WorldWideScience

Sample records for concept game changer

  1. 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...

  2. Game Changers

    Science.gov (United States)

    McCollum, Sean

    2011-01-01

    New concepts of PE and sports programs are making it more fun for everyone to play. Diets featuring fast food, sugary soft drinks and declining physical activity have contributed to a tripling of childhood obesity rates in the United States in the last 30 years, according to the U.S. Centers for Disease Control. Today, nearly a third of American…

  3. 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

  4. Being a Game Changer

    Science.gov (United States)

    Herrig, Brian; Taranto, Greg

    2012-01-01

    One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…

  5. The Axisymmetric Tandem Mirror: A Magnetic Mirror Concept Game Changer Magnet Mirror Status Study Group

    International Nuclear Information System (INIS)

    Simonen, T.; Cohen, R.; Correll, D.; Fowler, K.; Post, D.; Berk, H.; Horton, W.; Hooper, E.B.; Fisch, N.; Hassam, A.; Baldwin, D.; Pearlstein, D.; Logan, G.; Turner, B.; Moir, R.; Molvik, A.; Ryutov, D.; Ivanov, A.A; Kesner, J.; Cohen, B.; McLean, H.; Tamano, T.; Tang, X.Z.; Imai, T.

    2008-01-01

    Experimental results, theory and innovative ideas now point with increased confidence to the possibility of a Gas Dynamic Trap (GDT) neutron source which would be on the path to an attractively simple Axisymmetric Tandem Mirror (ATM) power plant. Although magnetic mirror research was terminated in the US 20 years ago, experiments continued in Japan (Gamma 10) and Russia (GDT), with a very small US effort. This research has now yielded data, increased understanding, and generated ideas resulting in the new concepts described here. Early mirror research was carried out with circular axisymmetric magnets. These plasmas were MHD unstable due to the unfavorable magnetic curvature near the mid-plane. Then the minimum-B concept emerged in which the field line curvature was everywhere favorable and the plasma was situated in a MHD stable magnetic well (70% average beta in 2XII-B). The Ioffe-bar or baseball-coil became the standard for over 40 years. In the 1980's, driven by success with minimum-B stabilization and the control of ion cyclotron instabilities in PR6 and 2XII-B, mirrors were viewed as a potentially attractive concept with near-term advantages as a lower Q neutron source for applications such as a hybrid fission fuel factory or toxic waste burner. However there are down sides to the minimum-B geometry: coil construction is complex; restraining magnetic forces limit field strength and mirror ratios. Furthermore, the magnetic field lines have geodesic curvature which introduces resonant and neoclassical radial transport as observed in early tandem mirror experiments. So what now leads us to think that simple axisymmetric mirror plasmas can be stable? The Russian GDT experiment achieves on-axis 60% beta by peaking of the kinetic plasma pressure near the mirror throat (where the curvature is favorable) to counter-balance the average unfavorable mid-plane curvature. Then a modest augmentation of plasma pressure in the expander results in stability. The GDT

  6. The Axisymmetric Tandem Mirror: A Magnetic Mirror Concept Game Changer Magnet Mirror Status Study Group

    Energy Technology Data Exchange (ETDEWEB)

    Simonen, T; Cohen, R; Correll, D; Fowler, K; Post, D; Berk, H; Horton, W; Hooper, E B; Fisch, N; Hassam, A; Baldwin, D; Pearlstein, D; Logan, G; Turner, B; Moir, R; Molvik, A; Ryutov, D; Ivanov, A A; Kesner, J; Cohen, B; McLean, H; Tamano, T; Tang, X Z; Imai, T

    2008-10-24

    Experimental results, theory and innovative ideas now point with increased confidence to the possibility of a Gas Dynamic Trap (GDT) neutron source which would be on the path to an attractively simple Axisymmetric Tandem Mirror (ATM) power plant. Although magnetic mirror research was terminated in the US 20 years ago, experiments continued in Japan (Gamma 10) and Russia (GDT), with a very small US effort. This research has now yielded data, increased understanding, and generated ideas resulting in the new concepts described here. Early mirror research was carried out with circular axisymmetric magnets. These plasmas were MHD unstable due to the unfavorable magnetic curvature near the mid-plane. Then the minimum-B concept emerged in which the field line curvature was everywhere favorable and the plasma was situated in a MHD stable magnetic well (70% average beta in 2XII-B). The Ioffe-bar or baseball-coil became the standard for over 40 years. In the 1980's, driven by success with minimum-B stabilization and the control of ion cyclotron instabilities in PR6 and 2XII-B, mirrors were viewed as a potentially attractive concept with near-term advantages as a lower Q neutron source for applications such as a hybrid fission fuel factory or toxic waste burner. However there are down sides to the minimum-B geometry: coil construction is complex; restraining magnetic forces limit field strength and mirror ratios. Furthermore, the magnetic field lines have geodesic curvature which introduces resonant and neoclassical radial transport as observed in early tandem mirror experiments. So what now leads us to think that simple axisymmetric mirror plasmas can be stable? The Russian GDT experiment achieves on-axis 60% beta by peaking of the kinetic plasma pressure near the mirror throat (where the curvature is favorable) to counter-balance the average unfavorable mid-plane curvature. Then a modest augmentation of plasma pressure in the expander results in stability. The GDT

  7. Synthetic Biology: game changer in intelectual property

    Directory of Open Access Journals (Sweden)

    Laurens Landeweerd

    2016-12-01

    Full Text Available Synthetic biology can be considered a game changer that plays an important role in the current NBIC, or BINC convergence of nano-, bio-, info and cognitive sciences. Although most synthetic biology experts are unaware of it, the field appeals to the imagination in its adherence to targets that were usually associated with premodern alchemist science. This paper elaborates several aspects of synthetic biology as well as its consequences for long held notions of intellectual property and the ontological categories of scientific discovery on the one hand and engineering on the other, the distinction between natural and artificial, the grown and the made.

  8. Energy Security: From Deal Killers to Game Changers

    Science.gov (United States)

    Cooke, Charlie

    2010-03-01

    Five energy security ``deal killers" are identified: 1) Global warming and CO2 emissions from fossil fuel combustion; 2) Intermittent energy sources (wind, solar) and the presence and stability of the grid; 3) Penetration of plant defenses to produce transportation fuels from biomass; 4) Mimicking nature: artificial photosynthesis for solar energy to fuels; and 5) Spent fuel from nuclear power reactors. Transformational basic research is required to successfully change the ground rules, to transform these ``deal killers" into ``game changers." T hey are: 1) Offsetting carbon capture and storage costs through enhanced oil recovery and methane generation from high temperature geothermal saline aquifers; 2) Electrical energy storage, through batteries and super-capacitors; 3) Genetic modification of plant cell walls, and catalytic methods for transforming plant sugars into fuels; 4) Separation of solar-induced electrons from holes, and catalysis to produce fuels; and 5) Closing the nuclear fuel cycle. Basic research can revolutionize our approach to carbon-free energy by enhancing nature to achieve energy security.

  9. Potential Science and Technology Game Changers for the Ground Warfare of 2050: Selected Projections Made in 2017

    Science.gov (United States)

    2018-02-01

    ARL-TR-8283 ● FEB 2018 US Army Research Laboratory Potential Science and Technology Game Changers for the Ground Warfare of 2050...Science and Technology Game Changers for the Ground Warfare of 2050: Selected Projections Made in 2017 by Alexander Kott Office of the Director...Brian Sadler Vehicle Technology Directorate, ARL Ananthram Swami Computational and Information Sciences Directorate, ARL Approved for

  10. Game Changer for Online Learning Driven by Advances in Web Technology

    Science.gov (United States)

    Kaul, Manfred; Kless, André; Bonne, Thorsten; Rieke, Almut

    2017-01-01

    Almost unnoticed by the e-learning community, the underlying technology of the WWW is undergoing massive technological changes on all levels these days. In this paper we draw the attention to the emerging game changer and discuss the consequences for online learning. In our e-learning project "Work & Study", funded by the German…

  11. Review of 'Game Changers: Education and Information Technologies' (by Diana G. Oblinger)

    OpenAIRE

    McAndrew, Patrick

    2013-01-01

    How can we reach more learners, more effectively, and with greater impact? Education changes lives and societies, but can we sustain the current model? New models and new technologies allow us to rethink many of the premises of education—location and time, credits and credentials, knowledge creation and sharing. Game Changers: Education and Information Technologies is a collection of chapters and case studies contributed by college and university presidents, provosts, faculty, and...

  12. Business model generation a handbook for visionaries, game changers, and challengers

    CERN Document Server

    Osterwalder, Alexander

    2010-01-01

    Business Model Generation is a handbook for visionaries, game changers, and challengers striving to defy outmoded business models and design tomorrow′s enterprises. If your organization needs to adapt to harsh new realities, but you don′t yet have a strategy that will get you out in front of your competitors, you need Business Model Generation. Co–created by 470 "Business Model Canvas" practitioners from 45 countries, the book features a beautiful, highly visual, 4–color design that takes powerful strategic ideas and tools, and makes them easy to implement in your organization. It explains the most common Business Model patterns, based on concepts from leading business thinkers, and helps you reinterpret them for your own context. You will learn how to systematically understand, design, and implement a game–changing business model––or analyze and renovate an old one. Along the way, you′ll understand at a much deeper level your customers, distribution channels, partners, revenue streams, costs...

  13. How game changers catalyzed, disrupted, and incentivized social innovation: three historical cases of nature conservation, assimilation, and women's rights

    Directory of Open Access Journals (Sweden)

    Frances R. Westley

    2016-12-01

    Full Text Available We explore the impact of "game changers" on the dynamics of innovation over time in three problem domains, that of wilderness protection, women's rights, and assimilation of indigenous children in Canada. Taking a specifically historical and cross-scale approach, we look at one social innovation in each problem domain. We explore the origins and history of the development of the National Parks in the USA, the legalization of contraception in the USA and Canada, and the residential school system in Canada. Based on a comparison of these cases, we identify three kinds of game changers, those that catalyze social innovation, which we define as "seminal," those that disrupt the continuity of social innovation, which we label exogenous shocks, and those that provide opportunities for novel combinations and recombinations, which we label as endogamous game changers.

  14. Africa's game changers and the catalysts of social and system innovation

    Directory of Open Access Journals (Sweden)

    Mark Swilling

    2016-03-01

    Full Text Available It is widely recognized that many African economies are being transformed by rapid economic growth driven largely by rising demand for the abundant natural resources scattered across the African continent. I critically review the mainstream game-changing dynamics driving this process, with special reference to a set of influential policy-oriented documents. This is followed by an analysis of less-recognized game-changing dynamics that have, in turn, been affected by the mainstream game-changing dynamics. These less-recognized game-changing dynamics include energy infrastructure challenges in a context of climate change, securing access to water, access to arable soils, slum urbanism, and food security responses. These mainstream and less-recognized game-changing dynamics provide the context for analyzing a range of African actor networks engaged in social and system innovations. I use a transdisciplinary framework to discuss these actor networks and how they construct their understanding of the game changers affecting their programs and actions. Based on a case study of the iShack initiative in Stellenbosch, South Africa, I conclude that social and system innovations will need to be driven by transformation knowledge co-produced by researchers and social actors who can actively link game-changing dynamics that operate at multiple scales with local-level innovations with potential societal impacts.

  15. Sustainable energy development (May 2011) with some game-changers

    International Nuclear Information System (INIS)

    Lior, Noam

    2012-01-01

    This paper presents the opening talk that briefly surveys the present (May 2011) situation in sustainable energy development. Recent estimates and forecasts of the oil, gas, coal resources and their reserve/production ratio, nuclear and renewable energy potential, and energy uses are surveyed. A brief discussion of the status, sustainability (economic, environmental and social impact), and prospects of fossil, nuclear and renewable energy use, and of power generation is presented. Comments about energy use in general, with more detailed focus on recently emerging game-changing developments of postponement of “peak oil”, nuclear power future following the disaster in Japan, and effects of the recent global economy downturn of global sustainability, are brought up. Ways to resolve the problem of the availability, cost, and sustainability of energy resources alongside the rapidly rising demand are discussed. The author’s view of the promising energy R and D areas, their potential, foreseen improvements and their time scale, and last year’s trends in U.S. government energy funding are presented. -- Highlights: ► The present (May 2011) situation in sustainable energy development is surveyed. ► Recently emerging game-changing developments of postponement of “peak oil”, nuclear power future following the disaster in Japan, ad effects of the recent global economy downturn of global sustainability, are brought up. ► Promising energy R and D areas, their potential, foreseen improvements and their time scale. ► Last year’s trends in U.S. government energy funding are presented.

  16. LifeChanger: A Pilot Study of a Game-Based Curriculum for Sexuality Education.

    Science.gov (United States)

    Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Orzalli, Sarah; Saper, Carolyn; Dudley, Jessyca; Wilson, Claire

    2016-04-01

    To assess the feasibility and acceptability of a game-based sexuality education curriculum. Curriculum evaluation used descriptive statistics, observation, and qualitative and quantitative data collection. The study was conducted in eighth grade classrooms in Chicago, Illinois. Students from 3 eighth grade classrooms from a school using a game-based curriculum. The intervention had 11 modules and used an ecological model informed by the extant literature. The intervention was developed by the Game Changer Chicago Design Lab and featured a card game designed with youth participation. The study outcomes of interest included learning, feasibility, and acceptability of the curriculum. Students highly rated frank conversation via "Ask the Doctor" sessions and role-playing. Students raised concerns about the breadth of activities, preferring to explore fewer topics in greater depth. A game-based curriculum was feasible, yet students placed the highest value on frank discussion about sexuality. Copyright © 2016 North American Society for Pediatric and Adolescent Gynecology. Published by Elsevier Inc. All rights reserved.

  17. Ares V: Game Changer for National Security Launch

    Science.gov (United States)

    Sumrall, Phil; Morris, Bruce

    2009-01-01

    fiscal 2011 authority-to-proceed (ATP) milestone. The Ares V team is actively reaching out to external organizations during this early concept phase to ensure that the Ares V vehicle can be leveraged for national security, science, and commercial development needs. This presentation will discuss Ares V vehicle configuration, the path to the current concept, accomplishments to date, and potential payload utilization opportunities.

  18. Reducing emissions from deforestation and forest degradation (REDD+): game changer or just another quick fix?

    Science.gov (United States)

    Venter, Oscar; Koh, Lian Pin

    2012-02-01

    Reducing emissions from deforestation and forest degradation (REDD+) provides financial compensation to land owners who avoid converting standing forests to other land uses. In this paper, we review the main opportunities and challenges for REDD+ implementation, including expectations for REDD+ to deliver on multiple environmental and societal cobenefits. We also highlight a recent case study, the Norway-Indonesia REDD+ agreement and discuss how it might be a harbinger of outcomes in other forest-rich nations seeking REDD+ funds. Looking forward, we critically examine the fundamental assumptions of REDD+ as a solution for the atmospheric buildup of greenhouse gas emissions and tropical deforestation. We conclude that REDD+ is currently the most promising mechanism driving the conservation of tropical forests. Yet, to emerge as a true game changer, REDD+ must still demonstrate that it can access low transaction cost and high-volume carbon markets or funds, while also providing or complimenting a suite of nonmonetary incentives to encourage a developing nation's transition from forest losing to forest gaining, and align with, not undermine, a globally cohesive attempt to mitigate anthropogenic climate change. © 2012 New York Academy of Sciences.

  19. Game Changers and Transformative Social Innovation : the case of the economic crisis and the new economy

    NARCIS (Netherlands)

    Kemp, René; Weaver, Paul

    2014-01-01

    The paper discusses transformative social innovation, conceptualised as the process through which social innovation contributes to societal transformation. A conceptual heuristic is introduced that proposes five foundational concepts to help distinguish between different pertinent ‘shades’ of change

  20. Global risk & global challenges - Space as a game changer for socioeconomic sustainable development

    Science.gov (United States)

    Lehnert, Christopher; Karlsson, Evelina; Giannopapa, Christina

    2017-11-01

    The world's societies at the beginning of the 21st century are better off than ever before. (Gapminder, 2015) At the same time, the world is also threatened by global challenges where space as a tool has and can play a pivotal role in meeting those challenges. The challenges range from climate change, over mass unemployment, to terrorism or migration - to name but a few. Space activities have started to respond to this changing world, not only by providing a deeper understanding of our universe, but by using space as an additional sphere and sector, through which humankind can increase and secure its wealth - it is thus game changing in the way we sustain humanity's existence. This paper is meant to capture this development. In the first part, an overview is given on the risks that humankind is facing. The second part describes the way that space can be used as a tool to prevent and manage these risks. The overview in the first part is based on the examination of the most recent reports and overall strategies of key International Governmental Organisations and Non-Governmental Organisations that are involved in agenda-setting, policy formulation and implementation. The second part includes an overview on current activities of the European Space Agency (ESA) that play a role in responding to these risks. To better understand ESA's activities that contain humanity's risks, a standard classification for risks management is used, which distinguishes between four components: Identification, Assessment, Management and Communication (Renn, 2005). The analysis reveals how space activities already today play a pivotal role in all four types of risk management. Space activities contribute very tangible to the management of risks through its space mission, but also in a more indirect way, as providing the technical backbone for stable and reliable cooperation in the international governance arena, and serve as crucial economic stimulator. The overall results show that space

  1. Static electromagnetic frequency changers

    CERN Document Server

    Rozhanskii, L L

    1963-01-01

    Static Electromagnetic Frequency Changers is about the theory, design, construction, and applications of static electromagnetic frequency changers, devices that used for multiplication or division of alternating current frequency. It is originally published in the Russian language. This book is organized into five chapters. The first three chapters introduce the readers to the principles of operation, the construction, and the potential applications of static electromagnetic frequency changers and to the principles of their design. The two concluding chapters use some hitherto unpublished work

  2. Gossip Revisited: A Game for Concept Review.

    Science.gov (United States)

    Edwards, Barbara

    1989-01-01

    Describes a class activity based on the game of "Gossip" in which a group of students paraphrases a major concept in an instructional unit, then passes only the paraphrase to the next group. Notes that this activity encourages critical thinking and helps review and summarize key lesson concepts. (RS)

  3. Closing the gaps to eliminate mothertochild transmission of HIV MTCT in South Africa: Understanding MTCT case rates factors that hinder the monitoring and attainment of targets and potential game changers

    Directory of Open Access Journals (Sweden)

    U Feucht

    2018-03-01

    Full Text Available Background. Ninety percent of the world’s HIV-positive pregnant women live in 22 countries. These 22 countries, including South Africa (SA have prioritised the elimination of mother-to-child transmission of HIV (EMTCT. Since 2016 all 22 countries recommend lifelong antiretroviral treatment for all HIV-positive pregnant and lactating women. To measure South African national, provincial and district-level progress towards attaining EMTCT, we analysed the number of in utero (IU paedatric HIV infections per 100 000 live births (IU case rate, and synthesised factors hindering the monitoring of EMTCT progress and attainment from the viewpoint of provincial and district-level healthcare managers and implementers. We highlight potential innovations to strengthen health systems and improve EMTCT programme delivery. Methods. We reviewed national-, provincial- and district-level birth HIV testing data from routine National Health Laboratory Services (NHLS records between April 2016 and March 2017. To obtain a qualitative perspective from healthcare managers and implementers, we synthesised information from the nine 2016 provincial-level EMTCT stock-taking workshops. These workshops involve key provincial and district-level staff, mentors and supporting partners. Lastly, we highlight potential innovations presented at these workshops to overcome operational challenges. Results. The national IU mother-to-child transmission (MTCT rate was 0.9%, which translated to an IU case rate of 245 HIV-positive neonates per 100 000 live births. Provincial IU percent MTCT risk ranged from 0.6% to 1.3%, with IU case rates ranging between 168 and 325 cases per 100 000 live births. District-level IU percent MTCT risk ranged from 0.4% to 1.9%. Potential game changers include: pre-conception counselling to optimise maternal-partner health, weekly dissemination of HIV polymerase chain reaction (PCR and viral load reports from the NHLS to specific individuals who

  4. Games in the mathematics curriculum: Some conceptions and ...

    African Journals Online (AJOL)

    Games in the mathematics curriculum: Some conceptions and experiences of teachers in the Upper West Region of Ghana. ... The study investigated primary school teachers' experiences with games as ... AJOL African Journals Online.

  5. Developing user-centered concepts for language learning video games

    OpenAIRE

    Poels, Yorick; Annema, Jan Henk; Zaman, Bieke; Cornillie, Frederik

    2012-01-01

    This paper will report on an ongoing project which aims to develop video games for language learning through a user-centered and evidence-based approach. Therefore, codesign sessions were held with adolescents between 14 and 16 years old, in order to gain insight into their preferences for educational games for language learning. During these sessions, 11 concepts for video games were developed. We noticed a divide between the concepts for games that were oriented towa...

