first book

  7. Industrial & Engineering Systems Career Cluster ITAC for Career-Focused Education: Transportation Sub-Cluster. Integrated Technical & Academic Competencies.

    Science.gov (United States)

    Ohio State Univ., Columbus. Vocational Instructional Materials Lab.

    Designed for Ohio educators responsible for planning programs to prepare high school students for careers in transportation, this document presents an overview of Ohio's Integrated Technical and Academic Competencies (ITAC) system of career-focused education and specific information about the transportation subcluster of the industrial and…

  8. Problematising the "Career Academic" in UK Construction and Engineering Education: Does the System Want What the System Gets?

    Science.gov (United States)

    Pilcher, Nick; Forster, Alan; Tennant, Stuart; Murray, Mike; Craig, Nigel

    2017-01-01

    "Career Academics" are principally research-led, entering academia with limited or no industrial or practical experience. UK Higher Education Institutions welcome them for their potential to attain research grant funding and publish world-leading journal papers, ultimately enhancing institutional reputation. This polemical paper…

  9. English Language Publishing in Chemical Engineering Journals from an Indian Academic's Point of View--A Broad Scientific Perspective

    Science.gov (United States)

    Palit, Sukanchan

    2016-01-01

    Scientific vision and scientific understanding in today's world are in the path of new glory. Chemical Engineering science is witnessing drastic and rapid changes. The metamorphosis of human civilization in this century is faced with vicious challenges. Progress of Chemical Engineering science, the vision of technology and the broad chemical…

  10. Understanding the Role of Academic Language on Conceptual Understanding in an Introductory Materials Science and Engineering Course

    Science.gov (United States)

    Kelly, Jacquelyn

    2012-01-01

    Students may use the technical engineering terms without knowing what these words mean. This creates a language barrier in engineering that influences student learning. Previous research has been conducted to characterize the difference between colloquial and scientific language. Since this research had not yet been applied explicitly to…

  11. Women, Men, and Academic Performance in Science and Engineering: The Gender Difference in Undergraduate Grade Point Averages

    Science.gov (United States)

    Sonnert, Gerhard; Fox, Mary Frank

    2012-01-01

    Using longitudinal and multi-institutional data, this article takes an innovative approach in its analyses of gender differences in grade point averages (GPA) among undergraduate students in biology, the physical sciences, and engineering over a 16-year period. Assessed are hypotheses about (a) the gender ecology of science/engineering and (b) the…

  12. Evaluation of a Game to Teach Requirements Collection and Analysis in Software Engineering at Tertiary Education Level

    Science.gov (United States)

    Hainey, Thomas; Connolly, Thomas M.; Stansfield, Mark; Boyle, Elizabeth A.

    2011-01-01

    A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall…

  13. Cognitive and Motivational Factors that Inspire Hispanic Female Students to Pursue STEM-Related Academic Programs that Lead to Careers in Science, Technology, Engineering, and Mathematics

    Science.gov (United States)

    Morel-Baker, Sonaliz

    Hispanics, and women in particular, continue to be underrepresented in the fields of science, technology, engineering, and mathematics (STEM). The purpose of this study was to analyze cognitive and motivational factors that inspired Hispanic female college students to major in STEM programs and aspire to academic success. This mixed methods study was conducted using both quantitative and qualitative data collection and analysis techniques in a sequential phase. Quantitative data were collected through the use of the 80-item Honey and Mumford Learning Styles Questionnaire, which was focused on the students' learning styles and how they impact Hispanic female students upon engaging in a STEM-related curriculum. Qualitative data were collected during interviews focusing on factors that led students to select, participate in, and make a commitment to some aspect of a STEM-related program. The questions that were asked during the interviews were intended to examine whether the existence of role models and STEM initiatives motivate Hispanic female students to major in STEM-related academic programs and aspire to academic success. The participants in this study were undergraduate Hispanic female students majoring in STEM-related academic programs and at a four-year university. The results indicate that the majority of the participants (88%) identified as reflectors, 4% as activists, 4% as theorists, and 4% as pragmatists. The results from the interviews suggested that the existence of role models (family members, educators, or STEM professionals) was a factor that motivated Hispanic females to major in STEM-related subjects and that exposure to STEM initiatives during K-12 education motivated Hispanic females to pursue a career in STEM.

  14. Game-changers and transformative social innovation

    NARCIS (Netherlands)

    F. Avelino (Flor); J.M. Wittmayer (Julia); R. Kemp (René); Haxeltine, A. (Alex)

    2017-01-01

    textabstractThis editorial introduces the special feature on the role of game-changers, broadly conceptualized as macro-trends that change the “rules of the game,” in processes of transformative social innovation. First, the key concepts are introduced together with the academic workshop that

  15. Gender Differences in the Perception and Acceptance of Online Games

    Science.gov (United States)

    Wang, Hsiu-Yuan; Wang, Yi-Shun

    2008-01-01

    With the proliferation of online games, understanding users' intention to play online games has become a new issue for academics and practitioners. Prior studies have investigated the factors affecting behavioural intention to play online games. However, little research has been conducted to investigate the gender differences in the acceptance of…

  16. Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education

    Science.gov (United States)

    Young, Michael F.; Slota, Stephen; Cutter, Andrew B.; Jalette, Gerard; Mullin, Greg; Lai, Benedict; Simeoni, Zeus; Tran, Matthew; Yukhymenko, Mariya

    2012-01-01

    Do video games show demonstrable relationships to academic achievement gains when used to support the K-12 curriculum? In a review of literature, we identified 300+ articles whose descriptions related to video games and academic achievement. We found some evidence for the effects of video games on language learning, history, and physical education…

  17. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

    participants make decisions with or without the intervention of ... formulation of game theory started in 1944 with the publication of the book ... Nearly all games require seeing patterns, making plans, searching ..... utility/ outcome. •. Players will ...

  18. [Game addiction].

    Science.gov (United States)

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  19. Video game addiction in children and teenagers in Taiwan.

    Science.gov (United States)

    Chiu, Shao-I; Lee, Jie-Zhi; Huang, Der-Hsiang

    2004-10-01

    Video game addiction in children and teenagers in Taiwan is associated with levels of animosity, social skills, and academic achievement. This study suggests that video game addiction can be statistically predicted on measures of hostility, and a group with high video game addiction has more hostility than others. Both gender and video game addiction are negatively associated with academic achievement. Family function, sensation seeking, gender, and boredom have statistically positive relationships with levels of social skills. Current models of video game addiction do not seem to fit the findings of this study.

  20. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  1. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

    , called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness...

  2. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  3. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  4. Collecting, Organizing, and Managing Resources for Teaching Educational Games the Wiki Way

    Science.gov (United States)

    Johnson, Shelley Henson; Shelton, Brett; Wiley, David

    2008-01-01

    Recognizing the pedagogical value of gaming, academics along with game designers and educational content developers have begun producing resources to improve educational game design and make instructional games more accessible to teachers wanting to incorporate them into their classes. However, the rapid growth of such resources has made it…

  5. Assessed perceptions of female materials science and engineering graduates on academic advising, student support services and retention strategies

    Science.gov (United States)

    Washington, Renita Linette

    Females currently undertaking STEM-related programs can benefit from knowing about how other females who had been in a similar position as them were able to persevere through the challenges of higher education with the help of advisement and student support services that aim to increasing student retention. While there have been a depth of studies on the development of academic advising, there have been limited studies on this development with respect to the needs of specific marginalized groups. This is the gap in literature that is addressed by this study. The outcomes observed in this study can potentially benefit female students at the institution where the study was conducted. This study focused on the group of female students who were able to successfully complete their STEM-related degrees. A significant difference was found between tutoring and learning support, F = 4.65, sd = .78 and a sig. level = .004. A strong negative relationship existed between the ages of the graduates and assessed academic advisement. A perfect positive relationship existed between the age of the graduates and assessed course concierge service scores; and between the age of the graduates and assessed career services and counseling scores. A moderate negative relationship existed between the age of the graduates and assessed curriculum/degree planning database scores, the age of the graduates and assessed academic and program advisement scores and the age of the graduates and assessed tutorial and learning support services scores. A weak negative relationship existed between the age of the graduates and assessed retention scores.

  6. Using Game Development to Engage Students in Science and Technology

    Science.gov (United States)

    Wiacek, John

    2011-01-01

    Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.

  7. Center for By-Products Utilization (CBU) | College of Engineering & Applied

    Science.gov (United States)

    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  8. Catalyst Grants: Contributing to X-Ray History | College of Engineering &

    Science.gov (United States)

    Electrical Engineering Instructional Laboratories Student Resources Industrial & Manufacturing Engineering Industrial & Manufacturing Engineering Academic Programs Industrial & Manufacturing Engineering Major Industrial & Manufacturing Engineering Minor Industrial & Manufacturing Engineering

  9. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    Science.gov (United States)

    Kim, Jun Won; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. Results The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. Conclusion These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance. PMID:20396428

  10. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played.