  6. Are digital games perceived as fun or danger? Supporting and suppressing different game-related concepts.

    Science.gov (United States)

    Kneer, Julia; Glock, Sabine; Beskes, Sara; Bente, Gary

    2012-11-01

    Violent digital game play has repeatedly been discussed to be strongly related to aggression and emotional instability. Thus, digital game players have to defend against these prejudices through emphasizing positive game-related concepts such as achievement, social interaction, and immersion. We experimentally investigated which positive- and negative-concept players and nonplayers activate when being primed with digital games. Participants were either exposed to violent or nonviolent game content and were required to work on a lexical decision task. Results showed that response latencies for the concept aggression and emotional instability were faster than for neutral concepts (not associated with digital games), but slower than for the positive concepts sociality and competition. Both players and nonplayers felt the need to defend against prejudices and emphasized positive concepts. Neither their own gaming experience nor the game content influenced the results. Being a part of the net generation is sufficient to suppress negative game-related concepts and to support positive game-related concepts to protect digital games as common leisure activity among peers.

  7. A wastewater game-changer

    International Nuclear Information System (INIS)

    Collins, Richard

    2014-01-01

    Full text: Anaerobic ammonium oxidation is a biotechnology that could slash energy use, chemical inputs and greenhouse emissions in wastewater treatment. The Australian water sector is slowly tuning in to one of the world's most promising wastewater and trade waste treatment technologies, anammox. SA Water, Queensland United Utilities and Veolia Water are each at different stages of trials of ''anaerobic ammonium oxidation'' to replace activated sludge in removing nitrogen. It relies on special anammox bacteria, which were first identified in 1999 and have been heavily researched ever since. The bacteria short circuit the normal nitrification/denitrification process and oxidise ammonia (NH_3) to nitrogen (N_2) under anaerobic conditions, promising deep cuts in energy demand, chemical use, fugitive greenhouse emissions and waterway impacts. Most local utilities have taken a look at it, but WME is aware of only three that have proceeded to trial stage. Veolia Water is keeping the trial it is supporting with its ANITA Mox technology under wraps for now, but municipal client manager Voon Chin said the technology has been proven for numerous applications overseas, including sludge dewatering effluent (SDE). QUU is in now stepping up from bench-scale tests to a full pilot at its Luggage Point sewage treatment plant (STP). It is currently enriching anammox cultures in 200-litre drums onsite to speed up the painstaking conditioning process when the plant gets up and running shortly in a 40-foot shipping container. But the most advanced are SA Water and Degremont through their Allwater joint venture, which runs Adelaide's water and sewerage network. It has wrapped up Australia's first pilot project, a 4m"3 plant treating SDE at the Bolivar STP. An Allwater spokesperson told WME in a statement that the pilot was a success and they are now assessing full- scale options. A paper to Enviro 2012anticipated a full-scale plant at Bolivar would create operational savings of $650,000 a year, with research suggesting costs would fall from $3.70 per kg of nitrogen treated to approximately 40c per kilogram. The Bolivar pilot used the Cleargreen (Cyclic Low Energy Ammonia Removal) process, the fourth plant in the world to pilot the Degremont technology. It consists of a 22m"3 storage and sedimentation tank, a 12m"3 influent balancing tank, a 4m"3 sequencing batch reactor (SBR) with aeration and mixing, followed by a small effluent return tank. Veolia's ANITA Mox actually hosts the anammox biomass on plastic carriers within a Moving Bed Biofilm Reactor (MBBR), which Chin said was designed to protect the bacteria. In the Cleargreen process the two required steps occur in the SBR. The first reaction involves the addition of small amounts of air to achieve partial nitrification, where 50% of the ammonia is oxidised to nitrite by ammonia oxidisers. The second sees the accumulated nitrite reduced to dinitrogen gas by anammox bacteria, which oxidise the remaining ammonia in the absence of oxygen. The Bolivar pilot reached the full deammonification stage in the expected eight months, and then consistently hit nitrogen reduction in the ''high 90%'' range. Several operational challenges emerged. Suspended solids concentrations of above 1000mg/L in the input water reduced nitritation performance. Another was temperature control during heatwaves, which was managed via an internal water jacket within the SBR. But in the main Allwater believes Australia's warmer weather is better suited to anammox than cold weather. It does not have any data on energy performance, but is developing the business case for sludge co-digestion, which would increase on-site energy generation at Bolivar. The drivers for anammox vary. Allwater is aiming to reduce energy use and nitrogen discharge, where QUU is more interested in reducing the carbon input required to optimise the carbon-nitrogen ratio for aeration. The CRC for Water Sensitive Cities sees it from a resource recovery perspective, citing anammox as an option to help recover the 5% of our nitrogen resources that is locked up in wastewater. But for that to happen it will need to be applied to main-line wastewater treatment rather than side streams. This is the next frontier for anammox, with Veolia and others trialing applications worldwide. Low nitrogen waters are not on the Allwater radar. It's not just municipal water; any facility with high ammonia loads should be paying attention, including treatment for landfill leachate and industrial wastewaters in the food sector or where there is an anaerobic digester.

  8. Adjusting game difficulty level through Formal Concept Analysis

    Science.gov (United States)

    Gómez-Martín, Marco A.; Gómez-Martín, Pedro P.; Gonzâlez-Calero, Pedro A.; Díaz-Agudo, Belén

    In order to reach as many players as possible, videogames usually allow the user to choose the difficulty level. To do it, game designers have to decide the values that some game parameters will have depending on that decision. In simple videogames this is almost trivial: minesweeper is harder with longer board sizes and number of mines. In more complex games, game designers may take advantage of data mining to establish which of all the possible parameters will affect positively to the player experience. This paper describes the use of Formal Concept Analysis to help to balance the game using the logs obtained in the tests made prior the release of the game.

  9. Toward using games to teach fundamental computer science concepts

    Science.gov (United States)

    Edgington, Jeffrey Michael

    Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. We present an investigation where computer games are used to teach two fundamental computer science concepts: boolean expressions and recursion. The games are intended to teach the concepts and not how to implement them in a programming language. For this investigation, two computer games were created. One is designed to teach basic boolean expressions and operators and the other to teach fundamental concepts of recursion. We describe the design and implementation of both games. We evaluate the effectiveness of these games using before and after surveys. The surveys were designed to ascertain basic understanding, attitudes and beliefs regarding the concepts. The boolean game was evaluated with local high school students and students in a college level introductory computer science course. The recursion game was evaluated with students in a college level introductory computer science course. We present the analysis of the collected survey information for both games. This analysis shows a significant positive change in student attitude towards recursion and modest gains in student learning outcomes for both topics.

  10. Using Game Theory Techniques and Concepts to Develop Proprietary Models for Use in Intelligent Games

    Science.gov (United States)

    Christopher, Timothy Van

    2011-01-01

    This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions…

  11. Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts

    OpenAIRE

    Wendel, Viktor Matthias

    2015-01-01

    Learning and playing represent two core aspects of the information and communication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gaming with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on colla...

  12. Using Online Games to Teach Personal Finance Concepts

    Science.gov (United States)

    Huang, Chin-Wen; Hsu, Chun-Pin

    2011-01-01

    This case study explores the use of online games to teach personal finance concepts at the college level. A number of free online games targeting such topics as budgeting and saving, risk and return, consumer credit, financial services, and investments were introduced to the experimental group as homework assignments. Statistical results indicate…

  13. On solution concepts for matching games

    NARCIS (Netherlands)

    Biro, Peter; Kern, Walter; Paulusma, Daniël; Kratochvil, J.; Li, A.; Fiala, J.; Kolman, P.

    A matching game is a cooperative game $(N,v)$ defined on a graph $G = (N,E)$ with an edge weighting $\\omega : E \\to {\\Bbb R}_+$ . The player set is $N$ and the value of a coalition $S \\subseteq  N$ is defined as the maximum weight of a matching in the subgraph induced by $S$. First we present an

  14. Digital games in medical education: Key terms, concepts, and definitions.

    Science.gov (United States)

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Introduction: Game-based education is fast becoming a key instrument in medical education. Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English. Results: To the best of researchers' knowledge, the concepts used in the literature are varied and distinct, and the literature is not conclusive on the definition of educational games for medical education. Conclusion: This paper attempts to classify terms, concepts and definitions common to gamification in medical education.

  15. Making Games Not Work: Paradoxes Embedded in Game-Based Training and Concepts for Overcoming Them

    Science.gov (United States)

    Jones, Phillip N.; Cuper, Taryn

    2010-01-01

    An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.

  16. [Games as an alternative for teaching basic health concepts].

    Science.gov (United States)

    Castillo Lizardo, J M; Rodríguez-Morán, M; Guerrero-Romero, F

    2001-05-01

    To determine, for the teaching of basic health concepts to school-age children, the effectiveness of an educational strategy based on traditional children's games. Intervention study carried out in the city of Durango, Mexico, in June 2000 with 300 children from 9 to 11 years old. The children were randomly divided into two groups. The children in Group A used a modified version of a Mexican popular game called Serpientes y Escaleras (Snakes and Ladders) that included messages on basic health concepts; the children in Group B made up the control group and did not play the modified game. At baseline there were no significant differences between the two groups in terms of age, grade level, or their scores on a knowledge test of basic health concepts. After the educational intervention, the health concepts test scores, out of a maximum possible of 10, were 9.3 +/- 0.8 for Group A and 7.5 +/- 1.1 for Group B (P games that include health and hygiene messages can be an alternative for teaching basic health concepts.

  17. Virtual and game-inspired approaches to concept store planning

    DEFF Research Database (Denmark)

    Andreasen, Kristian Emil; Tambo, Torben

    2012-01-01

    will typically involve engagement from franchisers, landlord, chain management, visual merchandisers, architects and construction specialists. In this paper a system is presented and discussed for electronic modeling of concept store. The system is based on principles of computer games, gamification, to let...

  18. N-person game theory concepts and applications

    CERN Document Server

    Rapoport, Anatol

    2013-01-01

    N-person game theory provides a logical framework for analyzing contests in which there are more than two players or sets of conflicting interests-anything from a hand of poker to the tangled web of international relations. In this sequel to his Two-Person Game Theory, Dr. Rapoport provides a fascinating and lucid introduction to the theory, geared towards readers with little mathematical background but with an appetite for rigorous analysis.Following an introduction to the necessary mathematical notation (mainly set theory), in Part I the author presents basic concepts and models, including

  19. Game Design Concept Report : Application of the WeShareIt Game Elements in Nzoia River Basin

    NARCIS (Netherlands)

    Onencan, A.M.; Enserink, B.; van de Walle, B.A.

    2018-01-01

    In early 2016, we designed Nzoia WeShareIt game to support joint decision-making, in a complex river basin, through policy practice in the form of water allocation trade-offs between food, energy, and nature. Nzoia WeShareIt game is a multi-player hybrid cooperation game.

    This concept

  20. "Games Are Made for Fun": Lessons on the Effects of Concept Maps in the Classroom Use of Computer Games

    Science.gov (United States)

    Charsky, Dennis; Ressler, William

    2011-01-01

    Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…

  1. Playing Violent Video and Computer Games and Adolescent Self-Concept.

    Science.gov (United States)

    Funk, Jeanne B.; Buchman, Debra D.

    1996-01-01

    Documents current adolescent electronic game-playing habits, exploring associations among preference for violent games, frequency and location of play, and self-concept. Identifies marked gender differences in game-playing habits and in scores on a self-perception profile. Finds that for girls, more time playing video or computer games is…

  2. The conception of the individual in non-cooperative game theory

    NARCIS (Netherlands)

    Davis, J.B.

    2003-01-01

    This paper examines the conception of individuals as being of certain types in Harsanyi's transformation of games of incomplete information into games of complete information. It argues that while the conception of the individual in games of complete information offers potential advances over the

  3. Electronic tap-changer for distribution transformers

    CERN Document Server

    Faiz, Jawad

    2011-01-01

    This reference collects all relevant aspects electronic tap-changer and presents them in a comprehensive and orderly manner. It explains logically and systematically the design and optimization of a full electronic tap-changer for distribution transformers. The book provides a fully new insight to all possible structures of power section design and categorizes them comprehensively, including cost factors of the design. In the control section design, the authors review mechanical tap-changer control systems and they present the modeling of a full electronic tap-changer as well as a closed-loop

  4. Incorporating economies of scale in the cost estimation in economic evaluation of PCV and HPV vaccination programmes in the Philippines: a game changer?

    Directory of Open Access Journals (Sweden)

    Thanthima Suwanthawornkul

    2018-02-01

    Full Text Available Abstract Background Many economic evaluations ignore economies of scale in their cost estimation, which means that cost parameters are assumed to have a linear relationship with the level of production. Economies of scale is the situation when the average total cost of producing a product decreases with increasing volume caused by reducing the variable costs due to more efficient operation. This study investigates the significance of applying the economies of scale concept: the saving in costs gained by an increased level of production in economic evaluation of pneumococcal conjugate vaccines (PCV and human papillomavirus (HPV vaccinations. Methods The fixed and variable costs of providing partial (20% coverage and universal (100% coverage vaccination programs in the Philippines were estimated using various methods, including costs of conducting questionnaire survey, focus-group discussion, and analysis of secondary data. Costing parameters were utilised as inputs for the two economic evaluation models for PCV and HPV. Incremental cost-effectiveness ratios (ICERs and 5-year budget impacts with and without applying economies of scale to the costing parameters for partial and universal coverage were compared in order to determine the effect of these different costing approaches. Results The program costs of the partial coverage for the two immunisation programs were not very different when applying and not applying the economies of scale concept. Nevertheless, the program costs for universal coverage were 0.26 and 0.32 times lower when applying economies of scale compared to not applying economies of scale for the pneumococcal and human papillomavirus vaccinations, respectively. ICERs varied by up to 98% for pneumococcal vaccinations, whereas the change in ICERs in the human papillomavirus vaccination depended on both the costs of cervical cancer screening and the vaccination program. This results in a significant difference in the 5-year budget

  5. Incorporating economies of scale in the cost estimation in economic evaluation of PCV and HPV vaccination programmes in the Philippines: a game changer?

    Science.gov (United States)

    Suwanthawornkul, Thanthima; Praditsitthikorn, Naiyana; Kulpeng, Wantanee; Haasis, Manuel Alexander; Guerrero, Anna Melissa; Teerawattananon, Yot

    2018-01-01

    Many economic evaluations ignore economies of scale in their cost estimation, which means that cost parameters are assumed to have a linear relationship with the level of production. Economies of scale is the situation when the average total cost of producing a product decreases with increasing volume caused by reducing the variable costs due to more efficient operation. This study investigates the significance of applying the economies of scale concept: the saving in costs gained by an increased level of production in economic evaluation of pneumococcal conjugate vaccines (PCV) and human papillomavirus (HPV) vaccinations. The fixed and variable costs of providing partial (20% coverage) and universal (100% coverage) vaccination programs in the Philippines were estimated using various methods, including costs of conducting questionnaire survey, focus-group discussion, and analysis of secondary data. Costing parameters were utilised as inputs for the two economic evaluation models for PCV and HPV. Incremental cost-effectiveness ratios (ICERs) and 5-year budget impacts with and without applying economies of scale to the costing parameters for partial and universal coverage were compared in order to determine the effect of these different costing approaches. The program costs of the partial coverage for the two immunisation programs were not very different when applying and not applying the economies of scale concept. Nevertheless, the program costs for universal coverage were 0.26 and 0.32 times lower when applying economies of scale compared to not applying economies of scale for the pneumococcal and human papillomavirus vaccinations, respectively. ICERs varied by up to 98% for pneumococcal vaccinations, whereas the change in ICERs in the human papillomavirus vaccination depended on both the costs of cervical cancer screening and the vaccination program. This results in a significant difference in the 5-year budget impact, accounting for 30 and 40% of reduction in

  6. Occupational Change: What Makes Changers Different?

    Science.gov (United States)

    Kanchier, Carole; Unruh, Wally R.

    1989-01-01

    This study investigated whether occupational changers differed from nonchangers with respect to (1) personal and demographic variables; (2) experience of the life cycle transition periods; and (3) work values, job satisfaction, and organizational commitment. Changers preferred intrinsic rewards, saw their jobs as vehicles for growth, took risks,…

  7. Electronic tap-changer for distribution transformers

    Energy Technology Data Exchange (ETDEWEB)

    Faiz, Jawad [Tehran Univ. (Iran, Islamic Republic of). Univ. College of Engineering; Siahkolah, Behzad [Kavandish Company, Tehran (Iran, Islamic Republic of)

    2011-07-01

    This reference collects all relevant aspects electronic tap-changer and presents them in a comprehensive and orderly manner. It explains logically and systematically the design and optimization of a full electronic tap-changer for distribution transformers. The book provides a fully new insight to all possible structures of power section design and categorizes them comprehensively, including cost factors of the design. In the control section design, the authors review mechanical tap-changer control systems and they present the modeling of a full electronic tap-changer as well as a closed-loop control of the full-electronic tap-changer. The book is written for electrical engineers in industry and academia but should be useful also to postgraduate students of electrical engineering. (orig.)

  8. Torrefaction. A sustainable supply chain game changer

    Energy Technology Data Exchange (ETDEWEB)

    Kiel, J.H.A. [ECN Biomass and Energy Efficiency, Petten (Netherlands)

    2013-03-15

    The contents of the presentation concern biomass as a difficult energy source, the major challenges for bioenergy, the use of torrefaction for upgrading biomass, its added value and related technology, torrefied biomass properties in perspective, markets and economics of biomass, research activities at ECN, the torrefaction demonstration plant of Andritz and ECN (features, status, capacity, commercialization, product quality optimisation.

  9. [EXOME ANALYSIS - A GAME CHANGER IN PEDIATRICS].

    Science.gov (United States)

    Ta-Shma, Asaf; Edvardson, Simon; Elpeleg, Orly; Stepensky, Polina

    2018-03-01

    Thirteen years after the completion of the human genome project, the determination of the genomic sequence of the coding parts of the DNA (the exones, hence the exome), has turned into a primary diagnostic tool in daily use in clinical practice. The Department of Genetics at Hadassah was the first in Israel to introduce exome analysis as a robust diagnostic tool into the pediatric departments. Till now 2600 exomes were analyzed at Hadassah, 850 of them in 2016 alone. Exome analysis is cheap and fast, enabling precise and non-invasive diagnosis for a vast array of genetic disorders and congenital malformations. The unique composition of the population which the hospital serves (marked by a high rate of consanguinity) enabled reaching diagnosis in 65% of the cases, twice the rate in medical centers worldwide. The results of this analysis enable genetic counseling to patients' families and prevention of serious disorders. Moreover, the results contribute to the understanding of the biological basis of newly identified disorders and in certain cases assist in the management of the patients. The major limitation of exome analysis is the multitude of identified variants which exist in any individual and which challenge our ability to pick the disease-causing variant. In the case of a disease-causing variant in a new gene, experimental proof is required to validate the causality of the variant; occasionally, an incidental finding with possible clinical significance is identified, raising serious ethical concerns. In this article, we will review the use of this technology through the experience of three pediatric departments at Hadassah.

  10. Using a TV Game Show to Explain the Concept of a Dominant Strategy.

    Science.gov (United States)

    Trandel, Gregory A.

    1999-01-01

    Illustrates the game-theory concept of a dominant strategy using the MTV-network game show "Singled Out." Describes how the game show works and why this makes it attractive as an example of strategic behavior. Presents examples of how the show is used in class. (DSK)

  11. Do Older Adults Hate Video Games until they Play them? A Proof-of-Concept Study

    DEFF Research Database (Denmark)

    Ferguson, Chris; Nielsen, Rune Kristian Lundedal; Maguire, Ryan

    2016-01-01

    The issue of negative video game influences on youth remains contentious in public debate, the scholarly community and among policy makers. Recent research has indicated that negative attitudes toward video games are, in part, generational in nature with older adults more inclined to endorse...... negative beliefs about video games. The current mixed design study examined the impact of exposure to games on beliefs about video games in a small (n = 34) sample of older adults. Results indicated that older adults were more concerned about video games as an abstract concept but when exposed...

  12. Unders and Overs: Using a Dice Game to Illustrate Basic Probability Concepts

    Science.gov (United States)

    McPherson, Sandra Hanson

    2015-01-01

    In this paper, the dice game "Unders and Overs" is described and presented as an active learning exercise to introduce basic probability concepts. The implementation of the exercise is outlined and the resulting presentation of various probability concepts are described.

  13. The concepts of developing mobile games for the operating system Android

    OpenAIRE

    Hartman, Jernej

    2011-01-01

    The diploma thesis describes the concepts behind developing mobile games for the Android operating system. The thesis first covers mobile games and everything related to them, from mobile operating systems to mobile devices. It also describes how mobile games work and compares different concepts regarding their implementation. It then presents and covers the target mobile operating system of this thesis – the Android – describing its architecture and the operation of applications using this o...

  14. Learning the Rules of the Game: The Nature of Game and Classroom Supports When Using a Concept-Integrated Digital Physics Game in the Middle School Science Classroom

    Science.gov (United States)

    Stewart, Phillip Michael, Jr.

    Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled Learning Science Through Computer Games and Simulations (2011). The report recommends moving beyond typical proof-of-concept studies into more exploratory and theoretically-based work to determine how best to integrate games into K-12 classrooms for learning , as well as how scaffolds from within the game and from outside the game (from peers and teachers) support the learning of applicable science. This study uses a mixed-methods, quasi-experimental design with an 8th grade class at an independent school in southern Connecticut to answer the following questions: 1. What is the nature of the supports for science content learning provided by the game, the peer, and the teacher, when the game is used in a classroom setting? 2. How do the learning gains in the peer support condition compare to the solo play condition, both qualitatively and quantitatively? The concept-integrated physics game SURGE (Scaffolding Understanding through Redesigning Games for Education) was selected for this study, as it was developed with an ear towards specific learning theories and prior work on student understandings of impulse, force, and vectors. Stimulated recall interviews and video observations served as the primary sources and major patterns emerged through the triangulation of data sources and qualitative analysis in the software QSR NVivo 9. The first pattern which emerged indicated that scaffolding from within the game and outside the game requires a pause in game action to be effective, unless that scaffolding is directly useful to the player in the moment of action. The second major pattern indicated that both amount and type of prior gaming experience has somewhat complex effects on both the uses of supports and learning outcomes. In general, a high correlation was found

  15. Automatic sample changers maintenance manual

    International Nuclear Information System (INIS)

    Myers, T.A.

    1978-10-01

    This manual describes and provides trouble-shooting aids for the Automatic Sample Changer electronics on the automatic beta counting system, developed by the Los Alamos Scientific Laboratory Group CNC-11. The output of a gas detector is shaped by a preamplifier, then is coupled to an amplifier. Amplifier output is discriminated and is the input to a scaler. An identification number is associated with each sample. At a predetermined count length, the identification number, scaler data plus other information is punched out on a data card. The next sample to be counted is automatically selected. The beta counter uses the same electronics as the prior count did, the only difference being the sample identification number and sample itself. This manual is intended as a step-by-step aid in trouble-shooting the electronics associated with positioning the sample, counting the sample, and getting the needed data punched on an 80-column data card

  16. Toward Using Games to Teach Fundamental Computer Science Concepts

    Science.gov (United States)

    Edgington, Jeffrey Michael

    2010-01-01

    Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. …

  17. The new LLNL AMS sample changer

    International Nuclear Information System (INIS)

    Roberts, M.L.; Norman, P.J.; Garibaldi, J.L.; Hornady, R.S.

    1993-01-01

    The Center for Accelerator Mass Spectrometry at LLNL has installed a new 64 position AMS sample changer on our spectrometer. This new sample changer has the capability of being controlled manually by an operator or automatically by the AMS data acquisition computer. Automatic control of the sample changer by the data acquisition system is a necessary step towards unattended AMS operation in our laboratory. The sample changer uses a fiber optic shaft encoder for rough rotational indexing of the sample wheel and a series of sequenced pneumatic cylinders for final mechanical indexing of the wheel and insertion and retraction of samples. Transit time from sample to sample varies from 4 s to 19 s, depending on distance moved. Final sample location can be set to within 50 microns on the x and y axis and within 100 microns in the z axis. Changing sample wheels on the new sample changer is also easier and faster than was possible on our previous sample changer and does not require the use of any tools

  18. Action being character: a promising perspective on the solution concept of game theory.

    Science.gov (United States)

    Deng, Kuiying; Chu, Tianguang

    2011-05-09

    The inconsistency of predictions from solution concepts of conventional game theory with experimental observations is an enduring question. These solution concepts are based on the canonical rationality assumption that people are exclusively self-regarding utility maximizers. In this article, we think this assumption is problematic and, instead, assume that rational economic agents act as if they were maximizing their implicit utilities, which turns out to be a natural extension of the canonical rationality assumption. Implicit utility is defined by a player's character to reflect his personal weighting between cooperative, individualistic, and competitive social value orientations. The player who actually faces an implicit game chooses his strategy based on the common belief about the character distribution for a general player and the self-estimation of his own character, and he is not concerned about which strategies other players will choose and will never feel regret about his decision. It is shown by solving five paradigmatic games, the Dictator game, the Ultimatum game, the Prisoner's Dilemma game, the Public Goods game, and the Battle of the Sexes game, that the framework of implicit game and its corresponding solution concept, implicit equilibrium, based on this alternative assumption have potential for better explaining people's actual behaviors in social decision making situations.

  19. An investigation into perception-altering lighting concepts for supporting game designers in setting certain atmospheres within a videogame environment

    NARCIS (Netherlands)

    Nieuwdorp, H.J.; Beresford, M.; Khan, J.V.; Aarts, E.; de Ruyter, B.; Markopoulos, P.; van Loenen, E.; Wichert, R.; Schouten, B.

    2014-01-01

    Lighting in video games is used to set moods and atmosphere, or can serve as a gameplay tool. This paper examines the effects lighting concepts can have on a virtual game environment on the players’ navigation within the game. Previously known lighting concepts were tested in a virtual environment

  20. Using Computer Games to Communicate Prevention and Preparedness Concepts

    Science.gov (United States)

    Kerlow, I.

    2012-12-01

    Earth Girl: The Natural Disaster Fighter is a digital game about a girl who can save her family and friends from natural hazards. The scenario and game play are inspired by the challenges faced by communities living in the Asian regions prone to earthquakes, tsunamis, flooding and volcano hazards. This paper focuses on the interdisciplinary issues and development, the user testing and refinement process and a brief demonstration of the final product. The Earth Girl game is meant to help players, particularly pre-teens worldwide, to gain a better understanding of natural hazards through imaginative and fun game play. The game offers three levels of side-scrolling action, plus factual information in the form of quizzes to enhance the players' knowledge. The correct answers provide players with extra health and/or super-powers. The game was developed in English, Indonesian, Japanese and Chinese. It runs on any Flash-enabled browser and has been successfully user-tested in Southeast Asia with positive results and feedback.Earth Girl, a game of preparedness and survival

  1. Self-concept in fairness and rule establishment during a competitive game: a computational approach

    Directory of Open Access Journals (Sweden)

    Sang Ho eLee

    2015-09-01

    Full Text Available People consider fairness as well as their own interest when making decisions in economic games. The present study proposes a model that encompasses the self-concept determined by one’s own kindness as a factor of fairness. To observe behavioral patterns that reflect self-concept and fairness, a chicken game experiment was conducted. Behavioral data demonstrates four distinct patterns; ‘switching’, ‘mutual rush’, ‘mutual avoidance’, and ‘unfair’ patterns. Model estimation of chicken game data shows that a model with self-concept predicts those behaviors better than previous models of fairness, suggesting that self-concept indeed affects human behavior in competitive economic games. Moreover, a non-stationary parameter analysis revealed the process of reaching consensus between the players in a game. When the models were fitted to a continuous time window, the parameters of the players in a pair with ‘switching’ and ‘mutual avoidance’ patterns became similar as the game proceeded, suggesting that the players gradually formed a shared rule during the game. In contrast, the difference of parameters between the players in the ‘unfair’ and ‘mutual rush’ patterns did not become stable. The outcomes of the present study showed that people are likely to change their strategy until they reach a mutually beneficial status.

  2. Self-concept in fairness and rule establishment during a competitive game: a computational approach

    Science.gov (United States)

    Lee, Sang Ho; Kim, Sung-Phil; Cho, Yang Seok

    2015-01-01

    People consider fairness as well as their own interest when making decisions in economic games. The present study proposes a model that encompasses the self-concept determined by one's own kindness as a factor of fairness. To observe behavioral patterns that reflect self-concept and fairness, a chicken game experiment was conducted. Behavioral data demonstrates four distinct patterns; “switching,” “mutual rush,” “mutual avoidance,” and “unfair” patterns. Model estimation of chicken game data shows that a model with self-concept predicts those behaviors better than previous models of fairness, suggesting that self-concept indeed affects human behavior in competitive economic games. Moreover, a non-stationary parameter analysis revealed the process of reaching consensus between the players in a game. When the models were fitted to a continuous time window, the parameters of the players in a pair with “switching” and “mutual avoidance” patterns became similar as the game proceeded, suggesting that the players gradually formed a shared rule during the game. In contrast, the difference of parameters between the players in the “unfair” and “mutual rush” patterns did not become stable. The outcomes of the present study showed that people are likely to change their strategy until they reach a mutually beneficial status. PMID:26441707

  3. The concept of "harm" in Internet gaming disorder.

    Science.gov (United States)

    King, Daniel L; Delfabbro, Paul H

    2018-05-23

    Internet gaming disorder (IGD) is a proposed condition that refers to persistent gaming leading to clinically significant impairment. However, there have been few attempts to study the different types and degrees of harm caused by IGD. This commentary describes some of the negative intrapersonal and interpersonal effects of an extreme time investment in gaming activities in the context of IGD. Future research should examine the way in which IGD harms may occur at different levels and degrees. This may enhance the screening of individuals whose behavior is suspected to meet the definition of the proposed IGD criteria.

  4. An automatic sample changer for gamma spectrometry

    International Nuclear Information System (INIS)

    Andrews, D.J.

    1984-01-01

    An automatic sample changer for gamma spectrometry is described which is designed for large-volume, low radioactivity environmental samples of various sizes up to maximum dimensions 100 mm diameter x 60 mm high. The sample changer is suitable for use with most existing gamma spectrometry systems which utilize GeLi or NaI detectors in vertical mode, in conjunction with a pulse height analyzer having auto-cycle and suitable data output facilities; it is linked to a Nuclear Data ND 6620 computer-based analysis system. (U.K.)

  5. Societal Verification: Intellectual Game or International Game-Changer

    International Nuclear Information System (INIS)

    Hartigan, Kelsey; Hinderstein, Corey

    2013-01-01

    Within the nuclear nonproliferation and arms control field, there is an increasing appreciation for the potential of open source information technologies to supplement existing verification and compliance regimes. While clearly not a substitute for on-site inspections or national technical means, it may be possible to better leverage information gleaned from commercial satellite imagery, international trade records and the vast amount of data being exchanged online and between publics (including social media) so as to develop a more comprehensive set of tools and practices for monitoring and verifying a state’s nuclear activities and helping judge compliance with international obligations. The next generation “toolkit” for monitoring and verifying items, facility operations and activities will likely include a more diverse set of analytical tools and technologies than are currently used internationally. To explore these and other issues, the Nuclear Threat Initiative has launched an effort that examines, in part, the role that emerging technologies and “citizen scientists” might play in future verification regimes. This paper will include an assessment of past proliferation and security “events” and whether emerging tools and technologies would have provided indicators concurrently or in advance of these actions. Such case studies will be instrumental in understanding the reliability of these technologies and practices and in thinking through the requirements of a 21st century verification regime. Keywords: Verification, social media, open-source information, arms control, disarmament.

  6. Radiation protection concepts review with an adapted quiz commercial game

    International Nuclear Information System (INIS)

    Rodrigues Junior, Ary de Araujo

    2002-01-01

    Before a new employee starts working at EMBRARAD under a large irradiation operator supervision, he has to attend the first radiation protection training. After that all radiation protection subjects are revised every six months. In that half-yearly training the employees are chosen randomly to explain radiation protection subjects to other participants under an instructor supervision. After some years attending the same training, employees do not have motivation to participate in this kind of periodic event due to the same issues covered. Therefore something should be made to revival their interest and motivation to take part in this periodic training. The way chose was adapted a commercial game to revised radiation protection subjects and included it in the periodic training. The game was well accepted by the employees, it caused a competition among them because everybody wanted to win the game and consequently stimulated them to study. (author)

  7. Novice Career Changers Weather the Classroom Weather

    Science.gov (United States)

    Gifford, James; Snyder, Mary Grace; Cuddapah, Jennifer Locraft

    2013-01-01

    A close look at one professional's career change into teaching illustrates unique challenges and qualities, showing in stark relief what makes the induction smoother and the experience more successful. This article presents the story of a novice career changer teacher that illustrates their unique problems and dispositions, as well as…

  8. Illustrating Business Marketing Concepts through the Value Chain Game

    Science.gov (United States)

    Liao-Troth, Sara; Thomas, Stephanie P.; Webb, G. Scott

    2015-01-01

    The Value Chain Game is an activity that helps students to develop a holistic understanding of the processes and challenges in managing the value chain so that customer needs are met. Competing value chains work to produce and sell two products. Seasonal demand, quality defects, transportation delays, and audits offer complexities that represent…

  9. Computer Tablet Games' Effect on Young Children's Self-Concept

    Science.gov (United States)

    Moawad, Ruba Abdel Matloub

    2017-01-01

    Playing in general has a positive effect on child development; yet with the advancement of technology, the way children play has changed, and the effects of their play have changed as well. Some studies have shown an overall negative effect of electronic games, while others have reported the opposite. This study aims to investigate the effects of…

  10. Game-based tools to transmit freshwater ecology concepts

    OpenAIRE

    Serra, Hélène; Raimbault, Juste

    2016-01-01

    International audience; There is an increasing expectation on people to be aware and to get involved in the environmental issues that our world is facing. However, expert knowledge is often required to understand most of these issues. One of the challenges in science today lies in explaining complex issues in a simple and understandable way to an unspecialized audience. Games can turn out to be a good medium for scientific vulgarization. Indeed, the first form of learning we all experienced w...

  11. Formative evaluation of an adaptive game for engaging learners of programming concepts in K-12

    Directory of Open Access Journals (Sweden)

    Renny S. N. Lindberg

    2018-06-01

    Full Text Available As the global demand for programmers is soaring, several countries have integrated programming into their K-12 curricula. Finding effective ways to engage children in programming education is an important objective. One effective method for this can be presenting learning materials via games, which are known to increase engagement and motivation. Current programming education games often focus on a single genre and offer one-size-fits-all experience to heterogeneous learners. In this study, we presented Minerva, a multi-genre (adventure, action, puzzle game to engage elementary school students in learning programming concepts. The game content is adapted to play and learning styles of the player to personalize the gameplay. We conducted a formative mixed-method evaluation of Minerva with 32 Korean 6th grade students who played the game and compared their learning outcomes with 32 6th grade students who studied the same concepts using handouts. The results indicated that, in terms of retention, learning was equally effective in both groups. Furthermore, the game was shown to facilitate engagement among the students. These results, together with uncovered issues, will guide Minerva’s further development.

  12. Instructional games: Scientific language use, concept understanding, and attitudinal development of middle school learners

    Science.gov (United States)

    Mongillo, Geraldine

    The purpose of this qualitative study was to discover the influence of instructional games on middle school learners' use of scientific language, concept understanding, and attitude toward learning science. The rationale for this study stemmed from the lack of research concerning the value of play as an instructional strategy for older learners. Specifically, the study focused on the ways in which 6 average ability 7th grade students demonstrated scientific language and concept use during gameplay. The data were collected for this 6-week study in a southern New Jersey suburban middle school and included audio recordings of the 5 games observed in class, written documents (e.g., student created game questions, self-evaluation forms, pre- and post-assessments, and the final quiz) interviews, and researcher field notes. Data were coded and interpreted borrowing from the framework for scientific literacy developed by Bybee (1997). Based on the findings, the framework was modified to reflect the level of scientific understanding demonstrated by the participants and categorized as: Unacquainted, Nominal, Functional, and Conceptual. Major findings suggested that the participants predominantly achieved the Functional level of scientific literacy (i.e., the ability to adequately and appropriately use scientific language in both written and oral discourse) during games. Further, it was discovered that the participants achieved the Conceptual level of scientific literacy during gameplay. Through games participants were afforded the opportunity to use common, everyday language to explore concepts, promoted through peer collaboration. In games the participants used common language to build understandings that exceeded Nominal or token use of the technical vocabulary and concepts. Additionally, the participants reported through interviews and self-evaluation forms that their attitude (patterns included: Motivation, Interest, Fun, Relief from Boredom, and an Alternate Learning

  13. 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...

  14. Learning Gains for Core Concepts in a Serious Game on Scientific Reasoning

    Science.gov (United States)

    Forsyth, Carol; Pavlik, Philip, Jr.; Graesser, Arthur C.; Cai, Zhiqiang; Germany, Mae-lynn; Millis, Keith; Dolan, Robert P.; Butler, Heather; Halpern, Diane

    2012-01-01

    "OperationARIES!" is an Intelligent Tutoring System that teaches scientific inquiry skills in a game-like atmosphere. Students complete three different training modules, each with natural language conversations, in order to acquire deep-level knowledge of 21 core concepts of research methodology (e.g., correlation does not mean…

  15. ZBrush creature design creating dynamic concept imagery for film and games

    CERN Document Server

    Spencer, Scott

    2012-01-01

    Zero in on the most cutting-edge trend in creature design for film and games: ZBrush! ZBrush allows you to develop a creature for film and games in realistic, 3D format. With this book, you will learn how to create a unique creature from start to finish and search for and repair any foreseeable problems. Clear instructions guide you through using Photoshop in combination with ZBrush to finely render a creature so you can see how it will appear on screen. Experienced ZBrush author and designer Scott Spencer shows you how to start with your concept in ZBrush as a preliminary digital model and th

  16. Playing, Gaming, Working and Labouring: Framing the Con-cepts and Relations

    Directory of Open Access Journals (Sweden)

    Arwid Lund

    2014-09-01

    Full Text Available The aim of this article is to define the concepts of playing, working, gaming, and labouring, through a literature study, and to construct a typology. This typology will be used to create a field model that is structured by the horizontal parameters of qualitative-quantitative (characteristics and the vertical parameters of activity-result (in focus. It is shown how this model can be used to visualise different theoretical positions in empirical material, which connects to the concepts and their relations. Working and labouring are distinguished into a trans-historical and a historical, capitalist, category, and likewise playing and gaming, where the former is the trans-historical category and the latter the historical one. The main focus of the article, since working and labouring is well covered within the critical Marxist tradition, is on playing and its relation to working, with the aim of understanding and criticising the concept of playbour.

  17. The stability concept of evolutionary game theory a dynamic approach

    CERN Document Server

    1992-01-01

    These Notes grew from my research in evolutionary biology, specifically on the theory of evolutionarily stable strategies (ESS theory), over the past ten years. Personally, evolutionary game theory has given me the opportunity to transfer my enthusiasm for abstract mathematics to more practical pursuits. I was fortunate to have entered this field in its infancy when many biologists recognized its potential but were not prepared to grant it general acceptance. This is no longer the case. ESS theory is now a rapidly expanding (in both applied and theoretical directions) force that no evolutionary biologist can afford to ignore. Perhaps, to continue the life-cycle metaphor, ESS theory is now in its late adolescence and displays much of the optimism and exuberance of this exciting age. There are dangers in writing a text about a theory at this stage of development. A comprehensive treatment would involve too many loose ends for the reader to appreciate the central message. On the other hand, the current central m...

  18. Pre-Service Physics Teachers’ Concept Mastery and the Challenges of Game Development on Physics Learning

    Science.gov (United States)

    Saprudin, S.; Liliasari, L.; Prihatmanto, A. S.

    2017-09-01

    This study is a survey that aims to describe pre-service physics teachers’ concept mastery at a university in Ternate. Data were collected through test standard instrument for physics which used in the teacher certification program. Data were analyzed by using quantitative descriptive technique. Based on the results of data analysis, it was concluded that generally pre-service physics teachers’ concept mastery can be categorized on low category (25.4%). The map of concept mastery will be used as a reference to developing game design in the physics learning context for pre-service physics teachers.