    Science.gov (United States)

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-03-01

    Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.

  11. Creating Physics Aware Games using PyGame and PyODE

    Directory of Open Access Journals (Sweden)

    2010-09-01

    Full Text Available This paper is a tutorial on how to use a popular physics engine and tie it up to a simple 2D game. It is structured as a tutorial for creating a simple game that uses the engine and a graphics library. The graphics library being used will be PyGame (which are Python bindings for the popular SDL library originally developed by Loki Entertainment Software and the physics engine being used will be PyODE (which are Python bindings for the Open Dynamics Engine. A few toy programs will be written and discussed to introduce the components and the bulk of the paper will be the development of a simple game. The game which will be developed is a clone of “The incredible machine” (which is a famous game  published by Sierra Entertainment in 1992.

  12. Serious Games Development and Applications: Proceedings of the Second International Conference on Serious Games Development and Applications (SGDA 2011)

    OpenAIRE

    2011-01-01

    The recent re-emergence of serious games as a branch of video games has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, just to name a few. If utilised alongside, or combined with conventional approaches serious games could provide a more powerful means of knowledge...

  13. Prevalence and Correlates of Video and Internet Gaming Addiction among Hong Kong Adolescents: A Pilot Study

    Directory of Open Access Journals (Sweden)

    Chong-Wen Wang

    2014-01-01

    Full Text Available This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94% reported using video or internet games, with one in six (15.6% identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.

  14. Prevalence and correlates of video and internet gaming addiction among Hong Kong adolescents: a pilot study.

    Science.gov (United States)

    Wang, Chong-Wen; Chan, Cecilia L W; Mak, Kwok-Kei; Ho, Sai-Yin; Wong, Paul W C; Ho, Rainbow T H

    2014-01-01

    This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in six (15.6%) identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.

  15. Evaluation of Social Competencies in Chemical Engineering: Application and Results of the Pilot Test (Academic Year 2012-2013)

    Science.gov (United States)

    Grande, Francisco José Suñé; Witt, Hans Jörg; Avalos, Josep Bonet

    2015-01-01

    The Escola Tècnica Superior d'Enginyeria Química has a long tradition in the deployment of social competencies in engineering curricula through Integrated Projects (IP) carried out in structured teams. Social competencies are taught and practiced during the development of the IPs. We conceptually introduce a methodology for a 360 degrees…

  16. The Meaning of Money in the Socialization of Science and Engineering Doctoral Students: Nurturing the Next Generation of Academic Capitalists?

    Science.gov (United States)

    Szelenyi, Katalin

    2013-01-01

    Based on ethnographic interviews with 48 doctoral students and 22 faculty members in science and engineering, this study examines the ways in which doctoral students and faculty make market, symbolic, and social meaning of the presence or absence of money in doctoral student socialization and of funding from governmental and industrial sources.…

  17. Practical game design with Unity and Playmaker

    CERN Document Server

    Mohov, Sergey

    2013-01-01

    A practical guide packed with examples that helps you to build a full-fledged game with the help of Unity and Playmaker. A few exercises and useful external resources are also provided to improve both the game and your skills.This book is for animation artists and 3D artists, designers, and engineers who want to create interactive content with little or no programming. This book is also for game programmers who want to create a game from scratch in Unity and Playmaker. You are expected to have basic knowledge of game programming and Unity 3D.

  18. How to create a serious game?

    Directory of Open Access Journals (Sweden)

    O. Heidmann

    2015-11-01

    Full Text Available Serious games are video games designed to achieve an educational effect and achieve some degree of training in a certain area. They are nowadays used in industries such as defense, education, scientific exploration, health care, emergency management, city planning, engineering, and many others. As it still a nascent subject who doesn’t follow exactly the same rules and practices than the commercial video games industry, questions remain about how to create and use serious games. This article presents some know-how on the subject of creating serious games.

  19. The Technology Enhanced Conference - A Board Game!

    DEFF Research Database (Denmark)

    Pedersen, Annette

    ITMEDIA at the University of Copenhagen have been working with taking the academic conference online for years. Streaming events, using backchannel chat systems and Twitter, producing introductory pre-event videos, setting up audio debates with keynotes to enrich and prolong the conference...... aid: turning it into a board game simply called The Conference Game. By making a children's board game, we let organizers play around with the options, get an overview – and the game element makes it just a little bit less dangerous, and more fun to play around with new technologies. Reception has...

  20. Where everybody knows your game: the appeal and function of game cafes in Western Europe

    NARCIS (Netherlands)

    Gajadhar, B.J.; Kort, de Y.A.W.; IJsselsteijn, W.A.; Poels, K.

    2009-01-01

    Game cafés are popping up in cities across Western Europe and are rapidly becoming popular places in the tangible world of the gamer. Compared to studies focused on Asia, motivations and activities of Western European visitors of game cafés are relatively unclear and not discussed in academic

  1. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.

  2. Emotional Gaming

    OpenAIRE

    Madeira, Filipa; Arriaga, Patrícia; Adrião, Joana; Lopes, Ricardo; Esteves, Francisco

    2013-01-01

    In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games. Because the study of emotions must rely on different type of methods, including subjective self-reports (e.g., description of feelings), neuropsychophysiological measurements ...

  3. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

    This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-­dominant cultural mode of narrative. Th...

  4. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

    T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  5. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

    In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...

  6. Dynamic games theory and applications

    CERN Document Server

    Haurie, Alain

    2005-01-01

    Dynamic games continue to attract strong interest from researchers interested in modeling competitive and conflict situations to study the behavior of players (decision-makers) and to predict the outcome of such situations in many areas including engineering, economics, management science, military, biology, and political science. This collection of articles by established researchers is an excellent reference covering a wide range of emerging and revisited problems in both cooperative and non-cooperative games.

  7. Evaluation of social competencies in chemical engineering: Application and results of the pilot test (academic year 2012-2013

    Directory of Open Access Journals (Sweden)

    Francisco José Suñé Grande

    2015-06-01

    Full Text Available The Escola Tècnica Superior d’Enginyeria Química has a long tradition in the deployment of social competencies in engineering curricula through Integrated Projects (IP carried out in structured teams. Social competencies are taught and practiced during the development of the IPs. We conceptually introduce a methodology for a 360o assessment of the students’ social competencies, as a tool to foster the improvement of their competency levels. In this article we analyze the results of the pilot test where the aforementioned methodology has been implemented in the Bachelor studies of Chemical Engineering. The results indicate that it is possible to objectively obtain the student’s competency level discriminating among different social competencies, as well as among different students in the same team. The application of this tool fosters the development of specific educative actions to help the students with low competency profile, to reach acceptable levels for a successful insertion in the labor market.

  8. Does Birth Order and Academic Proficiency Influence Perfectionistic Self-presentation Among Undergraduate Engineering Students? A Descriptive Analysis.

    Science.gov (United States)

    Louis, Preeti Tabitha; Kumar, Navin

    2016-01-01

    Perfectionism is a multifaceted concept. It had both advantages and disadvantages. Perfectionistic traits have been associated with leadership and very intellectual people. The present study is an attempt to understand if engineering students possess perfectionistic orientation and whether it influences self-efficacy, social connectedness, and achievement motivation. The present study adopts a random sampling design to evaluate the presence of perfectionism as a personality trait among undergraduate engineering students ( N = 320). Standardized inventories such as Almost Perfect Scale-Revised were administered first to identify perfectionists and second to differentiate the adaptive from the maladaptive perfectionists. Scheduled interviews were conducted with students to obtain information regarding birth order and family functioning. Findings from the study reveal that there were a significant number of maladaptive perfectionists and that they experienced higher levels of personal and societal demands leading to a negative emotional well-being in comparison to the adaptive perfectionists. We also observed that first-born children were more likely to display a perfectionistic self-presentation and from scheduled interviews, we understood that paternal influences were stronger when it came to decision-making and display of conscientiousness. The study draws on important implications for helping students to understand perfectionism and to respond to demands of the family and societal subsystems in a positive and an adaptive manner.

  9. Does Birth Order and Academic Proficiency Influence Perfectionistic Self-presentation Among Undergraduate Engineering Students? A Descriptive Analysis

    Science.gov (United States)

    Louis, Preeti Tabitha; Kumar, Navin

    2016-01-01

    Background: Perfectionism is a multifaceted concept. It had both advantages and disadvantages. Perfectionistic traits have been associated with leadership and very intellectual people. The present study is an attempt to understand if engineering students possess perfectionistic orientation and whether it influences self-efficacy, social connectedness, and achievement motivation. Materials and Methods: The present study adopts a random sampling design to evaluate the presence of perfectionism as a personality trait among undergraduate engineering students (N = 320). Standardized inventories such as Almost Perfect Scale-Revised were administered first to identify perfectionists and second to differentiate the adaptive from the maladaptive perfectionists. Scheduled interviews were conducted with students to obtain information regarding birth order and family functioning. Results: Findings from the study reveal that there were a significant number of maladaptive perfectionists and that they experienced higher levels of personal and societal demands leading to a negative emotional well-being in comparison to the adaptive perfectionists. We also observed that first-born children were more likely to display a perfectionistic self-presentation and from scheduled interviews, we understood that paternal influences were stronger when it came to decision-making and display of conscientiousness. Conclusion: The study draws on important implications for helping students to understand perfectionism and to respond to demands of the family and societal subsystems in a positive and an adaptive manner. PMID:27833225

  10. Simulations, serious games and their applications

    CERN Document Server

    Goei, Sui

    2014-01-01

    This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012).  All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

  11. A model for understanding and learning of the game process of computer games

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    This abstract focuses on the computer game design process in the education of engineers at the university level. We present a model for understanding the different layers in the game design process, and an articulation of their intricate interconnectedness. Our motivation is propelled by our daily...... teaching practice of game design. We have observed a need for a design model that quickly can create an easily understandable overview over something as complex as the design processes of computer games. This posed a problem: how do we present a broad overview of the game design process and at the same...... time make sure that the students learn to act and reflect like game designers? We fell our game design model managed to just that end. Our model entails a guideline for the computer game design process in its entirety, and at same time distributes clear and easy understandable insight to a particular...

  12. 2D flight shooting game design and implementation

    Institute of Scientific and Technical Information of China (English)

    Luo Yunqing

    2016-01-01

    The game, which is already one of the most popular entertainment, brings us a lot of fun.A lot of big games are great (plot, graphics, sound effects, etc.), but it takes time. So a simple, playable game is also very popular.This game is in Windows 7, with Visual Studio 2013 as the editor, in c + + as the scripting language, and a flying shooter game designed by the Unity3D game engine. Mainly implements a simple flight shooting, recruit, UI text display function, but not too much pains in the interface and the picture and sound effects, can realize the basic function of the game, and game for hardware requirement is not high also, entertainment and games also is beter. It's a casual game that is simple and fun to play, and it's a great way to bring happiness to people.

  13. Epistemic Games

    Science.gov (United States)

    Shaffer, David Williamson

    2005-01-01

    In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…

  14. Learning game AI programming with Lua

    CERN Document Server

    Young, David

    2014-01-01

    If you are a game developer or a general programmer who wishes to focus on programming systems and techniques to build your game AI without creating low-level interfaces in a game engine, then this book is for you. Knowledge of C++ will come in handy to debug the entirety of the AI sandbox and expand on the features present within the book, but it is not required.

  15. Google SketchUp for Game Design Beginner's Guide

    CERN Document Server

    de Jongh, Robin

    2011-01-01

    The book takes a clear, step-by-step approach to building a complete game level using SketchUp with many props and textures. This book is designed for anyone who wants to create entire 3D worlds in freely available game engines such as Unity 3D, CryEngine, Ogre, Panda3D, Unreal Engine, and Blender Game Engine. It also targets all those who wish to create new levels and assets to sell in game asset stores or use in visualization or animation.

  16. An Overview of Structural Characteristics in Problematic Video Game Playing.

    Science.gov (United States)

    Griffiths, Mark D; Nuyens, Filip

    2017-01-01

    There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative.

  17. Strategy Effectiveness of Game-Theoretical Solution Concepts in Extensive-Form General-Sum Games

    DEFF Research Database (Denmark)

    Cermak, Jiri; Bosansky, Branislav; Gatti, Nicola

    Academic communities have adopted different conventions for ordering authors on academic publications. Are these choices inconsequential, or can they significantly impact individual authors, or even communities at large? We consider a game theoretic model to study allocation of credit to authors...

  18. How Computer Games Help Children Learn

    Science.gov (United States)

    Shaffer, David Williamson

    2008-01-01

    This book looks at how particular video and computer games--such as "Digital Zoo", "The Pandora Project", "SodaConstructor", and more--can help teach children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they…

  19. The effectiveness and efficiency of model driven game design

    NARCIS (Netherlands)

    Dormans, Joris

    2012-01-01

    In order for techniques from Model Driven Engineering to be accepted at large by the game industry, it is critical that the effectiveness and efficiency of these techniques are proven for game development. There is no lack of game design models, but there is no model that has surfaced as an industry

  20. Game Development as a Pathway to Information Technology Literacy

    Science.gov (United States)

    Frydenberg, Mark

    2016-01-01

    Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…

  1. Resource Entity Action : A Generalized Design Pattern for RTS games

    NARCIS (Netherlands)

    Abbadi, Mohamed; Di Giacomo, Francesco; Orsini, Renzo; Plaat, Aske; Spronck, P.H.M.; Maggiore, Giuseppe

    2014-01-01

    In Real-Time Strategy (RTS) games, players develop an army in real time, then attempt to take out one or more opp onents. Despite the existence of basic similarities among the many dierent RTS games, engines of these games are often built ad ho c, and co de re-use among dierent titles is minimal. We

  2. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

    Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2017-01-01

    Applying games in education provides multiple benefits clearly visible in entertainment games: their engaging, goal-oriented nature encourages students to improve while they play. Educational games, also known as Serious Games (SGs) are video games designed with a main purpose other than

  3. Natural games

    Science.gov (United States)

    Anttila, Jani; Annila, Arto

    2011-10-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem.

  4. Dynamic optimization and differential games

    CERN Document Server

    Friesz, Terry L

    2010-01-01

    Dynamic Optimization and Differential Games has been written to address the increasing number of Operations Research and Management Science problems that involve the explicit consideration of time and of gaming among multiple agents. With end-of-chapter exercises throughout, it is a book that can be used both as a reference and as a textbook. It will be useful as a guide to engineers, operations researchers, applied mathematicians and social scientists whose work involves both the theoretical and computational aspects of dynamic optimization and differential games. Included throughout the text are detailed explanations of several original dynamic and game-theoretic mathematical models which are of particular relevance in today's technologically-driven-global economy: revenue management, oligopoly pricing, production planning, supply chain management, dynamic traffic assignment and dynamic congestion pricing. The book emphasizes deterministic theory, computational tools and applications associated with the stu...

  5. Socio-educational assessment of electronic games

    OpenAIRE

    Gulbinas, Rokas; Rapkauskaitė, Gintarė

    2015-01-01

    This article presents social pedagogic opportunities of electronic games played by middle to high school students. Survey of 5th to 12th class students reveals electronical game properties and their correlations with student emotional state, social activity, ability to create and maintain social relations, delinquent traits and academic diffculties. Results and observations of this study are important for social pedagogues and the rest of educational process organizators, for parents trying t...

  6. Golden Games

    Institute of Scientific and Technical Information of China (English)

    LI XIAO

    2010-01-01

    @@ China is not expected to sweep the Vancouver 2010 Olympic Winter Games the way it dominated the 2008 Beijing Summer Olympics.However,it has made Chinese Olympic history after winning three gold medals when the Games passed the halfway point of scheduled competition on February 20.On that day,18-year-old Zhou Yang overcame three South Korean rivals to win the women's short-track speed skating 1,500-meter final.

  7. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  8. Gamification Quest: Rhythm. Music as a game mechanic

    OpenAIRE

    Granell Díaz, Marina

    2017-01-01

    Treball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2016/2017 This document constitutes the Technical Report for the project Gamification Quest: Rhythm, music as a game mechanic for the Videogame Design and Development bachelor degree. The project consists on the design and implementation of rhythm game mechanics integrated in a gamification environment applied to education. The video game will be implemented on the game engine Unity (10), ...

  9. Online Marketing Strategy for a browser games portal

    OpenAIRE

    Vinaixa Campos, Joan

    2008-01-01

    The Browser games industry: Introduction and description of browser games and browser games portals. Description of the main characteristics that define the browser games industry and its competitive environment. Analysis of all the factors that need to be considered in order to make a successful market entry. Online marketing techniques: Introduction and description to the main online marketing techniques that exist to market a product or service in internet: Search Engine Marketing...

  10. Empirical Investigation of Key Business Factors for Digital Game Performance

    OpenAIRE

    Aleem, Saiqa; Capretz, Luiz Fernando; Ahmed, Faheem

    2015-01-01

    Game development is an interdisciplinary concept that embraces software engineering, business, management, and artistic disciplines. This research facilitates a better understanding of the business dimension of digital games. The main objective of this research is to investigate empirically the effect of business factors on the performance of digital games in the market and to answer the research questions asked in this study. Game development organizations are facing high pressure and compet...

  11. Modeling intelligent agent beliefs in a card game scenario

    Science.gov (United States)

    Gołuński, Marcel; Tomanek, Roman; WÄ siewicz, Piotr

    In this paper we explore the problem of intelligent agent beliefs. We model agent beliefs using multimodal logics of belief, KD45(m) system implemented as a directed graph depicting Kripke semantics, precisely. We present a card game engine application which allows multiple agents to connect to a given game session and play the card game. As an example simplified version of popular Saboteur card game is used. Implementation was done in Java language using following libraries and applications: Apache Mina, LWJGL.