  19. On the Self-concept. Language Games: zero total?

    Directory of Open Access Journals (Sweden)

    Vladimir P. Zinchenko

    2017-03-01

    Full Text Available In his work, the author compares and analyzes such concepts as human, person, personality, entity, individual, and self. He considers the views of major philosophers and psychologists of the past on these concepts. There are ideas of P. Florensky, A. Losev, G. Shpet, L. Rubinstein, L .Bozhovich, A .Leontiev, S. Freud and other scientists writing on the content, functions, origin and value of the psychological phenomena mentioned above. The views of a person, individual, and Self have undergone dramatic changes over time. Russian philosophers wrote about the impossibility to define the individual, they considered it a myth, miracle, mystery, and at the same time limit of self-construction or self-creation. Russian psychologists dropped the concept of individual below the concept of personality, and even equated with the subject. In addition, for a while the identity was considered a product of the collective. The notion of Self is considered in a similar way. It is either identified with the subject or object, or it is said to propagate using vegetative means, or like the individual may manifest properties of a soluble substance. However, the Self is recognized to be characterized by generating creative abilities and functions. Psychoanalysts first considered Self as a mental institution, then as a main authority or substructure of personality. S.Freud builds a topology of the following structure: Ego, Super-Ego, Id, each of them performing their own functions and keeping their own energy. S. Freud spoke about the historical implications of mental acts. Considerable attention is paid to the origin of Self. The development of the Self does not occur automatically, and there are concepts put forward by the psychoanalysts and psychologists. The author emphasizes that the paper compares psychological approaches to personality and psychoanalytic approaches to the Self. In psychology, we are dealing with a person (a person? without Self. In

  20. The understanding of the concept of business in terms of the concepts of GAME/SPORT with the example of business English idioms

    Directory of Open Access Journals (Sweden)

    Milošević Ivan

    2016-01-01

    Full Text Available This paper focuses on the potential understanding of the concept of BUSINESS in terms of the concepts of GAME and SPORT with the examples of Business English idioms (idiomatic expressions. Namely, in the light of the cognitive linguistics, meaning is considered to be not only a linguistic phenomenon, but a conceptual phenomenon as well. Such vantage point enables a lexico-semantic interpretation of linguistic units from a conceptual perspective, which includes the forming of correspondences between two concepts, with one concept being understood in terms of the other. The analysis includes 24 Business English idioms which stem from the conceptual domain of GAME/SPORT and is aimed at establishing the conceptual mapping (primarily via a cognitive mechanism known as the conceptual metaphor between the above stated source and the target domains, which prove a potential understanding of the concept of BUSINESS on the basis of the concepts of SPORT and GAME.

  1. The Role of Games and Simulations to Teach Abstract Concepts of Anarchy, Cooperation, and Conflict in World Politics

    Science.gov (United States)

    McCarthy, Mary M.

    2014-01-01

    Games and simulations are increasingly used in courses on international politics. This study explores the hypothesis that games are better than simulations (as well as only reading and lectures) in introducing students to abstract concepts integral to an understanding of world politics. The study compares a two-level Prisoner's Dilemma game…

  2. On a concept of computer game implementation based on a temporal logic

    Science.gov (United States)

    Szymańska, Emilia; Adamek, Marek J.; Mulawka, Jan J.

    2017-08-01

    Time is a concept which underlies all the contemporary civilization. Therefore, it was necessary to create mathematical tools that allow a precise way to describe the complex time dependencies. One such tool is temporal logic. Its definition, description and characteristics will be presented in this publication. Then the authors will conduct a discussion on the usefulness of this tool in context of creating storyline in computer games such as RPG genre.

  3. Non-Technical Skills Bingo-a game to facilitate the learning of complex concepts.

    Science.gov (United States)

    Dieckmann, Peter; Glavin, Ronnie; Hartvigsen Grønholm Jepsen, Rikke Malene; Krage, Ralf

    2016-01-01

    Acquiring the concepts of non-technical skills (NTS) beyond a superficial level is a challenge for healthcare professionals and simulation faculty. Current simulation-based approaches to teach NTS are challenged when learners have to master NTS concepts, clinically challenging situations, and simulation as a complex technique. The combination of all three aspects might overwhelm learners. To facilitate the deeper comprehension of NTS concepts, we describe an innovative video-based game, the Non-Technical Skills (NTS) Bingo. Participants get NTS Bingo cards that show five NTS elements each. While observing (non-medical) video clips, they try to find examples for the elements on their cards, typically observable behaviours that match a given element. After the video, participants "defend" their solution in a discussion with the game leader and other players. This discussion and the reflection aim to deepen the processing of the NTS concepts. We provide practical guidance for the conduct of NTS Bingo, including a selection of usable video clips and tips for the facilitated discussion after a clip. We use NTS in anaesthesia as example and provide guidance on how to adapt NTS Bingo to other disciplines. NTS Bingo is based on theoretical considerations on concept learning, which we describe to support the rationale for its conduct.

  4. Automatic sample changer for neutron activation analysis at CDTN, Brazil

    International Nuclear Information System (INIS)

    Aimore Dutra Neto; Oliveira Pelaes, Ana Clara; Jacimovic, Radojko

    2018-01-01

    An automatic sample changer was recently developed and installed in the Neutron Activation Analysis (NAA) Laboratory. The certified reference material BCR-320R, Channel Sediment, was analysed in order to verify the reliability of the results obtained by NAA, k 0 -standardisation method, using this automatic system during the gamma-ray measurement step. The results were compared to those manually obtained. The values pointed out that the automatic sample changer is working properly. This changer will increase the productiveness of the neutron activation technique applied at Nuclear Technology Development Centre, CDTN/CNEN expanding its competitiveness as an analytical technique in relation to other techniques. (author)

  5. Games That Teach Concepts Around the Nexus of Energy, Water, and Climate

    Science.gov (United States)

    Mayhew, M. A.; Hall, M.; Balaban, S.

    2013-12-01

    Three manifestations of the extreme amplification of the human population--exploding worldwide demand for energy, increasing exploitation of and competition for water resources, and alteration of the planet's climate--are tightly intertwined. All processes for generating energy require consumption of water, for some processes enormous quantities. It takes water to get energy. The inverse is also true: it takes energy to get water. It takes energy to move water from where it is stored to where it is needed. Burning fossil fuels for energy has increased greenhouse gasses in the atmosphere, resulting in increases in the average temperature of the Earth. But the response of the climate system is exceedingly complex. Changes in atmospheric circulation due to global warming are altering weather patterns and changing the distribution of water on the planet. Climate-related weather events alter availability of water and impact energy supply and demand. This is the nexus of energy, water, and climate. We have created two lively card games that convey the nexus concepts. They have been extensively play-tested with groups from middle school to adult; they have been found to be both educational and fun. A distinguished advisory committee, including representatives of the national labs, has insured the scientific accuracy of the games. In the first game, Thirst For Power, each player is the governor of a region; a GOAL card specifies the amount of General and Transportation energy needed for the region, achieved via ENERGY SOURCE cards. WATER cards are used as currency for obtaining energy sources. Each energy source has an associated 'environmental impact' penalty, meaning greenhouse gas emissions, but also other things like water and air pollution. ACTION cards (TECHNOLOGY, POLICY, AND CLIMATE) act much like 'Chance' cards in Monopoly to change the course of the game. The first player to achieve energy goals without exceeding an environmental impact limit for the region wins

  6. Controlling a sample changer using the integrated counting system

    International Nuclear Information System (INIS)

    Deacon, S.; Stevens, M.P.

    1985-06-01

    Control of the Sample Changer from a counting system can be achieved by using a Scaler Timer type 6255 and Sample Changer Control Interface type 6263. The interface used, however, has quite complex circuitry. The application therefore lends itself to the use of another 6000 Series module the Integrated Counting System (ICS). Using this unit control is carried out through a control program written in BASIC for the Commodore PET (or any other device with an IEEE-488 interface). The ICS then controls the sample changer through an interface unit which is relatively simple. A brief description of how ICS controls the sample changer is given. The control program is then described, firstly the running options are given, followed by a program description listing and flowchart. (author)

  7. Controlling a sample changer using the integrated counting system

    Energy Technology Data Exchange (ETDEWEB)

    Deacon, S; Stevens, M P

    1985-06-01

    Control of the Sample Changer from a counting system can be achieved by using a Scaler Timer type 6255 and Sample Changer Control Interface type 6263. The interface used, however, has quite complex circuitry. The application therefore lends itself to the use of another 6000 Series module-the Integrated Counting System (ICS). Using this unit control is carried out through a control program written in BASIC for the Commodore PET (or any other device with an IEEE-488 interface). The ICS then controls the sample changer through an interface unit which is relatively simple. A brief description of how ICS controls the sample changer is given. The control program is then described; first the running options are given, followed by a program description listing and flowchart.

  8. Software for NAA sample changer control

    Energy Technology Data Exchange (ETDEWEB)

    Dutra Neto, Aimore; Menezes, Maria Angela de B.C., E-mail: dutraa@cdtn.br, E-mail: menezes@cdtn.br [Centro de Desenvolvimento da Tecnologia Nuclear (CDTN/CNEN-RJ), Belo Horizonte, MG (Brazil)

    2015-07-01

    In CDTN/CNEN laboratories, the neutron activation analysis (NAA) is an analytical technique routinely employed. The irradiation is performed in the TRIGA MARK I IPR-R1 reactor. After irradiated, the samples depend of an operator to be changed, creating a bottle neck in the process. To optimize the whole process, an automation of the changing samples is necessary. In order to achieve this goal, it was developed a software to control a sample changer under construction at CDTN laboratories. Two programs, running in two different environments, manages the entire acquisition process and performs all activities necessary to move the motors to positioning the samples and control the vacuum to grip the vials. The high level routine communicates with Genie 2000 software to control a Canberra Multiport II, while a low level program controls the physical assemble. (author)

  9. Software for NAA sample changer control

    International Nuclear Information System (INIS)

    Dutra Neto, Aimore; Menezes, Maria Angela de B.C.

    2015-01-01

    In CDTN/CNEN laboratories, the neutron activation analysis (NAA) is an analytical technique routinely employed. The irradiation is performed in the TRIGA MARK I IPR-R1 reactor. After irradiated, the samples depend of an operator to be changed, creating a bottle neck in the process. To optimize the whole process, an automation of the changing samples is necessary. In order to achieve this goal, it was developed a software to control a sample changer under construction at CDTN laboratories. Two programs, running in two different environments, manages the entire acquisition process and performs all activities necessary to move the motors to positioning the samples and control the vacuum to grip the vials. The high level routine communicates with Genie 2000 software to control a Canberra Multiport II, while a low level program controls the physical assemble. (author)

  10. Automatic Sample Changer for X-Ray Spectrometry

    International Nuclear Information System (INIS)

    Morales Tarre, Orlando; Diaz Castro, Maikel; Rivero Ramirez, Doris; Lopez Pino, Neivy

    2011-01-01

    The design and construction of an automatic sample changer for Nuclear Analysis Laboratory's X-ray spectrometer at InSTEC is presented by giving basic details about its mechanical structure, control circuits and the software application developed to interact with the data acquisition software of the multichannel analyzer. Results of some test experiments performed with the automatic sample changer are also discussed. The system is currently in use at InSTEC. (Author)

  11. Alternating sample changer and an automatic sample changer for liquid scintillation counting of alpha-emitting materials

    International Nuclear Information System (INIS)

    Thorngate, J.H.

    1977-08-01

    Two sample changers are described that were designed for liquid scintillation counting of alpha-emitting samples prepared using solvent-extraction chemistry. One operates manually but changes samples without exposing the photomultiplier tube to light, allowing the high voltage to remain on for improved stability. The other is capable of automatically counting up to 39 samples. An electronic control for the automatic sample changer is also described

  12. Use of cooperative game theory concepts for loss allocation in bilateral electricity markets

    International Nuclear Information System (INIS)

    Satyaramesh, P.V.; Radhakrishna, C.

    2009-01-01

    The deregulation of electricity markets has resulted in changes in electricity pricing. Participants in a deregulated market require a fair and equitable pricing structure that reflects both the share of power produced and consumed in the network, as well as the cost of power loss caused by users. This paper focused on the allocation of losses using the cooperative game theory (CGT) where many transactions take place in a bilateral electricity market environment. A set of approaches documented in literature in the areas of application of CGT were first identified and their applicability to allocations of losses in bilateral electricity markets were then reviewed. The allocation methods can be classified into 3 broad categories, namely classical, new, and variants of nucleolus. The structure of the game and the concept of fairness behind it were the 2 points that were examined in detail in this study. The allocation concept of these methods was systematically analyzed and compared. Calculations were performed on a six-bus system sample and a standard IEEE 14-bus system. The variants of nucleolus were shown to be among the most plausible concepts. The power losses for each transaction were calculated using a power flow procedure. 16 refs., 4 tabs., 1 fig.

  13. Use of cooperative game theory concepts for loss allocation in bilateral electricity markets

    Energy Technology Data Exchange (ETDEWEB)

    Satyaramesh, P.V. [AP Transco, Hyderabad, AP (India); Radhakrishna, C. [Global Energy Consulting Engineers Private Ltd., Hyderabad, AP (India)

    2009-07-01

    The deregulation of electricity markets has resulted in changes in electricity pricing. Participants in a deregulated market require a fair and equitable pricing structure that reflects both the share of power produced and consumed in the network, as well as the cost of power loss caused by users. This paper focused on the allocation of losses using the cooperative game theory (CGT) where many transactions take place in a bilateral electricity market environment. A set of approaches documented in literature in the areas of application of CGT were first identified and their applicability to allocations of losses in bilateral electricity markets were then reviewed. The allocation methods can be classified into 3 broad categories, namely classical, new, and variants of nucleolus. The structure of the game and the concept of fairness behind it were the 2 points that were examined in detail in this study. The allocation concept of these methods was systematically analyzed and compared. Calculations were performed on a six-bus system sample and a standard IEEE 14-bus system. The variants of nucleolus were shown to be among the most plausible concepts. The power losses for each transaction were calculated using a power flow procedure. 16 refs., 4 tabs., 1 fig.

  14. A new concept: Epigenetic game theory. Comment on: ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    Science.gov (United States)

    Zheng, Xiu-Deng; Tao, Yi

    2017-03-01

    The evolutionary significance of the interaction between paternal and maternal genomes in fertilized zygotes is a very interesting and challenging question. Wang et al. developed the concept of epigenetic game theory, and they try to use this concept to explain the interaction between paternal and maternal genomes in fertilized zygotes [1]. They emphasize that the embryogenesis can be considered as an ecological system in which two highly distinct and specialized gametes coordinate through either cooperation or competition, or both, to maximize the fitness of embryos under Darwinian selection. More specifically, they integrate game theory to model the pattern of coordination of paternal genome and maternal genomes mediated by DNA methylation dynamics, and they called this epigenetic game theory.

  15. A New Solution Concept for the Ultimatum Game leading to the Golden Ratio.

    Science.gov (United States)

    Schuster, Stefan

    2017-07-17

    The Ultimatum Game is a paradigmatic two-player game. A proposer can offer a certain fraction of some valuable good. A responder can accept the offer or reject it, implying that the two players receive nothing. The only subgame-perfect Nash equilibrium is to only offer an infinitesimal amount and to accept this. However, this equilibrium is not in agreement with experimental observations, which show varying accepted offers around 40%. While some authors suggest that the fairest split of 50% vs. 50% would be explainable on theoretical grounds or by computer simulation, a few authors (including myself) have recently suggested that the Golden Ratio, about 0.618 vs. about 0.382, would be the solution, in striking agreement with observations. Here we propose a solution concept, based on an optimality approach and epistemic arguments, leading to that suggested solution. The optimality principle is explained both in an axiomatic way and by bargaining arguments, and the relation to Fibonacci numbers is outlined. Our presentation complements the Economic Harmony theory proposed by R. Suleiman and is based on infinite continued fractions. The results are likely to be important for the theory of fair salaries, justice theory and the predictive value of game theory.

  16. social enterprise as the game-changer: embracing innovation and ...

    African Journals Online (AJOL)

    Mugumbate

    African Journal of Social Work, 6(1), June 2016 ... recently, social work practitioners, researchers, and academics have begun to explore social ... Consequently, the adoption of innovative and creative approaches has become imperative, given the complex ... to link global challenges and opportunities to local demands and ...

  17. Unconventional Gas. A Game Changer for Transport Too?

    International Nuclear Information System (INIS)

    Boncourt, Maite de

    2011-01-01

    A new technology trend, the development of natural gas vehicles, is emerging in the transport sector. While not new this technology is now being simultaneously revived by the discovery of significant amounts of unconventional gas, by the rise of oil prices, and by the decreased confidence in the sustainability of nuclear technology (and subsequent rising electricity prices in Europe). Natural gas could provide a path to a lower carbon intensive transport sector in both developed and developing countries. Gas is cheaper and less polluting than oil. It emits significantly less local pollutants than diesel and less CO 2 than gasoline. Historically present in Italy, South America, Iran and Pakistan natural gas vehicles are emerging in other countries: in some European countries, in the United States, in the Chinese provinces of Shaanxi and Henan, and in India. Asia and developing countries are expected to be responsible for a large share of the car market growth in the next years and consequently for a significant share of transport CO 2 emissions. The adoption of a given technology there could impact global markets and global CO 2 emissions significantly. While the trend is still loose, this paper responds to the possibility that this technology will expand: what would it imply? would it compete with the development of the electric vehicle? is it desirable? It appears that the advantages of natural gas vehicles are not as clear cut as they seem. Environmentally, they are beneficial only to countries with little -if no- CO 2 emissions standards. Several issues including the development of costly infrastructures are likely to raise costs. Natural gas vehicles development could also slow down the roll out of electric vehicles, hence delaying hopes of smoothing the integration of renewables into the power grid through the use of car batteries' storage capacity. But the main concern is the availability of cheap gas itself, on the basis of which this technology shift could take place. Markets for gas are tightening, price increases have already been announced in many places, and the development of unconventional resources is still surrounded by uncertainties in regards to its cost and time-frame. But even more, gas might be more efficiently used for power generation. The trend is however still nascent. The targeted markets are niche markets, and many bottlenecks including the determination of some governments to promote the electric vehicle instead, would have to be overcome before variants of natural gas transportation technologies can sustainably and significantly secure a large share of vehicle fleets

  18. Metagenomics: The Next Culture-Independent Game Changer

    Directory of Open Access Journals (Sweden)

    Jessica D. Forbes

    2017-07-01

    Full Text Available A trend towards the abandonment of obtaining pure culture isolates in frontline laboratories is at a crossroads with the ability of public health agencies to perform their basic mandate of foodborne disease surveillance and response. The implementation of culture-independent diagnostic tests (CIDTs including nucleic acid and antigen-based assays for acute gastroenteritis is leaving public health agencies without laboratory evidence to link clinical cases to each other and to food or environmental substances. This limits the efficacy of public health epidemiology and surveillance as well as outbreak detection and investigation. Foodborne outbreaks have the potential to remain undetected or have insufficient evidence to support source attribution and may inadvertently increase the incidence of foodborne diseases. Next-generation sequencing of pure culture isolates in clinical microbiology laboratories has the potential to revolutionize the fields of food safety and public health. Metagenomics and other ‘omics’ disciplines could provide the solution to a cultureless future in clinical microbiology, food safety and public health. Data mining of information obtained from metagenomics assays can be particularly useful for the identification of clinical causative agents or foodborne contamination, detection of AMR and/or virulence factors, in addition to providing high-resolution subtyping data. Thus, metagenomics assays may provide a universal test for clinical diagnostics, foodborne pathogen detection, subtyping and investigation. This information has the potential to reform the field of enteric disease diagnostics and surveillance and also infectious diseases as a whole. The aim of this review will be to present the current state of CIDTs in diagnostic and public health laboratories as they relate to foodborne illness and food safety. Moreover, we will also discuss the diagnostic and subtyping utility and concomitant bias limitations of metagenomics and comparable detection techniques in clinical microbiology, food and public health laboratories. Early advances in the discipline of metagenomics, however, have indicated noteworthy challenges. Through forthcoming improvements in sequencing technology and analytical pipelines among others, we anticipate that within the next decade, detection and characterization of pathogens via metagenomics-based workflows will be implemented in routine usage in diagnostic and public health laboratories.

  19. Network effects: Game Changer in EU competition Law

    NARCIS (Netherlands)

    Herz, Martin

    2018-01-01

    In the last 20 years, economic research into platform markets has expanded. At the heart of these markets lie various types of network externalities or network effects. However, whereas these effects have mainly been analysed by economists as phenomena to clari-fy changes in value for end-users of

  20. Health care's new game changer. Thinking like a health plan.

    Science.gov (United States)

    Eggbeer, Bill; Bowers, Krista

    2014-10-01

    The transition for hospitals from having only a provider's perspective to thinking more like a health plan will require strategic alignment on four fronts: Health plan alignment. Hospital and physician alignment. Leadership alignment. Organizational alignment.