  12. Quantifying the Effectiveness of Crowd-Sourced Serious Games

    Science.gov (United States)

    2014-09-01

    of All Metrics Used in the Thesis . . . . . . . . . . . . . . 37 Table 5.1 Average DAU and MAU for Selected Mobile , Social, and Online Games...of Sample VeriGames . . . . . . . . . . . . . . . . . . . . 41 Table 5.4 ER of Some Mobile , Social and Online Games and Developers . . 41 Table 5.5 ER...a code segment. A backend verification engine then combines the assertions produced from all related game instances and tries to obtain conditions

  13. Natural games

    International Nuclear Information System (INIS)

    Anttila, Jani; Annila, Arto

    2011-01-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem. -- Highlights: → Behavior in the context of game theory is described as a natural process. → The rate of entropy increase, derived from statistical physics of open systems, is identified as the payoff function. → Entropy as the payoff function also clarifies motives of collaboration and subjective nature of decision making. → Evolutionary equation of motion that accounts for the course of a game is inherently unpredictable.

  14. Game development tool essentials

    CERN Document Server

    Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo

    2014-01-01

    Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.

  15. Academic Hospitality

    Science.gov (United States)

    Phipps, Alison; Barnett, Ronald

    2007-01-01

    Academic hospitality is a feature of academic life. It takes many forms. It takes material form in the hosting of academics giving papers. It takes epistemological form in the welcome of new ideas. It takes linguistic form in the translation of academic work into other languages, and it takes touristic form through the welcome and generosity with…

  16. Corrosion Engineering.

    Science.gov (United States)

    White, Charles V.

    A description is provided for a Corrosion and Corrosion Control course offered in the Continuing Engineering Education Program at the General Motors Institute (GMI). GMI is a small cooperative engineering school of approximately 2,000 students who alternate between six-week periods of academic study and six weeks of related work experience in…

  17. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

    The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games.......The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games....

  18. Fidelity and game-based technology in management education

    OpenAIRE

    Cornacchione Jr.,Edgard B.

    2012-01-01

    This study explores educational technology and management education by analyzing fidelity in game-based management education interventions. A sample of 31 MBA students was selected to help answer the research question: To what extent do MBA students tend to recognize specific game-based academic experiences, in terms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 and BG2) with key differences in fidelity levels were explored: BG1 presented...

  19. Gender in digital games: gameplay as cyborg performance

    OpenAIRE

    Yilmaz, Serenad

    2013-01-01

    Computer games have now been around nearly forty years. The pace at which computer games have transformed has been so fast that at times it is exceeding thoughtful evaluation and criticism. Since the beginning of the 2000’s, academic understanding of this phenomenon has been trying to catch up with this pace. Feminist studies has also been observing computer gaming, theorizing it as another male-dominated cultural domain. Most of the feminist inquiries in this area have focused on representat...

  20. Learning Through Quests and Contests: Games in Information Literacy Instruction

    OpenAIRE

    Maura A Smale

    2011-01-01

    Games-based learning is an innovative pedagogical strategy employed at all levels of education, and much research in education, psychology, and other disciplines supports its effectiveness in engaging and motivating students, as well as increasing student learning. Many libraries have incorporated games into their collections and programming. College and university libraries have begun to use games for information literacy and library instruction. Academic librarians use commercially-produ...

  1. Bioethics in the Hunger Games

    Science.gov (United States)

    Cook, Kristin; Keller, Donna; Myers, Alyce

    2014-01-01

    In this guided inquiry, students investigate advantages and disadvantages of genetic engineering by integrating popular fiction into their study of bioethics. What are the effects of artificially created hybrid creatures on characters in "The Hunger Games" and in our society? What are the effects on and basic rights of the organisms…

  2. Game Plans for Victors: New Skills for Severely Handicapped Children.

    Science.gov (United States)

    Schoen, Sharon; And Others

    The paper describes an approach in which games were planned to provide instruction for three severely handicapped children (5-6 years old) with few leisure, social, or academic skills and many aberrant behaviors. The first of two games involved a language program to teach verbal interactions, picture identification, and picture matching. The…

  3. The Rules of the Game in an Introductory Literature Class

    Science.gov (United States)

    Jones, Ed

    2008-01-01

    While focusing on Andrew Marvell's "To His Coy Mistress," the author came up with the Interpretation Game, a game that had a simple set of rules designed to promote engaged academic discussion and, at the same time, to overcome problems that students have in class discussion about literature. In this article, the author narrates a few instances of…

  4. Gamers on Games and Gaming : Implications for Educational Game Design

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

    In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not

  5. Students Designing Video Games about Immunology: Insights for Science Learning

    Science.gov (United States)

    Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie

    2011-01-01

    Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…

  6. The impact of recreational video game play on children's and adolescents' cognition.

    Science.gov (United States)

    Blumberg, Fran C; Altschuler, Elizabeth A; Almonte, Debby E; Mileaf, Maxwell I

    2013-01-01

    Current empirical findings show linkages between recreational video game play and enhanced cognitive skills, primarily among young adults. However, consideration of this linkage among children and adolescents is sparse. Thus, discussions about facilitating transfer of cognitive skills from video game play to academic tasks among children and adolescents remains largely uninformed by research. To inform this discussion, we review available research concerning the cognitive benefits of video game play among children and adolescents and their impressions of video games as learning tools as these impressions may impact their application of cognitive skills used during game play to academic tasks. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  7. Young children's video/computer game use: relations with school performance and behavior.

    Science.gov (United States)

    Hastings, Erin C; Karas, Tamara L; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon

    2009-10-01

    This study examined the amount and content of children's video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child's game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects.

  8. Young Children’s Video/Computer Game Use: Relations with School Performance and Behavior

    Science.gov (United States)

    Hastings, Erin C.; Karas, Tamara L.; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon

    2011-01-01

    This study examined the amount and content of children’s video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child’s game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects. PMID:19742374

  9. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  10. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

    Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. Det...... amerikanske militær har været fødselshjælper for den nye teknologi. Herfra har serious games bredt sig til andre sektorer og og i-lande, inkl. Danmark. Bogen skildrer, hvordan det nye forretningsområde er i færd med at blive udkrystalliseret af en række beslægtede industrigrene, og hvordan udviklingen er...

  11. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

    There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...

  12. Exploring the academic invisible web

    OpenAIRE

    Lewandowski, Dirk; Mayr, Philipp

    2006-01-01

    Purpose: To provide a critical review of Bergman’s 2001 study on the Deep Web. In addition, we bring a new concept into the discussion, the Academic Invisible Web (AIW). We define the Academic Invisible Web as consisting of all databases and collections relevant to academia but not searchable by the general-purpose internet search engines. Indexing this part of the Invisible Web is central to scientific search engines. We provide an overview of approaches followed thus far. Design/methodol...

  13. On Advertising Games and Spillover in Service Systems

    Directory of Open Access Journals (Sweden)

    Lei Xu

    2013-01-01

    Full Text Available Motivated by the industry cases, we model the advertising competition between the dominant service provider and small service providers in one service market, where the dominant service provider has a major market share and the other small service providers share the remainder of market equally. Based on this setting, we discuss three advertising game models, that is, cooperative game, Boxed Pig game, and Prisoner’s game, derive the conditions for different advertising games, and characterize their equilibria. To be specific, it is found that the advertising spillover and the number of the small service providers directly determines the advertising game equilibria, while other market parameters, to some extent, can affect the results of the advertising game equilibria. According to our theoretical findings, some management insights and suggestions are given from both the academic and practical perspectives.

  14. Academics respond

    DEFF Research Database (Denmark)

    Hazel, Spencer

    2015-01-01

    Contribution to the article "Academics respond: Brexit would weaken UK university research and funding", Guardian Witness, The Guardian, UK......Contribution to the article "Academics respond: Brexit would weaken UK university research and funding", Guardian Witness, The Guardian, UK...

  15. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  16. Academic writing

    Science.gov (United States)

    Eremina, Svetlana V.

    2003-10-01

    The series of workshops on academic writing have been developed by academic writing instructors from Language Teaching Centre, Central European University and presented at the Samara Academic Writing Workshops in November 2001. This paper presents only the part dealing with strucutre of an argumentative essay.

  17. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

    Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and

  18. Urban Games

    DEFF Research Database (Denmark)

    Nielsen, Rune; Løssing, Tobias

    2004-01-01

    Games, er ikke produktudvikling i traditionel forstand, men derimod en reflekteret designproces, der forsøger at optage spilteoretiske og HCI-relaterede problemstillinger. I denne artikel vil vi koncentrere os om udvalgte principielle overvejelser i udviklingen af især forhandlings- og debatspil, som...

  19. Gaming conservation

    NARCIS (Netherlands)

    Fletcher, Robert

    2017-01-01

    This article explores the role of digital (video and computer) games in the rise of what Büscher (2014) calls "nature 2.0": new web-related media that allow users to move beyond passive voyeurism to actively "co-create" or "prosume" the images and processes promoted by organizations committed to

  20. [Lecture Games] Python programming game

    OpenAIRE

    Johnsen, Andreas Lyngstad; Ushakov, Georgy

    2011-01-01

    Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for theg...

  1. Understanding problematic game behavior: prevalence and the role of social cognitive determinants

    OpenAIRE

    Haagsma, Maria Catharina

    2012-01-01

    In the last two decades, there has been growing academic attention on the phenomenon of problematic game use. Empirical research has consistently identified a subgroup of gamers in Western, industrial countries who report adverse psychosocial consequences related to their video-gaming behavior. The aim of this thesis is to get a better understanding of problematic game behavior and to contribute to the development of knowledge on this topic in several ways. First, video gaming habits and prob...

  2. An evaluation of mental health stigma perpetuated by horror video gaming.

    OpenAIRE

    Dickens, E. G.

    2017-01-01

    Video games often feature mental patients in their storylines. This review is intended to test the hypothesis that these depictions potentially contribute to stigma surrounding mental health communities, and may negatively reflect on those with mental health difficulties. The criteria for evaluating the chosen games were created by combining elements from four separate academic papers. The games were analyzed via screenshots from online videos detailing a playthrough of chosen games, and text...

  3. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

    Recently self-referentiality have occurred as a trend among game designers and have also enjoyed sporadic attention in academia. However, in academia, discussions of self-referential games often rest on proceduralist arguments and a too exclusive focus on the game object. This paper draws...... on the typology of meta-pictures developed by art historian J.W.T. Mitchell. Based on this typology, this paper discusses the notion of meta-games and suggest a broad conception of such games that includes not only the game object, but also the player and the discourse in which it is interpreted....

  4. Gender and video games: How is female gender generally represented in various genres of video games?

    Directory of Open Access Journals (Sweden)

    Xeniya Kondrat

    2015-06-01

    Full Text Available Gender representation in video games is a current sensitive topic in entertainment media. Gender studies in video games look at the difference between the portrayal of female and male characters. Most video games tend to over-represent stereotypes and in general use extensive violence and cruelty (Maietti, 2008. Some video games use wrong, disrespectful and sometimes even violent representations of both genders. This research paper focuses on the current representation of female gender in video games and how they are represented, stereotyped and used as characters in games. Results show that there is a difference between portraying women in the past and present. This research paper is based on previous academic research and results which were achieved with online questionnaire among game players and two interviews with professionals in the field of game design. The results show that there is still negative stereotyping of female gender. However, at the same time, the answers of the respondents show that the target audience of video games desires improvements in presentation of female gender as well as male.

  5. Video Games for Neuro-Cognitive Optimization.

    Science.gov (United States)

    Mishra, Jyoti; Anguera, Joaquin A; Gazzaley, Adam

    2016-04-20

    Sophisticated video games that integrate engaging cognitive training with real-time biosensing and neurostimulation have the potential to optimize cognitive performance in health and disease. We argue that technology development must be paired with rigorous scientific validation and discuss academic and industry opportunities in this field. Copyright © 2016 Elsevier Inc. All rights reserved.

  6. GAME--Gym Activities for Mind's Efficiency

    Science.gov (United States)

    Rocha Ferreira, Cristina

    2016-01-01

    GAME results from the exhaustion of doing the same activities, dealing with unmotivated students and not getting the desired results academically. Thus, I initiated a process of research and training in areas such as Positive Psychology, Neurosciences and Neurolinguistic Programming, which allowed to design an Evidence-Based Intervention. Students…

  7. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

    This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...

  8. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

    This gentle introduction to logic and model theory is based on a systematic use of three important games in logic: the semantic game; the Ehrenfeucht–Fraïssé game; and the model existence game. The third game has not been isolated in the literature before but it underlies the concepts of Beth

  9. Teaching Using Computer Games

    Science.gov (United States)

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  10. Alena Lidzhieva, About Games

    OpenAIRE

    Dovurkaev, Karu; Churyumov, Anton

    2015-01-01

    Alena talks about traditional games, including khorma khotn, tsagan monda, mongn bus, nyarn shinj, and games played with ankle bones. Tsagan monda was a game played at night by several people. The rule is simple: A ball made of white cow skin is pushed into a hole. Games with ankle bones were reserved only for boys. Girls did not play such games. Arcadia

  11. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...

  12. Simulation and serious games for education

    CERN Document Server

    Goei, Sui; Trooster, Wim

    2017-01-01

    This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1–2, 2014). It covers three major domains of education applications that use simulation and serious games: Science, Technology, Engineering and Mathematics (STEM) Education; Special Needs Education and Humanity and Social Science Education. Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

  13. THE CORRELATION BETWEEN STUDENTS’ LEARNING STYLES AND PARENTS’ ATTENTION WITH MEASURING EQUIPMENT ACHIEVEMENT OF THE TENTH GRADE STUDENTS OF AUTOMOTIVE ENGINEERING EXPERTISE PROGRAM OF STATE VOCATIONAL HIGH SCHOOL PIRI SLEMAN IN THE ACADEMIC YEAR 2013/2014

    Directory of Open Access Journals (Sweden)

    Moh. Sulhan Haidi

    2014-12-01

    Full Text Available This research is aimed at finding out (1 the correlation  between students’ learning styles and measuring equipment achievement of the tenth grade students of Automotive Engineering Expertise Program of State Vocational High School Piri Sleman in the academic year 2013/2014; (2 the correlation between parents’ attention with measuring equipment achievement of the tenth grade students of Automotive Engineering Expertise Program of State Vocational High School Piri Sleman in the academic year 2013/2014; (3 the correlation between students’ learning styles and parents’ attention with measuring equipment achievement of the tenth grade students of Automotive Engineering Expertise Program of State Vocational High School Piri Sleman in the Academic Year 2013/2014. The kind of this research is correlation study and categorized as ex post facto. The population of the research was 105 students while the sample was 82 students counted from Isaac and Michael formula. The technique of sampling used in this research was simple random sampling. The technique of the data collection was questionnaire and documentation. Item validity was computed from product moment correlation. Item reliability was calculated by using alpha formula. The technique of data analysis used in this study was partial correlation and doubled correlation analyses. Precondition testing analysis (normality, linearity, and multi co linearity testing, Based on the data analysis, the results were as follows: (1 there is a positive and significant correlation between students’ learning styles (X1 and measuring equipment achievement (Y; (2 there is a positive and significant correlation between parents’ attention (X2 with measuring equipment achievement (Y; (3 there is a positive and significant correlation between students’ learning styles (X1 and parents’ attention (X2 with measuring equipment achievement (Y.

  14. Flow Game

    DEFF Research Database (Denmark)

    Olsen, Jesper Lind

    2003-01-01

    Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision/innovatio......Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision...

  15. The Game of Tri

    Science.gov (United States)

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

    The paper-and-pencil game "Tri" is described. The authors argue that students gain logical skills by playing the game, and that the game lends itself to the introduction of diverse mathematical ideas. (SD)

  16. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  17. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  18. Negotiation Games

    OpenAIRE

    Philipp Hoffmann

    2015-01-01

    Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever)?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for...

  19. Sovereignty Games

    DEFF Research Database (Denmark)

    Gammeltoft-Hansen, Thomas

    This book offers an in-depth examination of the strategic use of State sovereignty in contemporary European and international affairs and the consequences of this for authority relations in Europe and beyond. It suggests a new approach to the study of State sovereignty, proposing to understand th...... the use of sovereignty as games where States are becoming more instrumental in their claims to sovereignty and skilled in adapting it to the challenges that they face....

  20. Board game

    International Nuclear Information System (INIS)

    Brennan, N.S.

    1982-01-01

    A board game comprises a board, a number of counters and two dice. The board is marked to provide a central area, representing the nucleus of an atom, and six or more annular rings extending concentrically around the central area, the rings being divided into 2,8,18,32,48 and 72 squares. Each ring represents an electron shell, and some of the squares are numbered, the number representing the atomic number of different elements. (author)

  1. Pathological video-gaming among Singaporean youth.

    Science.gov (United States)

    Choo, Hyekyung; Gentile, Douglas A; Sim, Timothy; Li, Dongdong; Khoo, Angeline; Liau, Albert K

    2010-11-01

    Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.

  2. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

    This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....

  3. Computer Games and Instruction

    Science.gov (United States)

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  4. PROOF BY GAMES

    Science.gov (United States)

    2016-03-01

    Robot, in order to explore automated strategies ). The Game Client receives level data from the Game Server and implements the game as the player sees...formal verification domain. If formal verification problems could be turned into entertaining video games , those games could be crowd- sourced to a large...style gates that would destroy the Circuitbots. As the game evolved we found no good strategies for constraint ordering that worked significantly

  5. Mechanizing Exploratory Game Design

    OpenAIRE

    Smith, Adam Marshall

    2012-01-01

    Game design is an art form that deals with inherently interactive artifacts. Game designers craft games (assembled from rule systems and content), but they really seek to manipulate play: the interaction between games and players. When developing new games that are similar to past games, a designer may rely on previous experience with related designs and relatively easy access to players familiar with conventional design choices. When exploratorily venturing into uncharted territory, uncoveri...