  1. Game-Changer: The Illusion of War Without Risk

    Science.gov (United States)

    2017-04-28

    War. Cambridge, MA: Harvard University Press, 1985. _____. A History of Strategy: From Sun Tzu to William S. Lind. Kuovola, Finland: Castalia House...Selected Bibliography 24 iii Paper Abstract In the late 1980s and early 1990s, the “Revolution in Military Affairs” (RMA) argued...SELECTED BIBLIOGRAPHY Books Bernstein, Peter L. Against the Gods: The Remarkable Story of Risk. New York: John Wiley & Sons, Inc., 1998

  2. Health Phones: A Potential Game Changer in Health Information Management

    Directory of Open Access Journals (Sweden)

    Geena Mary Skaria

    2011-04-01

    Full Text Available Health education has to be one of the most effective ways to reduce morbidity and mortality in developing countries. We need to deliver vital messages and information to people at the lower quarter of the society to use changing behaviour and practices which can save and protect their lives. It is in this context, use of mobile phones in delivering vital health information is of significance. This article reviews few projects which successfully use mobile phones for health information delivery.

  3. A Game Changer: Electrifying Remote Communities by Using Isolated Microgrids

    Energy Technology Data Exchange (ETDEWEB)

    Lu, Xiaonan; Wang, Jianhui

    2017-06-01

    Microgrids, as self-contained entities, are of increasing interest in modern electric grids. Microgrids provide a sustainable solution to aggregate distributed energy resources (DERs) [e.g., photovoltaics (PVs), wind turbines], energy storage, and loads in a localized manner, especially in distribution systems. As a controllable unit, a microgrid can manage and balance the source and load power inside it to ensure stable and reliable operation. Moreover, through coordination with upper-level control systems, it can be dispatched and respond to the control commands issued by the central controller in the distribution system-in other words, a system that is effectively a distribution management system (DMS).

  4. Polyethylene glycol: a game-changer laxative for children.

    Science.gov (United States)

    Alper, Arik; Pashankar, Dinesh S

    2013-08-01

    Constipation is a common problem in children worldwide. It can also be a chronic problem persisting for many months to years. Successful treatment of constipation requires long-term use of laxatives. Commonly used laxatives in children include milk of magnesia, lactulose, mineral oil, and polyethylene glycol. Compared with other laxatives, polyethylene glycol (with and without electrolytes) is a relatively new laxative used during the last decade. Recent studies report excellent efficacy and safety of polyethylene glycol for the long-term treatment of constipation in children. Because of excellent patient acceptance, polyethylene glycol has become a preferred choice of laxative for many practitioners. This article reviews the recently published pediatric literature on biochemistry, efficacy, safety, patient acceptance, and pharmacoeconomics of polyethylene glycol.

  5. Development of an automatic sample changer and a data acquisition system

    International Nuclear Information System (INIS)

    Bianchini, Ricardo M.; Estevez, Jorge; Vollmer, Alberto E.; Iglicki, Flora A.

    1999-01-01

    An automatic electro-pneumatic sample changer with a rotating sample holder is described. The changer is coupled through an electronic interface with the data acquisition station. The software to automate the system has been designed. (author)

  6. 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

  7. Self-concept deficits in massively multiplayer online role-playing games addiction.

    Science.gov (United States)

    Leménager, Tagrid; Gwodz, Alexander; Richter, Anne; Reinhard, Iris; Kämmerer, Nina; Sell, Madlen; Mann, Karl

    2013-01-01

    Previous studies on Internet addiction point towards a particular constellation of personality traits and deficits in social competence of players addicted to massively multiplayer online role-playing games (MMORPGs), which are hypothesized to result from impairments in self-concept. The aim of this study was to examine differences in self-concept and degree of avatar identification in World of Warcraft addicted, non-addicted and naive (nonexperienced) participants. Participants (n = 45) completed interviews and self-report questionnaires on social, emotional and physical aspects of self-concept. Attributes of participants' 'actual self', 'ideal self' and their avatar were assessed using the Giessen test. The extent of avatar identification was examined by assessing differences between 'ideal self' and avatar evaluations. In contrast to nonaddicted and naive participants, addicted players showed a more negative body appraisal and lower self-esteem as well as lower permeability, social response, general mood and social potency on the Giessen test subscales. They further showed significantly lower discrepancies between 'ideal self' and avatar ratings on nearly all Giessen test subscales. The results point towards impairments in self-concept and a higher degree in avatar identification in addicted MMORPG players compared to the remaining participants. These results could have important implications for the treatment of addicted MMORPG players. Copyright © 2013 S. Karger AG, Basel.

  8. Do Older Adults Hate Video Games until they Play them? A Proof-of-Concept Study

    OpenAIRE

    Ferguson, Chris; Nielsen, Rune Kristian Lundedal; Maguire, Ryan

    2016-01-01

    The issue of negative video game influences on youth remains contentious in public debate, the scholarly community and among policy makers. Recent research has indicated that negative attitudes toward video games are, in part, generational in nature with older adults more inclined to endorse negative beliefs about video games. The current mixed design study examined the impact of exposure to games on beliefs about video games in a small (n = 34) sample of older adults. Results indicated that ...

  9. Supplier bidding strategy based on non-cooperative game theory concepts in single auction power pools

    International Nuclear Information System (INIS)

    Kang, Dong-Joo; Kim, Balho H.; Hur, Don

    2007-01-01

    In single auction power pools, only generators bid several energy price segments depending on the amount of energy supply, at individual generating companies' (GENCO) own discretion, for every trading interval. Then all selected bidders are paid a uniform Market Clearing Price (MCP). In this paper, it is realized that each GENCO has the complete information on its own payoff as well as the other parties' payoffs, corresponding to each potential combination of choices of strategies by all the players. Specifically, all the suppliers attempt to estimate the others' bids using the concept of Nash equilibrium in the general sense of profit maximization. Under some simplified assumptions, this problem can be modeled as a simultaneous-move game confronted by the bidders. Here, the system demand forecast by competitive sellers is captured for the purpose of constructing the optimal bidding strategy. Finally, a numerical example is presented demonstrating the effectiveness of the proposed solution scheme. (author)

  10. This is Not a Game: Early Observations on Using Alternate Reality Games for Teaching Security Concepts to First-Year Undergraduates

    OpenAIRE

    Flushman, Tanya R.; Gondree, Mark; Peterson, Zachary N. J.

    2015-01-01

    We describe a novel approach to delivering an introductory computer science course for first-year undergraduates, using computer security topics to explore core CS concepts. Our course is a first attempt at merging aspects of capture the flag-style challenges, puzzle-based learning, and alternate reality games (ARGs), with the goal of improving student engagement, increasing awareness of security as a discipline and professional opportunity, and providing context for t...

  11. Using Structural Equation Modeling to Validate Online Game Players' Motivations Relative to Self-Concept and Life Adaptation

    Science.gov (United States)

    Yang, Shu Ching; Huang, Chiao Ling

    2013-01-01

    This study aimed to validate a systematic instrument to measure online players' motivations for playing online games (MPOG) and examine how the interplay of differential motivations impacts young gamers' self-concept and life adaptation. Confirmatory factor analysis determined that a hierarchical model with a two-factor structure of…

  12. Innovative Patient Safety Curriculum Using iPAD Game (PASSED) Improved Patient Safety Concepts in Undergraduate Medical Students.

    Science.gov (United States)

    Kow, A W C; Ang, B L S; Chong, C S; Tan, W B; Menon, K R

    2016-11-01

    While healthcare outcomes have improved significantly, the complex management of diseases in the hospitals has also escalated the risks in patient safety. Therefore, in the process of training medical students to be proficient in medical knowledge and skills, the importance of patient safety cannot be neglected. A new innovation using mobile apps gaming system (PAtient Safety in Surgical EDucation-PASSED) to teach medical students on patient safety was created. Students were taught concepts of patient safety followed by a gaming session using iPad games created by us. This study aims to evaluate the outcome of patient safety perception using the PASSED games created. An interactive iPad game focusing on patient safety issues was created by the undergraduate education team in the Department of Surgery, Yong Loo Lin School of Medicine at the National University of Singapore. The game employed the unique touched-screen feature with clinical scenarios extracted from the hospital sentinel events. Some of the questions were time sensitive, with extra bonus marks awarded if the student provided the correct answer within 10 s. Students could reattempt the questions if the initial answer was wrong. However, this entailed demerit points. Third-year medical students posted to the Department of Surgery experienced this gaming system in a cohort of 55-60 students. Baseline understanding of the students on patient safety was evaluated using Attitudes to Patient Safety Questionnaire III (APSQ-III) prior to the game. A 20 min talk on concept of patient safety using the WHO Patient Safety Guidelines was conducted. Following this, students downloaded the apps from ITune store and played with the game for 20-30 min. The session ended with the students completing the postintervention questionnaire. A total of 221 3rd year medical students responded to the survey during the PASSED session. Majority of the students felt that the PASSED game had trained them to understand the

  13. 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

  14. An automatic sample changer for use on the SNS

    International Nuclear Information System (INIS)

    1982-10-01

    A design for an Automatic Room Temperature Sample Changer suitable for any completely contained sample, gas, liquid or solid, has been produced. Samples can be moved in any sequence into the neutron beam. The design was evolved primarily to suit SNS instruments. A prototype was constructed specifically for the LAD spectrometer having ten sample positions. The accuracy of the sample positioning was determined. (author)

  15. Decision Behavior and Outcome of Midlife Career Changers.

    Science.gov (United States)

    Armstrong, Janet C.

    1981-01-01

    Questionnaires were used to determine the extent of rational as opposed to incremental decision-making behavior, and the relative ineffectiveness of these approaches as used by two groups of midlife career changers. Although the rational approach was more effective, the incremental approach was used by two-thirds of the respondents. (RC)

  16. “Surfing in the cell” - an investigative game for teaching cytoskeleton concepts for undergraduate students

    OpenAIRE

    Alves Gomes, G.

    2009-01-01

    The educational role of games becomes evident as students are more active, able to take decisions, solve problems and react to the results of their own decisions. The educative board game Discovering the Cell is based on problem-solving learning. This game challenges students to collect, discuss and interpret clues in order to decipher a question. In this work we evaluated the game as a tool for teaching health sciences undergraduate students from Rio de Janeiro. In a questionnaire-based anal...

  17. COMBINING THE CONCEPTS OF BENCHMARKING AND MATRIX GAME IN MARKETING (REPOSITIONING OF SEAPORTS

    Directory of Open Access Journals (Sweden)

    Senka Sekularac-Ivošević

    2013-10-01

    Full Text Available This paper considers the effects of combination of two different approaches in developing seaports positioning strategy. The first one is based on comparing the most important quantitative and qualitative seaports choice criteria by benchmarking method. Benchmarking has been used in creating the appropriate model for efficient marketing positioning of Aegean, Adriatic and Black Sea seaports. The criteria that describe the degree of these seaports competitiveness are chosen upon the investigation of ports customers’ preferences. The second employed approach based on matrix game concept has been used for the purpose of optimal repositioning of the ports. Though, nine selected ports’ functions are treated in a way that they are divided into two sets: one composed of the functions which are to be developed, and the other consisted of the functions for which it is expected to be suppressed in the future. According to the numerically obtained results the ports are repositioned, and corresponding explanations are given in the marketing manner. The mixture of these two concepts should contribute to the review of the state of these business systems and their images at the market, as well as to open prospective toward finding out the ways of creating and maintaining their competitive advantages.

  18. Automatic sample changer system for a chain of X-Ray Spectrometry

    International Nuclear Information System (INIS)

    Kall, B.

    2004-01-01

    Nowadays, the science evolves and the used techniques become more pointed. At the same time, instruments are more powerful. This rule also applies in the domain of the nuclear science. The object of these works goes in this sense and touch the branch of the X-Ray spectrometry and that brings back himself to the conception and the realization of an automatic sample changer system for the chain of X-Ray Spectrometry. Baptized KEN-001 , it is an instrument of sample changer ordered from certain distance. Indeed, the sample carriers are placed of advance in compartments on its tray and by a control, KEN-001 put one by one those reflectors in the carries reflective for analysis. Once the analysis is finished, the system is in charge of taking and replacing the reflector in its compartment of origin. Of this way, one wins in time and therefore in number of analysis to do in an interval of time given. This instrument of precision contributes to the improvement of the analysis and the evolution of the technique of the X-Ray fluorescence [fr

  19. Concept Model For Designing Engaging And Motivating Games For Learning - The Smiley-Model

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke; Ørngreen, Rikke

    2012-01-01

    The desire to use learning games in education is increasing, but the development of games for learning is still a growing field. Research shows that it remains difficult to develop learning games that are both instructive and engaging, although it is precisely the presence of these two elements...... that is believed to be an advantage when using learning games in education. In this paper the Smiley-model is presented (figure 1). The model describes which parameters and elements are important when designing a learning game. The present research is a result of a case-based action research study for designing...... a music learning game that teaches children to play piano using sheet music, and at the same time is fun and engaging. Although the model was originally developed for and through music, it has a more generic nature, and may be relevant for other fields as well. The Smiley-model is a condensed version...

  20. Solid-state tap-changer of transformers: Design, control and implementation

    Energy Technology Data Exchange (ETDEWEB)

    Faiz, Jawad; Siahkolah, Behzad [Center of Excellence on Applied Electromagnetic Systems, School of Electrical and Computer Engineering, University of Tehran, Tehran 1439957131 (Iran, Islamic Republic of)

    2011-02-15

    This paper presents the implementation of a prototype electronic tap-changer of transformer. Mechanical tap-changer has many problems such as low operating speed, short lifetime and heavy size. In order to solve these problems a fully solid-state tap-changer with a new control strategy and optimal configuration is proposed. The design of tap-changer is discussed and bi-directional solid-state power electronics switches are implemented. Following the realization of the tap-changer controller, developed software for such precise control is introduced. To verify the design procedure and optimal configuration and apply the developed software, a prototype low-power tap-changer has been built and tested. (author)

  1. PlayIt: Game Based Learning Approach for Teaching Programming Concepts

    Science.gov (United States)

    Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate

    2016-01-01

    This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…

  2. Stereogame: An Interactive Computer Game That Engages Students in Reviewing Stereochemistry Concepts

    Science.gov (United States)

    da Silva, Jose´ Nunes, Jr.; Lima, Mary Anne Sousa; Moreira, Joao Victor Xerez; Alexandre, Francisco Serra Oliveira; de Almeida, Diego Macedo; de Oliveira, Maria da Conceicao Ferreira; Leite, Antonio Jose´ Melo, Jr.

    2017-01-01

    This report provides information about an interactive computer game that allows undergraduate students to review individually stereochemistry topics in an engaging way by responding to 230 novel questions distributed at three difficulty levels. Responses from students and instructors who have played the game have been quite positive. Stereogame is…

  3. A Teachable Agent Game Engaging Primary School Children to Learn Arithmetic Concepts and Reasoning

    Science.gov (United States)

    Pareto, Lena

    2014-01-01

    In this paper we will describe a learning environment designed to foster conceptual understanding and reasoning in mathematics among younger school children. The learning environment consists of 48 2-player game variants based on a graphical model of arithmetic where the mathematical content is intrinsically interwoven with the game idea. The…

  4. Applications in Foreign Currency Prima CV Ellindo Money Changer

    OpenAIRE

    Wisnu Sutrisno; Ire Puspa Wardhani, Skom, MMSI

    2004-01-01

    This explains the scientific writing about the design of application programs forforeign currency transactions by using Visual Basic 6.0 programming language.In scientific writing database is also used by Visual Data Manager (VisData)integrated in Visual Basic 6.0 program itself. Consists of three tables namelyCurrency,Customer and Transaction.In the end application program for foreign currency transactions will be applied to theCV. Prima Ellindo Money Changer for ease in performing activitie...

  5. New concepts regarding the production of waterfowl and other game birds in areas of diversified agriculture

    Science.gov (United States)

    Nelson, H.K.; Duebbert, H.F.

    1974-01-01

    Many concepts regarding breeding ecology of waterfowl and the influences of environmental factors on annual production have changed in the past 20 years. These influences are especially pronounced in the prairie region of central North America where agriculture becomes more intensive each year. The principal task assigned to this Research Center when established in 1965 was to determine the relative impact of these influences on production and to identify those facets of breeding biology, nesting habitat requirements and other factors that may be altered to increase production on lands dedicated for this purpose. A corollary objective was to develop methods for enhancing production of waterfowl and other ground-nesting birds on private lands in agricultural areas. Some of the highlights of our findings to date, together with the results from current work of others, provide new information on waterfowl that indicates: (1) homing instincts are not as specific as indicated by earlier workers, (2) there are differences in pioneering between species, sexes and age classes, (3) strength and duration of pair bonds vary by species and age classes, (4) territorial tolerances for most species are greater than previously indicated, (5) there is differential productivity by age classes in some species, (6) there has been a gradual decline in nesting success in the prairie region the past 30 years, (7) adverse influences of intensive agriculture are increasing, (8) mammalian predation is an important factor, (9) high quality, secure nesting habitat and a complex of wetland types are the essential components of an optimum production unit, (10) the size and shape of blocks of nesting cover are important management considerations, (11) overharvest of local breeding populations is becoming a serious problem in some areas. Each of these subjects is discussed as related to research objectives and current management problems. Recommendations are presented for obtaining maximum

  6. Interactive design of patient-oriented video-games for rehabilitation: concept and application.

    Science.gov (United States)

    Lupinacci, Giorgia; Gatti, Gianluca; Melegari, Corrado; Fontana, Saverio

    2018-04-01

    Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games. It was tested with the collaboration of three therapists and six patients, and two questionnaires were filled in by each patient to evaluate the appreciation of the rehabilitative sessions. The therapists learned easily how to use the system, and no serious difficulties were encountered by the patients. The questionnaires showed an overall good satisfaction by the patients and highlighted the key-role of the therapist in involving the patients during the rehabilitative session. It was found that the proposed system is effective for developing patient-oriented video-games for rehabilitation. The two main advantages are that the therapist is allowed to (i) develop personalized video-games without informatics skills and (ii) adapt the game settings to patients affected by different pathologies. Implications for rehabilitation Virtual reality and serious video games offer the opportunity to transform the traditional therapy into a more pleasant experience, allowing patients to train their motor and cognitive skills. Both the therapists and the patients should be involved in the development of rehabilitative solutions to be highly patient-oriented. A system for the design of rehabilitative games by the therapist is described and the feedback of three therapists and six patients is reported.

  7. On-load Tap Changer Diagnosis on High-Voltage Power Transformers using Dynamic Resistance Measurements

    NARCIS (Netherlands)

    Erbrink, J.J.

    2011-01-01

    High-voltage transformers have tap changers to regulate the voltage in the high-voltage network when the load changes. Those tap changers are subject to different degradation mechanisms and need regular maintenance. Various defects, like contact degradation, often remain undetected and the

  8. 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....

  9. 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

  10. 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…

  11. Role-Playing Game Based Assessment to Fractional Concept in Second Grade Mathematics

    Science.gov (United States)

    Chiu, Fu-Yuan; Hsieh, Mei-Ling

    2017-01-01

    This study developed a set of Role-playing game (RPG), which was used to explore whether significant differences exist in academic performance and learning attitudes between RPG-based assessment and traditional lectures. This study also investigated the satisfaction of students toward the RPG scenario. Research participants included 100 second…

  12. 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.

  13. Non-Technical Skills Bingo-a game to facilitate the learning of complex concepts

    DEFF Research Database (Denmark)

    Dieckmann, Gerhard Peter; Glavin, Ronnie; Jepsen, Rikke Malene Hartvigsen Grønholm

    2016-01-01

    Acquiring the concepts of non-technical skills (NTS) beyond a superficial level is a challenge for healthcare professionals and simulation faculty. Current simulation-based approaches to teach NTS are challenged when learners have to master NTS concepts, clinically challenging situations, and sim....... NTS Bingo is based on theoretical considerations on concept learning, which we describe to support the rationale for its conduct....

  14. 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...

  15. The association of Self-concept with Substance Abuse and Problematic Use of Video Games in University Students: A Structural Equation Model.

    Science.gov (United States)

    Chacón Cuberos, Ramón; Zurita Ortega, Félix; Castro Sánchez, Manuel; Espejo Garcés, Tamara; Martínez Martínez, Asunción; Ruiz-Rico Ruiz, Gerardo

    2017-07-14

    This study aims to define and contrast an explanatory model of consumption of alcohol, tobacco consumption, and problematic use of video games based on self-concept and its dimensions in a sample of university students. The research was conducted with a sample of 490 students from the province of Granada (Spain), aged between 20 and 29 years (M = 22.80 ± 3.63), with a homogeneous distribution by gender. The instruments used were the Self-concept Form-5 Questionnaire (García & Musitu, 1999), the Alcohol Use Disorders Identification Test (Saunders, Aasland, Babor, De la Fuente, & Grant, 1993), the Fagerström Test for Nicotine Dependence (Heatherton, Kozlowski, Frecker, & Fagerström, 1991) and the Questionnaire for Experiences Related to Video Games (Chamarro et al., 2014). A model of structural equations was estimated, which was adjusted properly, χ2(8) = 19.843, p = .011; CFI = .963, NFI = .943, IFI = .965, RMSEA = .055. As main results, a positive relationship between social and physical self-concept and consumption of alcohol was obtained, as well as a negative relationship between social self-concept and problematic use of videogames. Academic dimension was negatively related to alcohol and video game use. Furthermore, alcohol consumption was positively related to tobacco consumption and use of video games. It is concluded that levels of self-concept may represent a risk factor in substance abuse and digital leisure, and their study and consideration are appropriate.