  6. Teaching open innovation using a game

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2017-01-01

    This chapter presents how to use a game to teach open innovation, based on a particular experience from which lessons and recommendations are drawn. The focus is on playing a board game in a graduate course of the international engineering program with a focus on innovation and busniess. We...... identify several important themes related to the process of learning through playing and the social dynamics of open innovation, while we also highlight possible caveats of “playing” and practicing open innovation....

  7. Data mining teaching throughout cards game competition

    OpenAIRE

    Antoñanzas-Torres, Javier; Urraca, Ruben; Sodupe-Ortega, Enrique; Martínez-de-Pison, Francisco; Pernía-Espinoza, Alpha

    2015-01-01

    [EN] Data-mining techniques and statistical metrics learning can be complicated because of the complexity and overwhelming nature of this field. In this paper a class competition to improve learning of designing Decision Support Systems (DSS) by playing a classic cards game named "Copo" is proposed. The fact that this game is based on a probabilistic problem and that different solutions can be obtained represents a very typical kind of problem in the field of engineering and compu...

  8. Games and Agents: Designing Intelligent Gameplay

    Directory of Open Access Journals (Sweden)

    F. Dignum

    2009-01-01

    Full Text Available There is an attention shift within the gaming industry toward more natural (long-term behavior of nonplaying characters (NPCs. Multiagent system research offers a promising technology to implement cognitive intelligent NPCs. However, the technologies used in game engines and multiagent platforms are not readily compatible due to some inherent differences of concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multiagent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, it raises problems when current game design techniques are used to incorporate state-of-the-art multiagent system technology. In this paper, we will focus on three specific problem areas that arise from this difference of view: synchronization, information representation, and communication. We argue that the current attempts for integration still fall short on some of these aspects. We show that to fully integrate intelligent agents in games, one should not only use a technical solution, but also a design methodology that is amenable to agents. The game design should be adjusted to incorporate the possibilities of agents early on in the process.

  9. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition

  10. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat

  11. Creating e-learning games with Unity

    CERN Document Server

    Horachek, David

    2014-01-01

    Unity is a fully integrated development engine providing the required functionality to create games and interactive 3D content, while reducing the time, effort, and cost of developing the content. Nowadays, many people have started to use Unity in an eLearning setting as it allows them to create real-world scenarios, or models, for training purposes. With Unity, one can develop video games that are not only fun, but are also effective teaching and learning tools. When properly designed, an engaging game is an ideal platform for the presentation, testing, and application of learning objectives.

  12. RAGE Architecture for Reusable Serious Gaming Technology Components

    Directory of Open Access Journals (Sweden)

    Wim van der Vegt

    2016-01-01

    Full Text Available For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets that support game studios at serious game development. This paper describes the overall software architecture and design conditions that are needed for the easy integration and reuse of such software assets in existing game platforms. Based on the component-based software engineering paradigm the RAGE architecture takes into account the portability of assets to different operating systems, different programming languages, and different game engines. It avoids dependencies on external software frameworks and minimises code that may hinder integration with game engine code. Furthermore it relies on a limited set of standard software patterns and well-established coding practices. The RAGE architecture has been successfully validated by implementing and testing basic software assets in four major programming languages (C#, C++, Java, and TypeScript/JavaScript, resp.. Demonstrator implementation of asset integration with an existing game engine was created and validated. The presented RAGE architecture paves the way for large scale development and application of cross-engine reusable software assets for enhancing the quality and diversity of serious gaming.

  13. Gaming, simulations and society research scope and perspective

    CERN Document Server

    Shiratori, R; Kato, F

    2014-01-01

    This book presents a current research scope and perspective of Simulation and Gaming.Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming.The fields of economics, political science, psychology and business management can all be radically improved by introducing such techniques of Simulation and Gaming as the Agent-Based Modelling.Other important topics are the analysis of philosophical foundations in Simulation and Gaming as an academic discipline.The ever growing and massive popularity of PC and arcade games cannot be ignored.Their potential as agents of education and their essentially violent nature raise many ethical and moral problems that need to be addressed.

  14. Serious Games for Health: Features, Challenges, Next Steps.

    Science.gov (United States)

    Blumberg, Moderators Fran C; Burke, Lauren C; Hodent, Participants Celia; Evans, Michael A; Lane, H Chad; Schell, Jesse

    2014-10-01

    As articles in this journal have demonstrated over the past 3 years, serious game development continues to flourish as a vehicle for formal and informal health education. How best to characterize a "serious" game remains somewhat elusive in the literature. Many researchers and practitioners view serious games as capitalizing on computer technology and state-of-the-art video graphics as an enjoyable means by which to provide and promote instruction and training, or to facilitate attitude change among its players. We invited four distinguished researchers and practitioners to further discuss with us how they view the characteristics of serious games for health, how those characteristics differ from those for academic purposes, the challenges posed for serious game development among players of different ages, and next steps for the development and empirical examination of the effectiveness of serious games for players' psychological and physical well-being.

  15. Team Organization Method Using Salary Auction Game for Sustainable Motivation

    Directory of Open Access Journals (Sweden)

    Sangkyun Kim

    2015-10-01

    Full Text Available In performing team-based projects in engineering class, students usually face many problems, such as free-riding, lack of responsibility, boredom, and insufficient initiative. This papers proposes a new method for performing team-based projects in engineering class—specifically, a gamified method for team organization using a salary auction game. On the description of the design and use of a salary auction game in engineering class, a case study conducted using a survey method is reported to validate the practical value of the proposed auction game. The salary auction game proposed in this paper demonstrates that a gamified team organization method in engineering class could be used as an effective tool to enhance motivation and to improve learning outcomes of engineering students.

  16. Division I Student Athletes and the Experience of Academic Clustering

    Science.gov (United States)

    Calhoun, Vaughn A.

    2012-01-01

    Have you ever watched a televised college football or basketball game where they show the starting lineup's academic majors? If so, you may have noticed that many of the student athletes have the same academic majors, be it communications, criminal justice, sociology, etc. Nevertheless, many have taken notice and labeled this phenomenon as…

  17. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide....... This makes sense, but also demands that play and non-play can be easily separated. I will examine how games make use of space, and show that the magic circle not only is a viable, though criticized, concept but should be understood as a spatial concept. In order to do this several games are examined, leading...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games....

  18. Serious Games are a Serious Tool for Team Research

    Directory of Open Access Journals (Sweden)

    Michael D. Coovert

    2017-03-01

    Full Text Available Serious games are an attractive tool for education and training, but their utility is even broader. We argue serious games provide a unique opportunity for research as well, particularly in areas where multiple players (groups or teams are involved. In our paper we provide background in several substantive areas. First, we outline major constructs and challenges found in team research. Secondly, we discuss serious games, providing an overview and description of their role in education, training, and research. Thirdly, we describe necessary characteristics for game engines utilized in team research, followed by a discussion of the value added by utilizing serious games. Our goal in this paper is to argue serious games are an effective tool with demonstrated reliability and validity and should be part of a research program for those engaged in team research. Both team researchers and those involved in serious game development can benefit from a mutual partnership which is research focused.

  19. Advanced game design with HTML5 and JavaScript

    CERN Document Server

    van der Spuy, Rex

    2015-01-01

    How do you make a video game? Advanced Game Design with HTML5 and JavaScript is a down to earth education in how to make video games from scratch, using the powerful HTML5 and JavaScript technologies. This book is a point-by-point round up of all the essential techniques that every game designer needs to know. You'll discover how to create and render game graphics, add interactivity, sound, and animation. You'll learn how to build your own custom game engine with reusable components so that you can quickly develop games with maximum impact and minimum code. You'll also learn the secrets o

  20. Symposium of the International Society of Dynamic Games

    CERN Document Server

    Haurie, Alain; Annals of the International Society of Dynamic Games

    1994-01-01

    Recent years have witnessed a surge of activity in the field of dynamic both theory and applications. Theoretical as well as practical games, in problems in zero-sum and nonzero-sum games, continuous time differential and discrete time multistage games, and deterministic and stochastic games games are currently being investigated by researchers in diverse disciplines, such as engineering, mathematics, biology, economics, management science, and political science. This surge of interest has led to the formation of the International Society of Dynamic Games (ISDG) in 1990, whose primary goal is to foster the development of advanced research and applications in the field of game theory. One important activity of the Society is to organize biannually an international symposium which aims at bringing together all those who contribute to the development of this active field of applied science. In 1992 the symposium was organized in Grimentz, Switzerland, under the supervision of an international scientific committe...