  16. Automated high-resolution NMR with a sample changer

    International Nuclear Information System (INIS)

    Wade, C.G.; Johnson, R.D.; Philson, S.B.; Strouse, J.; McEnroe, F.J.

    1989-01-01

    Within the past two years, it has become possible to obtain high-resolution NMR spectra using automated commercial instrumentation. Software control of all spectrometer functions has reduced most of the tedious manual operations to typing a few computer commands or even making selections from a menu. Addition of an automatic sample changer is the next natural step in improving efficiency and sample throughput; it has a significant (and even unexpected) impact on how NMR laboratories are run and how it is taught. Such an instrument makes even sophisticated experiments routine, so that people with no previous exposure to NMR can run these experiments after a training session of an hour or less. This A/C Interface examines the impact of such instrumentation on both the academic and the industrial laboratory

  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. 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

  19. How Do Elementary Students in Turkey and the Czech Republic Perceive the Game Concept? A Phenomenographic Study with Draw and Write Technique

    Science.gov (United States)

    Pinar Karacan Dogan; Tingaz, Emre Ozan; Hazar, Muhsin; Zvonar, Martin

    2018-01-01

    The purpose of this study is to compare the perception concerning game concept of 4th grade students in Turkey and the Czech Republic. 19 fourth grade elementary students in the Czech Republic and 40 fourth grade elementary students in Turkey were selected by criterion and convenience sampling. They responded to a specific question "What is…

  20. Knowledge Web Concept and Tools: Use, Utility, and Usability During the Global 2001 War Game

    National Research Council Canada - National Science Library

    Oonk, H

    2002-01-01

    .... One goal of the Command 21 project is the development and operational evaluation of the Knowledge Web concept and technologies to support shared situation awareness, to facilitate group interaction...

  1. Examining the Effects of Combining Self-Explanation Principles with an Educational Game on Learning Science Concepts

    Science.gov (United States)

    Hsu, Chung-Yuan; Tsai, Chin-Chung

    2013-01-01

    Educational researchers have indicated that although computer games have the potential to promote students' motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This study aimed to examine how integration of self-explanation into a computer game affected primary schoolers'…

  2. Computer Games Created by Middle School Girls: Can They Be Used to Measure Understanding of Computer Science Concepts?

    Science.gov (United States)

    Denner, Jill; Werner, Linda; Ortiz, Eloy

    2012-01-01

    Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an…

  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. Avatar's neurobiological traces in the self-concept of massively multiplayer online role-playing game (MMORPG) addicts.

    Science.gov (United States)

    Dieter, Julia; Hill, Holger; Sell, Madlen; Reinhard, Iris; Vollstädt-Klein, Sabine; Kiefer, Falk; Mann, Karl; Leménager, Tagrid

    2015-02-01

    Psychometric studies suggest that observed self-concept deficits in addicted massively multiplayer online role-playing game (MMORPG) are compensated through the replacement of their ideal (i.e., how an individual would like to be) by their own avatar (i.e., graphical agent in the virtual world). Neurobiological studies indicate that increased identification with their own avatar in regular MMORPG gamers is possibly reflected by enhanced avatar-referential brain activation in the left angular gyrus (AG). However, the neurobiological correlates reflecting the relations of the avatar to addicted gamers' self and ideal are still unexplored. Therefore, we compare these relations between addicted and nonaddicted MMORPG gamers. A sample of n = 15 addicted and n = 17 nonaddicted players underwent functional MRI (fMRI) while completing a Giessen-Test (GT)-derived paradigm assessing self-, ideal-, and avatar-related self-concept domains. Neurobiological analyses included the comparisons avatar versus self, avatar versus ideal, and avatar versus self, ideal. Psychometrically, addicts showed significantly lower scores on the self-concept subscale of 'social resonance,' that is, social popularity. In all avatar-related contrasts, within-group comparisons showed addicted players to exhibit significantly higher brain activations in the left AG. The between-groups comparisons revealed avatar-related left AG hyperactivations in addicts. Our results may suggest that addicted MMORPG players identify significantly more with their avatar than nonaddicted gamers. The concrete avatar might increasingly replace the rather abstract ideal in the transition from normal- controlled to addictive-compulsive MMORPG usage. PsycINFO Database Record (c) 2015 APA, all rights reserved.

  5. BioSAXS Sample Changer: a robotic sample changer for rapid and reliable high-throughput X-ray solution scattering experiments.

    Science.gov (United States)

    Round, Adam; Felisaz, Franck; Fodinger, Lukas; Gobbo, Alexandre; Huet, Julien; Villard, Cyril; Blanchet, Clement E; Pernot, Petra; McSweeney, Sean; Roessle, Manfred; Svergun, Dmitri I; Cipriani, Florent

    2015-01-01

    Small-angle X-ray scattering (SAXS) of macromolecules in solution is in increasing demand by an ever more diverse research community, both academic and industrial. To better serve user needs, and to allow automated and high-throughput operation, a sample changer (BioSAXS Sample Changer) that is able to perform unattended measurements of up to several hundred samples per day has been developed. The Sample Changer is able to handle and expose sample volumes of down to 5 µl with a measurement/cleaning cycle of under 1 min. The samples are stored in standard 96-well plates and the data are collected in a vacuum-mounted capillary with automated positioning of the solution in the X-ray beam. Fast and efficient capillary cleaning avoids cross-contamination and ensures reproducibility of the measurements. Independent temperature control for the well storage and for the measurement capillary allows the samples to be kept cool while still collecting data at physiological temperatures. The Sample Changer has been installed at three major third-generation synchrotrons: on the BM29 beamline at the European Synchrotron Radiation Facility (ESRF), the P12 beamline at the PETRA-III synchrotron (EMBL@PETRA-III) and the I22/B21 beamlines at Diamond Light Source, with the latter being the first commercial unit supplied by Bruker ASC.

  6. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

    If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

  7. BioSAXS Sample Changer: a robotic sample changer for rapid and reliable high-throughput X-ray solution scattering experiments

    Energy Technology Data Exchange (ETDEWEB)

    Round, Adam, E-mail: around@embl.fr; Felisaz, Franck [European Molecular Biology Laboratory, Grenoble Outstation, 71 Avenue des Martyrs, CS 90181, 38042 Grenoble (France); Université Grenoble Alpes–EMBL–CNRS, 71 Avenue des Martyrs, CS 90181, 38042 Grenoble (France); Fodinger, Lukas; Gobbo, Alexandre [European Molecular Biology Laboratory, Grenoble Outstation, 71 Avenue des Martyrs, CS 90181, 38042 Grenoble (France); Huet, Julien [European Molecular Biology Laboratory, Grenoble Outstation, 71 Avenue des Martyrs, CS 90181, 38042 Grenoble (France); Université Grenoble Alpes–EMBL–CNRS, 71 Avenue des Martyrs, CS 90181, 38042 Grenoble (France); Villard, Cyril [European Molecular Biology Laboratory, Grenoble Outstation, 71 Avenue des Martyrs, CS 90181, 38042 Grenoble (France); Blanchet, Clement E., E-mail: around@embl.fr [EMBL c/o DESY, Notkestrasse 85, 22603 Hamburg (Germany); Pernot, Petra; McSweeney, Sean [ESRF, 6 Rue Jules Horowitz, 38000 Grenoble (France); Roessle, Manfred; Svergun, Dmitri I. [EMBL c/o DESY, Notkestrasse 85, 22603 Hamburg (Germany); Cipriani, Florent, E-mail: around@embl.fr [European Molecular Biology Laboratory, Grenoble Outstation, 71 Avenue des Martyrs, CS 90181, 38042 Grenoble (France); Université Grenoble Alpes–EMBL–CNRS, 71 Avenue des Martyrs, CS 90181, 38042 Grenoble (France)

    2015-01-01

    A robotic sample changer for solution X-ray scattering experiments optimized for speed and to use the minimum amount of material has been developed. This system is now in routine use at three high-brilliance European synchrotron sites, each capable of several hundred measurements per day. Small-angle X-ray scattering (SAXS) of macromolecules in solution is in increasing demand by an ever more diverse research community, both academic and industrial. To better serve user needs, and to allow automated and high-throughput operation, a sample changer (BioSAXS Sample Changer) that is able to perform unattended measurements of up to several hundred samples per day has been developed. The Sample Changer is able to handle and expose sample volumes of down to 5 µl with a measurement/cleaning cycle of under 1 min. The samples are stored in standard 96-well plates and the data are collected in a vacuum-mounted capillary with automated positioning of the solution in the X-ray beam. Fast and efficient capillary cleaning avoids cross-contamination and ensures reproducibility of the measurements. Independent temperature control for the well storage and for the measurement capillary allows the samples to be kept cool while still collecting data at physiological temperatures. The Sample Changer has been installed at three major third-generation synchrotrons: on the BM29 beamline at the European Synchrotron Radiation Facility (ESRF), the P12 beamline at the PETRA-III synchrotron (EMBL@PETRA-III) and the I22/B21 beamlines at Diamond Light Source, with the latter being the first commercial unit supplied by Bruker ASC.

  8. Membandingkan Tingkat Kemiripan Rekaman Voice Changer Menggunakan Analisis Pitch, Formant dan Spectogram

    Directory of Open Access Journals (Sweden)

    Ahmad Subki

    2018-02-01

    Full Text Available Audio forensik merupakan salah satu ilmu yang mnyandingkan antara ilmu pengetahuan dan metode ilmiah dalam proses analisis rekaman suara untuk membantu dan mendukung pengungkapan suatu tindak kejahatan yang diperlukan dalam proses persidangan. Undang-undang ITE No.19 Tahun 2016 menyebutkan bahwa rekaman suara merupakan salah satu alat bukti digital yang sah dan dapat digunakan sebagai penguat dakwaan. Rekaman suara yang merupakan barang bukti digital sangatlah mudah dan rentan dimanipulasi, baik secara sengaja maupun tidak disengaja. Pada penelitian ini dilakukan analisis terkait tingkat kemiripan antara rekaman suara voice changer dengan rekaman suara asli menggunakan analisis pitch, formant dan spectogram, rekaman suara yang dianalisis ada dua jenis rekaman suara yaitu suara laki-laki dan suara perempuan. Rekaman suara voice changer  dan rekaman suara asli, diekstrak menggunakan tools praat kemudian informasi yang diperoleh dianalisis dengan analisis statistik pitch, formant dan spectrogrammenggunakan tools gnumeric. Penelitian ini menghasilkan bahwa analisis rekaman suara voice changer dengan rekaman suara asli dapat menggunakan analisis statistik pitch, formant dan spectrogram, rekaman suara voice changer A memiliki tingkat kemiripan yang paling tinggi dengan rekaman suara asli pada posisi low pitch, sedangkan voice changer yang lain lebih sulit untuk diidentifikasi.

  9. Tugboats and tennis games: Preservice conceptions of teaching and learning revealed through metaphors

    Science.gov (United States)

    Gurney, Bruce F.

    Black (1979) writes about the inextricable interrelationships among language, perception, knowledge, experience and metaphor. An extension of this, grounded in Wittgenstein's (1953) notion of the symbolic, experiential basis of first language, is the view that metaphors are windows into this primitive, personal framework. The purpose of this paper is to take an exploratory look at preservice teachers' metaphors of teaching and learning and to examine some components of student teachers' own intuitions in this area. In this study, a questionnaire was administered to one hundred and fifty-one science education students at the beginning of their preservice training on which they were challenged to generate a personal metaphor for teaching and learning. Descriptive elements within the responses were differentiated and applied to the development of a classification scheme. Both the technique and the categorization are seen as useful devices for the identification of common conceptions about the teaching and learning process. The metaphors have been seen to communicate a richness of meaning which convey elements of mood, control, roles, attitudes and beliefs as they apply to teaching and learning and which, it is argued here, are grounded on more deeply rooted symbols than literal language. In the light of constructivist pedagogy, the elicitation of students' preconceptions is seen to be germane to the organization of learning experiences.Received: 27 June 1993; Revised: 2 August 1994;

  10. 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.

  11. A large-capacity sample-changer for automated gamma-ray spectroscopy

    International Nuclear Information System (INIS)

    Andeweg, A.H.

    1980-01-01

    An automatic sample-changer has been developed at the National Institute for Metallurgy for use in gamma-ray spectroscopy with a lithium-drifted germanium detector. The sample-changer features remote storage, which prevents cross-talk and reduces background. It has a capacity for 200 samples and a sample container that takes liquid or solid samples. The rotation and vibration of samples during counting ensure that powdered samples are compacted, and improve the precision and reproducibility of the counting geometry [af

  12. Computer naratology: narrative templates in computer games

    OpenAIRE

    Praks, Vítězslav

    2009-01-01

    Relations and actions between literature and computer games were examined. Study contains theoretical analysis of game as an aesthetic artefact. To play a game means to leave practical world for sake of a fictional world. Artistic communication has more similarities with game communication than with normal, practical communication. Game study can help us understand basic concepts of art communication (game rules - poetic rules, game world - fiction, function in game - meaning in art). Compute...

  13. Playing the Cell Game.

    Science.gov (United States)

    Madrazo, Gerry M., Jr.; Wood, Carol A.

    1980-01-01

    Discusses the use of games to facilitate learning scientific concepts and principles. Describes the Cell Game, which simulates plant and animal cells; the Energy Quest, which requires players to buy property that generates largest amounts of electricity; the Blood Flow Game, which illustrates circulation of blood through the human body. (CS)

  14. Attractiveness of Real Time Strategy Games

    OpenAIRE

    Xiong, Shuo; Iida, Hiroyuki

    2014-01-01

    Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refine...

  15. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    Science.gov (United States)

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  16. A microcomputer controlled sample changer system for γ-ray spectroscopy

    International Nuclear Information System (INIS)

    Jost, D.T.; Kraehenbuehl, U.; Gunten, H.R. von

    1982-01-01

    A Z-80 based microcomputer is used to control a sample changer system connected to two γ-ray spectrometers. Samples are changed according to preselected counting criteria (maximum time and/or desired precision). Special precautions were taken to avoid the loss of information and of samples in case of a power failure. (orig.)

  17. "Elite" Career-Changers and Their Experience of Initial Teacher Education

    Science.gov (United States)

    Wilkins, Chris

    2017-01-01

    This study explores the motivation of "high-status" professionals to change career and enter teaching, and their experience of undertaking initial teacher education (ITE) programmes in England. The study builds on previous research which found that career-changers are disproportionately more likely to fail to complete their ITE studies,…

  18. Voltage Management in Unbalanced Low Voltage Networks Using a Decoupled Phase-Tap-Changer Transformer

    DEFF Research Database (Denmark)

    Coppo, Massimiliano; Turri, Roberto; Marinelli, Mattia

    2014-01-01

    The paper studies a medium voltage-low voltage transformer with a decoupled on load tap changer capability on each phase. The overall objective is the evaluation of the potential benefits on a low voltage network of such possibility. A realistic Danish low voltage network is used for the analysis...

  19. 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.

  20. El juego como alternativa para la enseñanza de conceptos básicos de salud Games as an alternative for teaching basic health concepts

    Directory of Open Access Journals (Sweden)

    Juan Manuel Castillo Lizardo

    2001-05-01

    Full Text Available Objetivos. Determinar la eficacia de una estrategia educativa basada en juegos populares para la enseñanza de conceptos básicos de salud en niños de edad escolar que asisten a la escuela. Métodos. Estudio de intervención desarrollado en la ciudad de Durango, México, en junio de 2000, en el que se incluyeron 300 niños de 9 a 11 años de edad, asignados de manera aleatoria al grupo A, que utilizó una versión modificada del juego popular mexicano Serpientes y Escaleras, en la que se incluyeron mensajes sobre conceptos básicos de salud, o al grupo B, o grupo de control. Resultados. En condiciones basales no hubo diferencias de edad, escolaridad ni sobre conceptos básicos de salud entre los niños de ambos grupos. Después de la intervención educativa la calificación sobre conceptos básicos de salud fue de 9,3 ± 0,8 para el grupo A y de 7,5 ± 1,1 para el B (P Objective. To determine, for the teaching of basic health concepts to school-age children, the effectiveness of an educational strategy based on traditional children's games. Methods. Intervention study carried out in the city of Durango, Mexico, in June 2000 with 300 children from 9 to 11 years old. The children were randomly divided into two groups. The children in Group A used a modified version of a Mexican popular game called Serpientes y Escaleras (Snakes and Ladders that included messages on basic health concepts; the children in Group B made up the control group and did not play the modified game. Results. At baseline there were no significant differences between the two groups in terms of age, grade level, or their scores on a knowledge test of basic health concepts. After the educational intervention, the health concepts test scores, out of a maximum possible of 10, were 9.3 ± 0.8 for Group A and 7.5 ± 1.1 for Group B (P < 0.001. Conclusions. Using games that include health and hygiene messages can be an alternative for teaching basic health concepts.

  1. From Playability to a Hierarchical Game Usability Model

    OpenAIRE

    Nacke, Lennart E.

    2010-01-01

    This paper presents a brief review of current game usability models. This leads to the conception of a high-level game development-centered usability model that integrates current usability approaches in game industry and game research.

  2. Non-Cooperative Games

    NARCIS (Netherlands)

    van Damme, E.E.C.

    2014-01-01

    We describe non-cooperative 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

  3. 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.

  4. The development of an automatic sample-changer and control instrumentation for isotope-source neutron-activation analysis

    International Nuclear Information System (INIS)

    Andeweg, A.H.; Watterson, J.I.W.

    1983-01-01

    An automatic sample-changer was developed at the Council for Mineral Technology for use in isotope-source neutron-activation analysis. Tests show that the sample-changer can transfer a sample of up to 3 kg in mass over a distance of 3 m within 5 s. In addition, instrumentation in the form of a three-stage sequential timer was developed to control the sequence of irradiation transfer and analysis

  5. Discovery of skin lymphocytes was a game changer in experimental dermatology

    NARCIS (Netherlands)

    Matos, Tiago R.; de Rie, Menno A.

    2017-01-01

    A substantial part of ongoing research in experimental dermatology focuses on skin T cellsfor that reason, we find important to highlight the pioneering work of Jan D. Bos et al. from 1987 (The skin immune system (SIS): Distribution and immunophenotype of lymphocyte subpopulations in normal skin)

  6. Game-Changer: Operationalizing the Common Core Using WebQuests and "Gamification" in Teacher Education

    Science.gov (United States)

    Levitt, Roberta; Piro, Joseph

    2014-01-01

    Technology integration and Information and Communication Technology (ICT)-based education have enhanced the teaching and learning process by introducing a range of web-based instructional resources for classroom practitioners to deepen and extend instruction. One of the most durable of these resources has been the WebQuest. Introduced around the…

  7. Game Changers: Six Technologies That Are Transforming Community College Education and Job Training

    Science.gov (United States)

    Zurier, Steve

    2013-01-01

    Few professors teaching at community colleges today expect students to learn every nuance of every technological device they are likely to encounter throughout the course of their careers. Educators can expose students to enough of a base so that when the technology does evolve--and it will--they have the confidence and ability to adapt and…

  8. Technology is a critical game changer to the practice of dental hygiene.

    Science.gov (United States)

    Gadbury-Amyot, Cynthia C

    2014-06-01

    Dental hygienists will need to embrace 21st century technology to adapt to workplace settings. To stay relevant in the workforce, dental hygienists need mastery of new skills and technologies. The purpose of this paper is to elucidate the vast array of technological advances impacting dental practice and the consequent implications for oral health care providers. New technologies have provided unparalleled opportunities for degree and career advancement for dental hygienists. Advances in science and technology are providing patients with better quality and more convenient oral health care. Dental hygienists need technological skills that enable them to fully utilize technology as a strategy for consultation with dentists and other health care professionals and for other purposes. Continuing education and life-long learning factor into preparing dental hygienists for 21st century technologies. With technological advances, less adaptive professionals could potentially see a decrease in demand for their services. Possessing a high level of knowledge of dentistry and dental hygiene does not ensure a position in the workforce. Knowledge of technologies and associated skills are required for quality patient care and career and personal growth. Copyright © 2014 Elsevier Inc. All rights reserved.