  1. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

    We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the

  2. Academic dishonsty

    African Journals Online (AJOL)

    User

    This study attempted to investigate students' self reported academic dishonesty in Ethiopian ... university programs can play a key role in ... serious problem in establishing academic ... and Rocha 2006); Asian-Pacific, ... and self-adjustment mediates the ..... In my suggestion, it is better that ..... Comparative and International.

  3. Tactical Application of Gaming Technologies for Improved Battlespace Management

    Science.gov (United States)

    2007-01-01

    the Digital Scene Matching Area Correlation (DSMAC) and the Global Positioning Satellite (GPS) System are coupled to the guidance systems to...Game Engine technology is driven by a huge market of consumers and the technology continues to improve each year. Commercially available Game...has largely been due to the emergence of a new class of middleware called “physics engines”. Used in games such as Gran Turismo 4 (GT4), these

  4. Development and Usability Test of an e-Learning Tool for Engineering Graduates to Develop Academic Writing in English: A Case Study

    Science.gov (United States)

    Lin, Chih-Chung; Liu, Gi-Zen; Wang, Tzong-I

    2017-01-01

    Many non-native English speaking (NNES) graduates are required to write academic papers in English; consequently, recent research in the past decade has been devoted to investigating the usefulness of genre-based Writing Instructions (GBWI) on learners' writing cultivation. There is little specific guidance, however, on how GBWI can be employed in…

  5. Iranian English for Academic Purposes (EAP) Stakeholders' Attitudes toward Using the Internet in EAP Courses for Civil Engineering Students: Promises and Challenges

    Science.gov (United States)

    Atai, Mahmood Reza; Dashtestani, Reza

    2013-01-01

    English for academic purposes (EAP) has established itself as a considerable part of English as a foreign language (EFL) instruction in Iranian universities. Considering the Internet as a major educational source in EAP reading courses, it is highly important that the stakeholders have positive attitudes toward it and be aware of promises and…

  6. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    ---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games......In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many hundreds, or perhaps thousands, of man-years to solve. Researchers...

  7. The Relationship of the Supportiveness of the Academic Environment to the Self-Confidence and Assertiveness in Academic Work for Men and Women Graduate Students in Science and Engineering.

    Science.gov (United States)

    Stansbury, Kendyll

    Situational influences on self-confidence and assertiveness in female and male graduate students in science and engineering were studied, based on responses from 328 Stanford University students (155 males and 173 females). Two dependent variables were used: an index of items measuring an individual's self-confidence in the ability to perform…

  8. Mobile Game for Learning Bacteriology

    Science.gov (United States)

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  9. More than Just a Game: The Role of Simulation in The Teaching of Product Design and Entrepreneurship to Mechanical Engineering Students

    Science.gov (United States)

    Costello, Gabriel J.

    2017-01-01

    The purpose of this work is to contribute to the debate on the best pedagogical approach to developing undergraduate mechanical engineering skills to meet the requirements of contemporary complex working environments. The paper provides an example of using student-entrepreneur collaboration in the teaching of modules to Mechanical Engineering…

  10. Increasing of Students Motivation and English Speaking Skill Using Word Guessing Game at Social Class Grade XI in Senior High School of 2 Bandar Lampung, in the Academic Year of 2010/2011

    OpenAIRE

    Suranto,

    2011-01-01

    The objective of the research was to describe how to make lesson plan, implementation, evaluation system, reflect the word guessing game for increasing motivation and students speaking skill.The study used the model of Classroom Action Research. It was conducted in three cycles. The first cycle was a big group discussion (classical), second cycle was a small group discussion, third cycle was a pair. To obtain the research data, it was used some instruments, A13KG 1, the observation of student...

  11. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

    This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....

  12. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  13. Nested Potential Games

    OpenAIRE

    Hiroshi Uno

    2007-01-01

    This paper proposes a new class of potential games, the nested potential games, which generalize the potential games defined in Monderer and Shapley (1996), as well as the pseudo-potential games defined in Dubey et al. (2006). We show that each maximizer of a nested potential is a Nash equilibrium.

  14. Patience of matrix games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.

    2013-01-01

    For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...

  15. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  16. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  17. Engineering mathematics

    CERN Document Server

    Bird, John

    2014-01-01

    A practical introduction to the core mathematics required for engineering study and practiceNow in its seventh edition, Engineering Mathematics is an established textbook that has helped thousands of students to succeed in their exams.John Bird's approach is based on worked examples and interactive problems. This makes it ideal for students from a wide range of academic backgrounds as the student can work through the material at their own pace. Mathematical theories are explained in a straightforward manner, being supported by practical engineering examples and applications in order to ensure

  18. Marketing in Game Design

    OpenAIRE

    Nurminen, Emilia

    2013-01-01

    In my thesis, Marketing in Game Design, I wanted to inspect how developing a game from a purely commercial perspective affects on the game design. The purpose of this thesis is to define the valid aspects of product marketing for games, how they are perceived in game industry and how those aspects affect to the game design. The question I am asking is how to make marketing a fluent part of indie game development process. Through my thesis project, Puzzleplatform, I study how the marketing asp...

  19. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

  20. Authorship and citation manipulation in academic research

    Science.gov (United States)

    2017-01-01

    Some scholars add authors to their research papers or grant proposals even when those individuals contribute nothing to the research effort. Some journal editors coerce authors to add citations that are not pertinent to their work and some authors pad their reference lists with superfluous citations. How prevalent are these types of manipulation, why do scholars stoop to such practices, and who among us is most susceptible to such ethical lapses? This study builds a framework around how intense competition for limited journal space and research funding can encourage manipulation and then uses that framework to develop hypotheses about who manipulates and why they do so. We test those hypotheses using data from over 12,000 responses to a series of surveys sent to more than 110,000 scholars from eighteen different disciplines spread across science, engineering, social science, business, and health care. We find widespread misattribution in publications and in research proposals with significant variation by academic rank, discipline, sex, publication history, co-authors, etc. Even though the majority of scholars disapprove of such tactics, many feel pressured to make such additions while others suggest that it is just the way the game is played. The findings suggest that certain changes in the review process might help to stem this ethical decline, but progress could be slow. PMID:29211744

  1. Video games: a route to large-scale STEM education?

    Science.gov (United States)

    Mayo, Merrilea J

    2009-01-02

    Video games have enormous mass appeal, reaching audiences in the hundreds of thousands to millions. They also embed many pedagogical practices known to be effective in other environments. This article reviews the sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines, then reviews the infrastructural obstacles to wider adoption of this new medium.

  2. Learn OpenGL ES for mobile game and graphics development

    CERN Document Server

    Mehta, Prateek

    2013-01-01

    One of the first OpenGL ES version 3 books for game app developers doing mobile. Covers Android code and may be useful to iOS game developers too. OpenGL ES 3 is a new significant tech update to OpenGL ES graphics API engine that fuels game apps in both iOS and Android.

  3. Exploring the academic invisible web

    OpenAIRE

    Lewandowski, Dirk

    2006-01-01

    The Invisible Web is often discussed in the academic context, where its contents (mainly in the form of databases) are of great importance. But this discussion is mainly based on some seminal research done by Sherman and Price (2001) and Bergman (2001), respectively. We focus on the types of Invisible Web content relevant for academics and the improvements made by search engines to deal with these content types. In addition, we question the volume of the Invisible Web as stated by Bergman. Ou...

  4. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  5. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2008-01-01

    We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....

  6. Key Barriers for Academic Institutions Seeking To Retain Female Scientists and Engineers: Family-Unfriendly Policies, Low Numbers, Stereotypes, and Harassment.

    Science.gov (United States)

    Rosser, Sue V.; Lane, Eliesh O'Neil

    2002-01-01

    Evaluates survey responses from almost (n=400) Professional Opportunities for Women in Research and Education (POWRE) awardees from fiscal years 1997-2000 to elucidate problems and opportunities identified by female scientists and engineers. (Contains 25 references.) (Author/YDS)

  7. La lectura por placer: su incidencia en el rendimiento académico, las horas de televisión y las horas de videojuegos. The pleasure of reading: its impact on academic achievement, on TV-watching hours and video games-playing hours

    Directory of Open Access Journals (Sweden)

    Teresa Dezcallar

    2014-11-01

    Full Text Available En el presente trabajo se ha relacionado el gusto y la afición por la lectura y el tiempo que pasan los alumnos viendo la televisión o jugando a videojuegos en los ratos de ocio, y cómo estas variables correlacionan con el rendimiento académico, medido a través de las notas escolares. La muestra ha sido compuesta por un total de 510 alumnos de los tres ciclos de educación primaria de escuelas públicas y privadas españolas. Los datos se obtuvieron mediante cuestionarios dirigidos a los padres. Los resultados han revelado que la lectura por placer correlaciona de forma positiva con las notas académicas y de forma negativa con las horas de visionado de televisión. This paper relates the pleasure and the fondness for reading to the time students spend watching TV or playing video games in their leisure time, and how these correlate with academic performance, measured by school marks. The sample comprised a total of 510 Spanish Primary School students from public and private schools. Data were obtained through questionnaires administered to parents. The results showed that the pleasure of reading mantained significant and positive relationships with academic marks and correlate negatively with television watching hours.

  8. Hypersexualism in video games as determinant or deterrent of game play

    DEFF Research Database (Denmark)

    Reinhard, CarrieLynn D.

    A long held, and research supported, contention about video and computer games purports that men play more games, more often, and of a wider variety, than women. Reasons for this gendered gap range from socialization to cognitive capacity. The hypothesized reason explored in this study focuses...... on the sexualized portrayal of female game characters. Portraying women as sexual objects may dissuade women from identifying and wanting to engage with them while enticing men to engage with them. In a 2x3 between-subjects experimental design, this study investigated how men and women perceive and react to female...... avatars that embody the hypersexualism body shape of big breasts, thin waist, and long, thin limbs, making the portrayal the composite of more naturally voluptuous and thin body shapes. Contrary to industry and academic arguments, it was found that men indicated more engagement with the game when playing...

  9. Games on Games. Game Design as Critical Reflexive Practice

    OpenAIRE

    Giovanni Caruso; Riccardo Fassone; Gabriele Ferri; Stefano Gualeni; Mauro Salvador

    2016-01-01

    Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011), the practice of producing artifacts of different sorts in order to supple...

  10. academic libraries

    African Journals Online (AJOL)

    Information Impact: Journal of Information and Knowledge Management

    Information Impact: Journal of Information and Knowledge Management ... Key words: academic libraries, open access, research, researchers, technology ... European commission (2012) reports that affordable and easy access to the results ...

  11. An evaluation of mental health stigma perpetuated by horror video gaming.

    Directory of Open Access Journals (Sweden)

    Dickens, E. G.

    2017-07-01

    Full Text Available Video games often feature mental patients in their storylines. This review is intended to test the hypothesis that these depictions potentially contribute to stigma surrounding mental health communities, and may negatively reflect on those with mental health difficulties. The criteria for evaluating the chosen games were created by combining elements from four separate academic papers. The games were analyzed via screenshots from online videos detailing a playthrough of chosen games, and text from the games themselves. The research within this paper suggests stigma can exist outside of conventional media platforms and highlights the availability of stigma-related horror video games inside the gaming market. This study also emphasizes how the depictions of those with mental health difficulties inside of video games have the capacity to harm mental health communities.

  12. Academic Publications

    OpenAIRE

    Francisco H C Felix

    2017-01-01

    Alternative modes of academic publication. What it is: Page for the dissemination of academic papers in alternative formats. Aimed at the diffusion of the idea of open publication, or open access publication, a branch of open science, a multidisciplinary movement that seeks to modify the paradigm of knowledge production that centralizes it and prevents its spreading. Historically, Western tradition has become firmly rooted in the free dissemination of knowledge among peers. However, the c...

  13. Negotiation Games

    Directory of Open Access Journals (Sweden)

    Philipp Hoffmann

    2015-09-01

    Full Text Available Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for sound and deterministic or even weakly deterministic negotiations the problems can be solved in PTIME. Notice that the input of the problems is a negotiation, which can be exponentially more compact than its state space.

  14. Game Changers

    DEFF Research Database (Denmark)

    Helms, Niels Henrik

    2012-01-01

    at forsøge at beskrive nogle af de mekanismer, som gør, at nogle af disse kreative industrier bliver netop kreative og innovative, at de ikke alene kan klare sig, men også ændre og udvikle både indhold, form og organisering – at de bliver det der på managementsprog hedder game changers.......Den kreative industri er en statistisk kategori, der omfatter virksomheder, der beskæftiger sig med produktion af krea- tive produkter. Det kan være film, computerspil, grafisk de- sign etc. Men det er ikke nødvendigvis virksomheder, som er særligt kreative. Det, der er anliggendet her, er...

  15. The $-game

    Science.gov (United States)

    Vitting Andersen, J.; Sornette, D.

    2003-01-01

    We propose a payoff function extending Minority Games (MG) that captures the competition between agents to make money. In contrast with previous MG, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. The emergent properties of the price dynamics and of the wealth of agents are strikingly different from those found in MG. As the memory of agents is increased, we find a phase transition between a self-sustained speculative phase in which a ``stubborn majority'' of agents effectively collaborate to arbitrage a market-maker for their mutual benefit and a phase where the market-maker always arbitrages the agents. A subset of agents exhibit a sustained non-equilibrium risk-return profile.

  16. Academic Marketing

    Directory of Open Access Journals (Sweden)

    Ecaterina Daniela ZECA

    2017-06-01

    Full Text Available Academic Marketing is an investment in a future dominated by The Forth Industrial Revolution and Globalization and not an expense. This aspect will basically alter our way to teach and to learn. In its dimensions, arguably changes will be like anything we has seen before. We try to assess how will be all unfold but, anyway, academic field response at this challenge should be integrated and comprehensive, involving all stakeholders both public and private sectors, because these changes herald upheaval of whole organizations. The educational service is a special one, delivered today but with effects in the future, the future of the individual, the future of generation, the future of nations. The educational service policy adapted to the requirements of time, brings to the front the opportunity of academic marketing. To analyze demand in a professional way, to measure trends and correlated university programs with the forecast demand for jobs, it is the subject. In the case of academic education, we are talking also about cost, distribution and promotion policies, but being a special service we also discuss about ethic boundaries. This work is an open chapter focusing studies on academic megamarketing, the work keeping up with the pace of change, students enrolment mobility, overtakes job market, and an imposed win-win-win formula, applied for students, local community and academic field.

  17. Serious Gaming Analytics: What Students´ Log Files Tell Us about Gaming and Learning

    Directory of Open Access Journals (Sweden)

    Wim Westera

    2014-06-01

    Full Text Available In this paper we explore existing log files of the VIBOA environmental policy game. Our aim is to identify relevant player behaviours and performance patterns. The VIBOA game is a 50 hours master level serious game that supports inquiry-based learning: students adopt the role of an environmental consultant in the (fictitious consultancy agency VIBOA, and have to deal with complex, multi-faceted environmental problems in an academic and methodologically sound way. A sample of 118 master students played the game. We used learning analytics to extract relevant data from the logging and find meaningful patterns and relationships. We observed substantial behavioural variability across students. Correlation analysis suggest a behavioural trade that reflects the rate of “switching” between different game objects or activities. We were able to establish a model that uses switching indicators as predictors for the efficiency of learning. Also we found slight evidence that students who display increased switching behaviours need more time to complete the games.  We conclude the paper by critically evaluating our findings, making explicit the limitations of our study and making suggestions for future research that links together learning analytics and serious gaming.

  18. Gamification: The Intersection between Behavior Analysis and Game Design Technologies

    OpenAIRE

    Morford, Zachary H.; Witts, Benjamin N.; Killingsworth, Kenneth J.; Alavosius, Mark P.

    2014-01-01

    Deterding et al. (Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, USA 15: 9–15, 2011) report a recent rise in popularity of video game inspired software designed to address issues in a variety of areas, including health, energy conservation, education, and business. These applications have been based on the concept of gamification, which involves a process by which nongame activities are designed to be more like a game. We provide exa...

  19. Key Barriers for Academic Institutions Seeking to Retain Female Scientists and Engineers: Family-Unfriendly Policies. Low Numbers, Stereotypes, and Harassment

    Science.gov (United States)

    Rosser, Sue V.; Lane, Eliesh O'neil

    At the end of a special meeting held at the Massachusetts Institute of Technology in January 2001, a statement released on behalf of the most prestigious U. S. research universities suggested that institutional harriers have prevented viomen from having a level playing field in science and engineering. In 2001, the National Science Foundation initiated a new awards program, ADVANCE, focusing on institutional rather than individual solutions to empower women to participate fully in science and technology. In this study, the authors evaluate survey responses from almost 400 Professional Opportunities for Women in Research and Education awardees from fiscal years 1997 to 2000 to elucidate problems and opportunities identified by female scientists and engineers. Besides other issues, the respondents identified balancing a career and a family as the most significant challenge facing female scientists and engineers today. Institutions must seek to remove or at least lower these and other harriers to attract and retain female scientists and engineers. Grouping the survey responses into four categories forms the basis for four corresponding policy areas, which could be addressed at the institutional level to mitigate the difficulties and challenges currently experienced by female scientists and engineers.

  20. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

    A framework for discussing relationships between different types of games is proposed. Within the framework, quantum simultaneous games, finite quantum simultaneous games, quantum sequential games, and finite quantum sequential games are defined. In addition, a notion of equivalence between two games is defined. Finally, the following three theorems are shown: (1) For any quantum simultaneous game G, there exists a quantum sequential game equivalent to G. (2) For any finite quantum simultaneo...