  9. (GameChanger) Multifunctional Design of Hybrid Composites of Load Bearing Antennas

    Science.gov (United States)

    2011-06-01

    fiber Automated Embroidery Process Figure 2 E-fiber Embroidery Process 10 We closely worked with embroidery experts to identify the best...identified the bobbin stitching technique as the ideal approach for embroidering e-fiber on the polymer substrate. The above embroidery process is very...needed to make this pattern as accurate as possible. The digitations file is next imported to a computerized embroidery or sewing machine for final

  10. The PASCO Wireless Smart Cart: A Game Changer in the Undergraduate Physics Laboratory

    Science.gov (United States)

    Shakur, Asif; Connor, Rainor

    2018-01-01

    With the introduction of the Wireless Smart Cart by PASCO scientific in April 2016, we expect a paradigm shift in undergraduate physics laboratory instruction. We have evaluated the feasibility of using the smart cart by carrying out experiments that are usually performed using traditional PASCO equipment. The simplicity, convenience, and…

  11. Game Changers: The Quest to Rethink Institutional Roles and Functions at U.S. Community Colleges

    Science.gov (United States)

    Woods, Bob

    2014-01-01

    When the 10 members of the American Association of Community College's (AACC's) 21st-Century Implementation Team 7 (nine of whom are community college presidents) sat down in 2013 to talk about reforming institutional roles and functions at the nation's two-year career and technical colleges, everyone in the room knew the work before them would be…

  12. Hybrid 3D printing: a game-changer in personalized cardiac medicine?

    Science.gov (United States)

    Kurup, Harikrishnan K N; Samuel, Bennett P; Vettukattil, Joseph J

    2015-12-01

    Three-dimensional (3D) printing in congenital heart disease has the potential to increase procedural efficiency and patient safety by improving interventional and surgical planning and reducing radiation exposure. Cardiac magnetic resonance imaging and computed tomography are usually the source datasets to derive 3D printing. More recently, 3D echocardiography has been demonstrated to derive 3D-printed models. The integration of multiple imaging modalities for hybrid 3D printing has also been shown to create accurate printed heart models, which may prove to be beneficial for interventional cardiologists, cardiothoracic surgeons, and as an educational tool. Further advancements in the integration of different imaging modalities into a single platform for hybrid 3D printing and virtual 3D models will drive the future of personalized cardiac medicine.

  13. China's National Carbon Market: A Game Changer in the Making?

    International Nuclear Information System (INIS)

    Voita, Thibaud

    2018-03-01

    As 2017 drew to close, China officially approved plans for its long-awaited national Emission Trading Scheme (ETS) and the National Development and Reform Commission (NDRC) outlined some of the implementation details. Though it will be limited to the power sector (and combined heat and power, or CHP) at first, it will nevertheless be the world's largest carbon market. It is expected to cover 1,700 companies representing approximately 30% of China's total greenhouse gas (GHG) emissions. China's CO 2 emissions from fuel combustion amounted to approximately 8,796 metric tons of CO 2 equivalent (MtCO 2 Eq.) in 2016, and seem to remain stable since 2014, though they appear to increase again in 2017. Shanghai should host the national market exchange, which will be jointly owned by the governments of other provinces while Hubei should host the registry[3]. The ETS aims to support China in its climate plans, with the objectives to lower its CO 2 emissions per unit of GDP by 40% to 45% by 2020 from the 2005 level, and to peak CO 2 emissions by 2030 at the latest. As often in China, the leadership chose a 'trial-and-error' approach by first experimenting new policies locally, as there are currently seven local experimentations and then broadening them to the national level. The local markets were launched in 2013 in the cities of Beijing, Shanghai, Tianjin, Shenzhen, Chongqing and the provinces of Guangdong and Hubei. These provinces and cities cover more than 25% of the national GDP, and 1,373 MtCO 2 Eq. These local markets have so far generated moderated emission trading and have had limited impacts on carbon emissions reduction. However, they remain experiments and the lessons learnt have been used to elaborate the national ETS. However, many uncertainties remain at the national level on the way the ETS will work. It seems that the government has chosen to keep a tight control over the scheme, preventing high carbon prices and using it to foster economic reforms. That being said, the announcement remains a very positive sign, with a potentially strong international impact

  14. Open Innovation as Business Model Game-changer in the Public Sector

    DEFF Research Database (Denmark)

    Gaur, Aakanksha; Osella, Michele; Ferro, Enrico

    2017-01-01

    Organizations are increasingly looking to tap into external knowledge sources through open innovation initiatives. Most public sector agencies are in the early stages of adoption of open innovation and are in the process of defining relevant issues. Once such issue concerns how open innovation...... be better aligned with open innovation strategies (in our case crowdsourcing). Our results indicate that in adopting a crowd-based open innovation strategy, the content, structure and governance dimensions of public sector business model need to be aligned accordingly. The content of the business model...

  15. The PASCO Wireless Smart Cart: A Game Changer in the Undergraduate Physics Laboratory

    Science.gov (United States)

    Shakur, Asif; Connor, Rainor

    2018-03-01

    With the introduction of the Wireless Smart Cart by PASCO scientific in April 2016, we expect a paradigm shift in undergraduate physics laboratory instruction. We have evaluated the feasibility of using the smart cart by carrying out experiments that are usually performed using traditional PASCO equipment. The simplicity, convenience, and cost-saving achieved by replacing a plethora of traditional laboratory sensors, wires, and equipment clutter with the smart cart are reported here.

  16. Diagnostic Challenges in Prostate Cancer and 68Ga-PSMA PET Imaging: A Game Changer?

    Science.gov (United States)

    Zaman, Maseeh uz; Fatima, Nosheen; Zaman, Areeba; Sajid, Mahwsih; Zaman, Unaiza; Zaman, Sidra

    2017-10-26

    Prostate cancer (PC) is the most frequent solid tumor in men and the third most common cause of cancer mortality among men in developed countries. Current imaging modalities like ultrasound (US), computerized tomography (CT), magnetic resonance imaging (MRI) and choline based positron emission (PET) tracing have disappointing sensitivity for detection of nodal metastasis and small tumor recurrence. This poses a diagnostic challenge in staging of intermediate to high risk PC and restaging of patients with biochemical recurrence (PSA >0.2 ng/ml). Gallium-68 labeled prostate specific membrane antigen (68Ga-PSMA) PET imaging has now emerged with a higher diagnostic yield. 68Ga-PSMA PET/CT or PET/MRI can be expected to offer a one-stop-shop for staging and restaging of PC. PSMA ligands labeled with alpha and beta emitters have also shown promising therapeutic efficacy for nodal, bone and visceral metastasis. Therefore a PSMA based theranostics approach for detection, staging, treatment, and follow-up of PC would appear to be highly valuable to achieve personalized PC treatment. Creative Commons Attribution License

  17. Securitizing HIV/AIDS: a game changer in state-societal relations in China?

    Science.gov (United States)

    Lo, Catherine Yuk-Ping

    2018-05-16

    China has experienced unprecedented economic growth since the 1980s. Despite this impressive economic development, this growth exists side by side with the human immunodeficiency virus/acquired immune deficiency syndrome (HIV/AIDS) and severe acute respiratory syndrome (SARS) crises and the persisting deficiencies in public health provision in China. Acknowledging the prevailing health problems, the Chinese government has encouraged the development of health non-governmental organizations (NGOs) to respond to the health challenges and address the gaps in public health provision of the government. HIV/AIDS-focused NGOs have been perceived as the most outstanding civil society group developed in China. Considering the low priority of health policies since the economic reform, the limitation of the "third sector" activity permitted in authoritarian China, together with the political sensitivity of the HIV/AIDS problem in the country, this article aims to explain the proliferation of HIV/AIDS-focused NGOs in China with the usage of the securitization framework in the field of international relations (IR). The research that underpins this article is based on a desk-based literature review as well as in-depth field interviews with individuals working in HIV/AIDS-focused NGOs in China. Face-to-face interviews for this research were conducted between January and May in 2011, and between December 2016 and January 2017, in China. Discourse analysis was in particular employed in the study of the security-threat framing process (securitization) of HIV/AIDS in China. This article argues that the proliferation of HIV/AIDS-related NGOs in China is largely attributed to the normative and technical effects of HIV/AIDS securitization ushered in by the United Nations Security Council (UNSC) and supported by the Global Fund to Fight AIDS, Tuberculosis, and Malaria (hereinafter Global Fund) observed in China. Despite depicting a positive scenario, the development of HIV/AIDS-focused NGOs in China generated by the international securitization efforts is largely limited. An internal and external factor was identified to verify the argument, namely (1) the reduction of international financial commitments, as well as (2) the fragmentation of HIV/AIDS-focused NGO community in China. This article shows that international securitization weakened with the rise of Chinese commitment on HIV/AIDS interventions. In other words, HIV/AIDS-related responses delivered by the national government are no longer checked by the global mechanism of HIV/AIDS; thus it is unclear whether these NGOs would remain of interest as partners for the government. The fragmentation of the HIV/AIDS community would further hinder the development, preventing from NGOs with the same interest forming alliances to call for changes in current political environment. Such restriction on the concerted efforts of HIV/AIDS-related NGOs in China would make achievement of the Sustainable Development Goals (SDGs) to foster stronger partnerships between the government and civil society difficult, which in turn hindering the realization of ending HIV/AIDS in the world by 2030.

  18. An Extreme Event as a Game Changer in Coastal Erosion Management

    DEFF Research Database (Denmark)

    Sørensen, Carlo Sass; Drønen, Nils K.; Knudsen, Per

    2016-01-01

    of cyclone Xaver in December 2013 with severe coastal erosion led to collaboration between the involved municipalities to work on a coherent solution for the entire coastline that involves sand nourishments, renovation and optimization of hard protection structures, and the restoration of recreational values...

  19. Optical coherence tomography angiography in age-related macular degeneration: The game changer.

    Science.gov (United States)

    Lupidi, Marco; Cerquaglia, Alessio; Chhablani, Jay; Fiore, Tito; Singh, Sumit Randhir; Cardillo Piccolino, Felice; Corbucci, Roberta; Coscas, Florence; Coscas, Gabriel; Cagini, Carlo

    2018-04-01

    Optical coherence tomography angiography is one of the biggest advances in ophthalmic imaging. It enables a depth-resolved assessment of the retinal and choroidal blood flow, far exceeding the levels of detail commonly obtained with dye angiographies. One of the first applications of optical coherence tomography angiography was in detecting the presence of choroidal neovascularization in age-related macular degeneration and establishing its position in relation to the retinal pigmented epithelium and Bruch's membrane, and thereby classifying the CNV as type 1, type 2, type 3, or mixed lesions. Optical coherence tomography angiograms, due to the longer wavelength used by optical coherence tomography, showed a more distinct choroidal neovascularization vascular pattern than fluorescein angiography, since there is less suffering from light scattering or is less obscured by overlying subretinal hemorrhages or exudation. Qualitative and quantitative assessments of optical coherence tomography angiography findings in exudative and nonexudative age-related macular degeneration have been largely investigated within the past 3 years both in clinical and experimental settings. This review constitutes an up-to-date of all the potential applications of optical coherence tomography angiography in age-related macular degeneration in order to better understand how to translate its theoretical usefulness into the current clinical practice.

  20. Supermassive Black Holes as Revealed by LISA: How Gravitational Wave Astronomy Will be a Game Changer

    Science.gov (United States)

    Holley-Bockelmann, Kelly

    2018-04-01

    Astronomers now know that supermassive black holes are in nearly every galaxy.Though these black holes are an observational certainty, nearly every aspect of their evolution -- from their birth, to their fuel source, to their basic dynamics -- is a matter of lively debate. Fortunately, LISA, a space-based gravitational wave observatory set to launch in 2034, will revolutionize this field by providing data that is complementary to electromagnetic observations as well as data in regimes that are electromagnetically dark. This talk will touch on our current understanding of how SMBHs form, evolve, and alter their galaxy host, and will outline the theoretical, computational and observational work needed to make the most of LISA observations.

  1. Multidrug therapy for leprosy: a game changer on the path to elimination.

    Science.gov (United States)

    Smith, Cairns S; Aerts, Ann; Saunderson, Paul; Kawuma, Joseph; Kita, Etsuko; Virmond, Marcos

    2017-09-01

    Leprosy is present in more than 100 countries, where it remains a major cause of peripheral neuropathy and disability. Attempts to eliminate the disease have faced various obstacles, including characteristics of the causative bacillus Mycobacterium leprae: the long incubation period, limited knowledge about its mode of transmission, and its poor growth on culture media. Fortunately, the leprosy bacillus is sensitive to several antibiotics. The first antibiotic to be widely used for leprosy treatment was dapsone in the 1950s, which had to be taken over several years and was associated with increasing bacterial resistance. Therefore, in 1981, WHO recommended that all registered patients with leprosy should receive combination therapy with three antibiotics: rifampicin, clofazimine, and dapsone. Global implementation of this highly effective multidrug therapy took about 15 years. In 1985, 5·3 million patients were receiving multidrug therapy; by 1991, this figure had decreased to 3·1 million (a decrease of 42%) and, by 2000, to 597 232 (a decrease of almost 90%). This reduction in the number of patients registered for treatment was due to shortening of the treatment regimen and achievement of 100% coverage with multidrug therapy. This achievement, which owed much to WHO and the donors of the multidrug therapy components, prompted WHO in 1991 to set a global target of less than one case per 10 000 population by 2000 to eliminate the disease as a public health problem. All but 15 countries achieved this target. Since 2000, about 250 000 new cases of leprosy have been detected every year. We believe an all-out campaign by a global leprosy coalition is needed to bring that figure down to zero. Copyright © 2017 Elsevier Ltd. All rights reserved.

  2. Market Development of Video Games : Video game markets and marketing

    OpenAIRE

    Pu, Jun

    2010-01-01

    This diploma work focus on analysing the markets and marketing of video game industry. After the research of this study, I found out that console game markets are growing dramatically in the recent years. On the other hand, PC game markets (excluding online game markets) are growing slowly due to the problem of illegal copies. So my study will then focus on the development of console game markets and marketing. A new concept called Three Parties is introduced in chapter 5 to help ...

  3. Increasing Student Interest and Comprehension of Production Planning and Control and Operations Performance Measurement Concepts Using a Production Line Game

    Science.gov (United States)

    Cox, James F., III; Walker, Edward D., II

    2005-01-01

    Production planning and control (PPC) systems and operations performance measures are topics that students generally find both boring and difficult to understand. In the article, the authors present a production line game that they have found to be an effective tool to increase student interest in the topics as well as student comprehension. The…

  4. Fabrication of Games and Learning

    DEFF Research Database (Denmark)

    Schoenau-Fog, Henrik; Reng, Lars; Kofoed, Lise

    2015-01-01

    The concept of Game based learning has proven to have many possibilities for supporting better learning outcomes, when using educational or commercial games in the classroom. However, there is also a great potential in using game development as a motivator in several other kinds of learning...... scenarios. Using game development as an approach for including game based learning in various educations has become more accessible due to more user friendly game development tools and systems. This study will thus focus on an exploration on how game development motivates students and what they learn when...... creating games. We exemplify the potential of using game fabrication as a learning environment with the investigation of a game production, which involved over 25 students across semesters. In order to investigate students’ experiences during this purposive game production, we set up an experiment where...

  5. Generagency and problem gaming as stigma

    DEFF Research Database (Denmark)

    Brus, Anne

    2018-01-01

    Using the concept generagency and stigma, the article identifies problem gaming as a part of the generational conflict......Using the concept generagency and stigma, the article identifies problem gaming as a part of the generational conflict...

  6. Emergent transformation games: exploring social innovation agency and activation through the case of the Belgian electricity blackout threat

    Directory of Open Access Journals (Sweden)

    Bonno Pel

    2016-06-01

    Full Text Available The persistence of current societal problems has given rise to a quest for transformative social innovations. As social innovation actors seek to become change makers, it has been suggested that they need to play into impactful macrodevelopments or "game-changers". Here, we aim to deepen the understanding of the social innovation agency in these transformation games. We analyze assumptions about the game metaphor, invoking insights from actor-network theory. The very emergence of transformation games is identified as a crucial but easily overlooked issue. As explored through the recent electricity blackout threat in Belgium, some current transformation games are populated with largely passive players. This illustrative case demonstrates that socially innovative agency cannot be presupposed. In some transformation games, the crucial game-changing effect is to start the game by activating the players.

  7. Analysis on machine tool systems using spindle vibration monitoring for automatic tool changer

    OpenAIRE

    Shang-Liang Chen; Yin-Ting Cheng; Chin-Fa Su

    2015-01-01

    Recently, the intelligent systems of technology have become one of the major items in the development of machine tools. One crucial technology is the machinery status monitoring function, which is required for abnormal warnings and the improvement of cutting efficiency. During processing, the mobility act of the spindle unit determines the most frequent and important part such as automatic tool changer. The vibration detection system includes the development of hardware and software, such as ...

  8. Development and installation of an automatic sample changer for neutron activation analysis

    International Nuclear Information System (INIS)

    Domienikan, Claudio; Lapolli, Andre L.; Schoueri, Roberto M.; Moreira, Edson G.; Vasconcellos, Marina B.A.

    2013-01-01

    A Programmable and Automatic Sample Changer was built and installed at the Neutron Activation Analysis Laboratory of the Nuclear and Energy Research Institute - IPEN-CNEN/SP, Brazil. This Automatic Sample Changer allows the fully automated measurement of up to 25 samples in one run. Basically it consists of an electronic circuit and C++ program that controls the positioning of a sample holder in two axes of motion (X and Y). Each sample is transported and positioned, one by one, inside the shielding coupled to a high-purity germanium (HPGe) radiation detector. A Canberra DSA-1000 Multichannel Analyzer coupled to the Genie 2000 software performs the data acquisition for analysis of the samples. When the counting is finished the results are saved in a hard disk of a PC computer. The sample is brought back by the sample holder to its initial position, and the next sample is carried to the shielding. The Sample Changer was designed and constructed at IPEN-CNEN/SP by employing national components and expertise. (author)

  9. Experimentation of cooperative learning model Numbered Heads Together (NHT) type by concept maps and Teams Games Tournament (TGT) by concept maps in terms of students logical mathematics intellegences

    Science.gov (United States)

    Irawan, Adi; Mardiyana; Retno Sari Saputro, Dewi

    2017-06-01

    This research is aimed to find out the effect of learning model towards learning achievement in terms of students’ logical mathematics intelligences. The learning models that were compared were NHT by Concept Maps, TGT by Concept Maps, and Direct Learning model. This research was pseudo experimental by factorial design 3×3. The population of this research was all of the students of class XI Natural Sciences of Senior High School in all regency of Karanganyar in academic year 2016/2017. The conclusions of this research were: 1) the students’ achievements with NHT learning model by Concept Maps were better than students’ achievements with TGT model by Concept Maps and Direct Learning model. The students’ achievements with TGT model by Concept Maps were better than the students’ achievements with Direct Learning model. 2) The students’ achievements that exposed high logical mathematics intelligences were better than students’ medium and low logical mathematics intelligences. The students’ achievements that exposed medium logical mathematics intelligences were better than the students’ low logical mathematics intelligences. 3) Each of student logical mathematics intelligences with NHT learning model by Concept Maps has better achievement than students with TGT learning model by Concept Maps, students with NHT learning model by Concept Maps have better achievement than students with the direct learning model, and the students with TGT by Concept Maps learning model have better achievement than students with Direct Learning model. 4) Each of learning model, students who have logical mathematics intelligences have better achievement then students who have medium logical mathematics intelligences, and students who have medium logical mathematics intelligences have better achievement than students who have low logical mathematics intelligences.

  10. Use of a Survival Analysis Technique in Understanding Game Performance in Instructional Games. CRESST Report 812

    Science.gov (United States)

    Kim, Jinok; Chung, Gregory K. W. K.

    2012-01-01

    In this study we compared the effects of two math game designs on math and game performance, using discrete-time survival analysis (DTSA) to model players' risk of not advancing to the next level in the game. 137 students were randomly assigned to two game conditions. The game covered the concept of a unit and the addition of like-sized fractional…

  11. Implementing Game Design in School: A Working Example | Mise en œuvre de la conception de jeu à l’école : un exemple pratique

    Directory of Open Access Journals (Sweden)

    Dani C. Herro

    2015-05-01

    Full Text Available This case uses a worked or “working example” model (Gee, 2010, documenting the implementation of a novel game design curriculum in the United States. Created by an Instructional Technology Administrator (ITA and two classroom teachers, it was subsequently offered to high school students. With an aim of providing in-depth understanding of conditions necessary to bring game design experiences to classrooms, the research describes the context while revealing processes and instructor perceptions of the experience. Data collection and analysis in this working example include observation, teacher interviews, student surveys, and artifacts intended to make thinking and practices overt while inviting scholarly conversation around the curriculum’s successes and failures. Drawing on a previous case focused on initial course planning and early implementation (Author, 2013, this paper advances insight regarding the process of moving game design into schooling and concludes with a discussion of educational implications. Cette étude se sert d’un modèle « d’exemple concret » (Gee, 2010 pour documenter la mise en œuvre d’un programme de conception de jeu aux États-Unis. Créé par un technopédagogue et deux titulaires de classe, le programme a ensuite été offert à des élèves du secondaire. Visant à fournir une compréhension approfondie des conditions requises pour l’intégration des expériences de conception de jeu en classe, l’étude décrit le contexte et révèle les processus et les perceptions qu’a tirés l’instructeur de l’expérience. La collecte de données et l’analyse dans cet exemple concret comprennent l’observation, des entrevues avec les enseignants, des sondages auprès des élèves et des artefacts ayant pour but de rendre manifestes la réflexion et les pratiques tout en stimulant la conversation savante à propos des réussites et des échecs du programme. S’appuyant sur une étude préalable qui

  12. Playful participation in social games

    DEFF Research Database (Denmark)

    Markussen, Thomas; Knutz, Eva

    2018-01-01

    genres, notably serious games and health games. To further increase knowledge of social games we introduce a typology of playful participation in social games. The typology is build up by using formal concepts from theories of participatory art. Its range of application is then demonstrated through......In this paper we introduce social games as a new terrain for studies in participatory culture. Social games defy easy classification and cannot be appropriately understood from existing research perspectives. Initially, we therefore attempt to define social games by comparing it with related game...... an empirical analysis of eight social game prototypes that are designed as part of an on-going 3-year research project called Social Games against Crime. The purpose of this project is to develop socialgames that can help children build resilience towards many of the personal and social problems...

  13. (Serious) Games Development: The State of the Art

    OpenAIRE

    Qi, Wen

    2014-01-01

    In this report, we give an overview of research and development of serious video games. Firstly, we briefly look at the history of (digital) video game. We discuss different types of video game and introduce the concept of serious game. In the following, we review the important aspects of technology development for general video games and serious games. We further discuss the critical elements of the game design. In the end, we summarize the components that form a successful serious game. Thi...

  14. Social gaming rules : Changing people's behavior through games

    NARCIS (Netherlands)

    Vegt, N.J.H.; Visch, V.T.

    2013-01-01

    In this paper we propose an approach towards designing social games or game elements for changing people’s social behavior for serious applications. We use the concept of the magic circle, which outlines the experience of a game world as different from the real world. We can design a connection

  15. 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 ...

  16. Agent Supported Serious Game Environment

    Science.gov (United States)

    Terzidou, Theodouli; Tsiatsos, Thrasyvoulos; Miliou, Christina; Sourvinou, Athanasia

    2016-01-01

    This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the…

  17. Kansei games : entertaining your emotions

    NARCIS (Netherlands)

    Salem, B.I.; Nakatsu, R.

    2007-01-01

    Essentially Kansei Games are a new concept of games that focus on delivering a constructive positive experience to the game player. We wish to do this by addressing the player needs, requirements and desires. We propose a Needs Requirements and Desires (NRD) model where the self is at the centre,

  18. Negotiation for Strategic Video Games

    OpenAIRE

    Afiouni, Einar Nour; Øvrelid, Leif Julian

    2013-01-01

    This project aims to examine the possibilities of using game theoretic concepts and multi-agent systems in modern video games with real time demands. We have implemented a multi-issue negotiation system for the strategic video game Civilization IV, evaluating different negotiation techniques with a focus on the use of opponent modeling to improve negotiation results.

  19. Can Video Games Be Educational?

    Science.gov (United States)

    Criswell, Chad

    2009-01-01

    One of the biggest debates among music educators today is about whether or not video games are a valid educational tool. As far back as the early 1990s, teachers were using games such as Sid Meier's Civilization to reinforce history and social studies concepts, but until recently games that dealt with areas of music education have been few and far…

  20. From Game Design Elements to Gamefulness: Defining “Gamification”

    DEFF Research Database (Denmark)

    Deterding, Sebastian; Dixon, Dan; Khaled, Rilla

    2011-01-01

    Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human- computer interaction and game studies, such as serious...... games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation...... to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts....

  1. A computational proof of concept of a machine-intelligent artificial pancreas using Lyapunov stability and differential game theory.

    Science.gov (United States)

    Greenwood, Nigel J C; Gunton, Jenny E

    2014-07-01

    This study demonstrated the novel application of a "machine-intelligent" mathematical structure, combining differential game theory and Lyapunov-based control theory, to the artificial pancreas to handle dynamic uncertainties. Realistic type 1 diabetes (T1D) models from the literature were combined into a composite system. Using a mixture of "black box" simulations and actual data from diabetic medical histories, realistic sets of diabetic time series were constructed for blood glucose (BG), interstitial fluid glucose, infused insulin, meal estimates, and sometimes plasma insulin assays. The problem of underdetermined parameters was side stepped by applying a variant of a genetic algorithm to partial information, whereby multiple candidate-personalized models were constructed and then rigorously tested using further data. These formed a "dynamic envelope" of trajectories in state space, where each trajectory was generated by a hypothesis on the hidden T1D system dynamics. This dynamic envelope was then culled to a reduced form to cover observed dynamic behavior. A machine-intelligent autonomous algorithm then implemented game theory to construct real-time insulin infusion strategies, based on the flow of these trajectories through state space and their interactions with hypoglycemic or near-hyperglycemic states. This technique was tested on 2 simulated participants over a total of fifty-five 24-hour days, with no hypoglycemic or hyperglycemic events, despite significant uncertainties from using actual diabetic meal histories with 10-minute warnings. In the main case studies, BG was steered within the desired target set for 99.8% of a 16-hour daily assessment period. Tests confirmed algorithm robustness for ±25% carbohydrate error. For over 99% of the overall 55-day simulation period, either formal controller stability was achieved to the desired target or else the trajectory was within the desired target. These results suggest that this is a stable, high

  2. Games on Games. Game Design as Critical Reflexive Practice

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

    Full Text Available 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 supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?

  3. Gaming the Law of Large Numbers

    Science.gov (United States)

    Hoffman, Thomas R.; Snapp, Bart

    2012-01-01

    Many view mathematics as a rich and wonderfully elaborate game. In turn, games can be used to illustrate mathematical ideas. Fibber's Dice, an adaptation of the game Liar's Dice, is a fast-paced game that rewards gutsy moves and favors the underdog. It also brings to life concepts arising in the study of probability. In particular, Fibber's Dice…

  4. Bingo! Select Games for Mathematical Thinking

    Science.gov (United States)

    Jackson, Christa; Taylor, Cynthia; Buchheister, Kelley

    2013-01-01

    Games can both generate excitement among students and motivate them to participate in mathematics. Although games have been used primarily to "review" mathematical concepts at the middle school level, games should, and often do, have other instructional purposes. When teachers use mathematical games as an instructional strategy, they are…

  5. Learning the Rules of the Game

    Science.gov (United States)

    Smith, Donald A.

    2018-01-01

    Games have often been used in the classroom to teach physics ideas and concepts, but there has been less published on games that can be used to teach scientific thinking. D. Maloney and M. Masters describe an activity in which students attempt to infer rules to a game from a history of moves, but the students do not actually play the game. Giving…

  6. 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...

  7. Combinatorial optimization games

    Energy Technology Data Exchange (ETDEWEB)

    Deng, X. [York Univ., North York, Ontario (Canada); Ibaraki, Toshihide; Nagamochi, Hiroshi [Kyoto Univ. (Japan)

    1997-06-01

    We introduce a general integer programming formulation for a class of combinatorial optimization games, which immediately allows us to improve the algorithmic result for finding amputations in the core (an important solution concept in cooperative game theory) of the network flow game on simple networks by Kalai and Zemel. An interesting result is a general theorem that the core for this class of games is nonempty if and only if a related linear program has an integer optimal solution. We study the properties for this mathematical condition to hold for several interesting problems, and apply them to resolve algorithmic and complexity issues for their cores along the line as put forward in: decide whether the core is empty; if the core is empty, find an imputation in the core; given an imputation x, test whether x is in the core. We also explore the properties of totally balanced games in this succinct formulation of cooperative games.

  8. Learning through a Game - Exploring Fun and Learning in a Project Management Game

    OpenAIRE

    Hansen, Daniel Sollie; Storjord, David

    2016-01-01

    The goal of this thesis is to explore the teaching capabilities of games by motivating players through fun. We do this by first exploring perspectives of fun and learning in games; project management concepts and previous games. From these findings we implement our own game prototype where the player learns project management concepts simultaneously as they learn the game. This prototype is then evaluated through a number of experiments. Finally we discuss the results of the experiments and c...

  9. Plausibility orderings in dynamic games

    NARCIS (Netherlands)

    Perea ý Monsuwé, A.

    2014-01-01

    In this paper we explore game-theoretic reasoning in dynamic games within the framework of belief revision theory. More precisely, we focus on the forward induction concept of ‘common strong belief in rationality’ (Battigalli and Siniscalchi (2002) and the backward induction concept of ‘common

  10. 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

  11. Inserting the tap values of the tap changer transformers into the Jacobian matrix as control variables

    Directory of Open Access Journals (Sweden)

    Faruk Yalçın

    2013-06-01

    Full Text Available Series and shunt admittance values of under load tap changer transformers are changed according to tap changing. As this situation changes the structure of bus admittance matrix, it causes the need of rebuilding the bus admittance matrix at each tap changing case in power flow studies. In this paper, a new approach that includes the tap changing effects into the Jacobian matrix. By this approach, the need of rebuilding the bus admittance matrix at each tap changing case during power flow study is prevented. So, fast convergence is achieved for the power flow algorithm. Although there are similar studies for this aim in the literature, apart from these studies, including the tap changing effects to the Jacobian matrix when more than one under load tap changer transformers are connected to the same bus with different connection combinations is provided by the proposed approach. For this aim, new power equations and new Jacobian matrix component calculation equations are obtained. The proposed approach is tested on IEEE 57-bus test system and its accuracy is proved.

  12. A new TXRF vacuum chamber with sample changer for chemical analysis using silicon drift chamber detector

    International Nuclear Information System (INIS)

    Streli, C.; Wobrauschek, P.; Zoeger, N.; Pepponi, G.

    2003-01-01

    Full text: Several TXRF spectrometers for chemical analysis as well as for wafer surface analysis are commercially available. But there is no one available for chemical analysis offering the possibility to measure the samples in vacuum conditions. Vacuum of 10 -2 mbar in the sample environment helps to reduce the background due to scattering from air, thus to improve the detection limits as well as to reduce the absorption of low energy fluorescence radiation from low Z elements and extend the elemental range to be measured and removes the Ar lines from the spectrum. The x-ray group of the Atominstitut designed and fabricated a new vacuum chamber for TXRF equipped with a 12 position sample changer from Italstructures, Riva, Italy. The detector used was a 10 mm 2 silicon drift detector (KETEK, Munich, Germany), offering the advantage of electrically cooling, so no LN2 is required. The chamber was designed to be attached to a diffraction tube housing, e.g. with a fine focus Mo-x-ray tube and uses a multilayer monochromator. Spectra are stored by a small AMTEK MCA and control between sample changer and MCA communication is done by a modified AMPTEK software. The performance is expressed in detection limits of 1 pg Rb for Mo Ka excitation with 50 kV, 40 mA excitation conditions, 1000 s lifetime, obtained from a sample containing 600 pg Rb as single element standard. Details on performance, reproducibility and light element excitation and detection are presented. (author)

  13. Solving the Sophistication-Population Paradox of Game Refinement Theory

    OpenAIRE

    Xiong , Shuo; Tiwary , Parth ,; Iida , Hiroyuki

    2016-01-01

    Part 4: Short Papers; International audience; A mathematical model of game refinement was proposed based on uncertainty of game outcome. This model has been shown to be useful in measuring the entertainment element in the domains such as boardgames and sport games. However, game refinement theory has not been able to explain the correlation between the popularity of a game and the game refinement value. This paper introduces another aspect in the study of game entertainment, the concept of “a...

  14. O uso de um jogo de treinamento no ensino dos conceitos de média e variância. The use of a training game in the teaching of the concepts of mean and variance

    Directory of Open Access Journals (Sweden)

    Lopes, José Marcos

    2014-08-01

    Full Text Available Apresentamos, neste artigo, o relato de uma experiência de ensino que utilizou, em sala de aula, um jogo de dados, para o reforço no aprendizado dos conceitos de média e variância. O jogo é original e utiliza, simultaneamente, esses dois importantes conceitos da Estatística Descritiva. Formulamos também alguns problemas, envolvendo situações de jogo, cujas soluções, obtidas pelos próprios alunos, têm por objetivo reforçar os conceitos matemáticos presentes nas definições de média e de variância. Pelos relatos dos alunos e das professoras que aplicaram o jogo, acreditamos que a atividade desenvolvida tenha contribuído para a apreensão dos conceitos de média e variância pelos alunos. Esperamos que a sequência didática aqui apresentada possa auxiliar o professor do Ensino Médio no seu trabalho com esses conceitos. In the present study, we describe a classroom teaching experience with a dice game to reinforce the learning of the concepts of mean and variance. The game is an original proposal and uses these two important concepts of Descriptive Statistics. We have also formulated some problems involving game situations. The solutions of these problems, obtained by the students, are intended to reinforce the mathematics concepts present in the definitions of mean and variance. Based on the reports of the students and teachers that applied the dice game, we believe that the activity contributed for the learning of the concepts of means and variance by the students. Therefore, we hope that the didactics sequence presented herein can help high school teachers in their work with these concepts.

  15. LEARNING GAMES OR LEARNING STIMULATING GAMES: AN INDIRECT APPROACH TO LEARNING STIMULATING EFFECTS FROM OFF-THE-SHELF GAMES

    OpenAIRE

    Mats Wiklund; Peter Mozelius

    2014-01-01

    Playing games to support learning is a classic concept that is seeing a revival today in the widespread use of computer games. Inserting educational content into various types of computer games is a strong trend that some researchers have described as a mad rush. The aim of this article is to discuss possible learning stimulating effects of commercial off-the-shelf (COTS) games in a long-term perspective. We argue that COTS game players’ attitudes towards learning m...

  16. REFractions: The Representing Equivalent Fractions Game

    Science.gov (United States)

    Tucker, Stephen I.

    2014-01-01

    Stephen Tucker presents a fractions game that addresses a range of fraction concepts including equivalence and computation. The REFractions game also improves students' fluency with representing, comparing and adding fractions.

  17. 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...

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

    Science.gov (United States)

    Mayer, Igor S.

    2009-01-01

    This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…

  19. 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

  20. Improving late life depression and cognitive control through the use of therapeutic video game technology: A proof-of-concept randomized trial.

    Science.gov (United States)

    Anguera, Joaquin A; Gunning, Faith M; Areán, Patricia A

    2017-06-01

    Existing treatments for depression are known to have only modest effects, are insufficiently targeted, and are inconsistently utilized, particularly in older adults. Indeed, older adults with impaired cognitive control networks tend to demonstrate poor response to a majority of existing depression interventions. Cognitive control interventions delivered using entertainment software have the potential to not only target the underlying cerebral dysfunction associated with depression, but to do so in a manner that is engaging and engenders adherence to treatment protocol. In this proof-of-concept trial (Clinicaltrials.gov #: NCT02229188), individuals with late life depression (LLD) (22; 60+ years old) were randomized to either problem solving therapy (PST, n = 10) or a neurobiologically inspired digital platform designed to enhance cognitive control faculties (Project: EVO™, n = 12). Given the overlapping functional neuroanatomy of mood disturbances and executive dysfunction, we explored the impact of an intervention targeting cognitive control abilities, functional disability, and mood in older adults suffering from LLD, and how those outcomes compare to a therapeutic gold standard. EVO participants demonstrated similar improvements in mood and self-reported function after 4 weeks of treatment to PST participants. The EVO participants also showed generalization to untrained measures of working memory and attention, as well as negativity bias, a finding not evident in the PST condition. Individuals assigned to EVO demonstrated 100% adherence. This study provides preliminary findings that this therapeutic video game targeting cognitive control deficits may be an efficacious LLD intervention. Future research is needed to confirm these findings. © 2016 Wiley Periodicals, Inc.

  1. 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...

  2. Loops and Metagames: Understanding Game Design Structures

    DEFF Research Database (Denmark)

    Sicart, Miguel Angel

    2015-01-01

    In this paper we present a set of formal concepts that can help in game design analysis. Our goal is to provide a conceptual framework based on terminology used in game design.......In this paper we present a set of formal concepts that can help in game design analysis. Our goal is to provide a conceptual framework based on terminology used in game design....

  3. 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

  4. 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

  5. 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

  6. 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

  7. "It is always a lot of fun!" : exploring dimensions of digital game experience using focus group methodology

    NARCIS (Netherlands)

    Poels, K.; Kort, de Y.A.W.; IJsselsteijn, W.A.

    2007-01-01

    This paper focuses on digital game experience: the feelings and experiences people have when they play digital games. Digital game experience is not a one-dimensional concept. Great variety exists in game genres and game players, and game experiences will differ accordingly. To date, game experience

  8. Taking Design Games Seriously

    DEFF Research Database (Denmark)

    Eriksen, Mette Agger; Brandt, Eva; Mattelmäki, Tuuli

    2014-01-01

    Using design games at Participatory Design (PD) events is well acknowledged as a fruitful way of staging participation. As PD researchers, we have many such experiences, and we have argued that design games connect participants and promote equalizing power relations. However, in this paper, we...... will (self) critically re-connect and reflect on how people (humans) and materials (non-humans) continually participate and intertwine in various power relations in design game situations. The analysis is of detailed situated actions with one of our recent games, UrbanTransition. Core concepts mainly from...... Bruno Latour’s work on Actor-Network-Theory are applied. The aim is to take design games seriously by e.g. exploring how assemblages of humans and non-humans are intertwined in tacitly-but-tactically staging participation, and opening up for or hindering negotiations and decision-making, thus starting...

  9. The ReDistricting Game: Teaching Congressional Gerrymandering through an Online Simulation Game

    Science.gov (United States)

    Juckett, Emily; Feinberg, Joseph R.

    2010-01-01

    The ReDistricting Game is an online simulation game that engages learners in the redistricting process and spotlights the problem of gerrymandering districts in the United States. Hands-on simulation games such as this one can motivate students to think at higher levels and master key concepts. The concept of redistricting does not automatically…

  10. Playing and gaming

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild

    2013-01-01

    The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....

  11. Design and Development of an Automatic Tool Changer for an Articulated Robot Arm

    International Nuclear Information System (INIS)

    Ambrosio, H; Karamanoglu, M

    2014-01-01

    In the creative industries, the length of time between the ideation stage and the making of physical objects is decreasing due to the use of CAD/CAM systems and adicitive manufacturing. Natural anisotropic materials, such as solid wood can also be transformed using CAD/CAM systems, but only with subtractive processes such as machining with CNC routers. Whilst some 3 axis CNC routing machines are affordable to buy and widely available, more flexible 5 axis routing machines still present themselves as a too big investment for small companies. Small refurbished articulated robots can be a cheaper alternative but they require a light end-effector. This paper presents a new lightweight tool changer that converts a small 3kg payload 6 DOF robot into a robot apprentice able to machine wood and similar soft materials

  12. Design and Development of an Automatic Tool Changer for an Articulated Robot Arm

    Science.gov (United States)

    Ambrosio, H.; Karamanoglu, M.

    2014-07-01

    In the creative industries, the length of time between the ideation stage and the making of physical objects is decreasing due to the use of CAD/CAM systems and adicitive manufacturing. Natural anisotropic materials, such as solid wood can also be transformed using CAD/CAM systems, but only with subtractive processes such as machining with CNC routers. Whilst some 3 axis CNC routing machines are affordable to buy and widely available, more flexible 5 axis routing machines still present themselves as a too big investment for small companies. Small refurbished articulated robots can be a cheaper alternative but they require a light end-effector. This paper presents a new lightweight tool changer that converts a small 3kg payload 6 DOF robot into a robot apprentice able to machine wood and similar soft materials.

  13. Four-bar linkage-based automatic tool changer: Dynamic modeling and torque optimization

    Energy Technology Data Exchange (ETDEWEB)

    Lee, Sangho; Seo, TaeWon [Yeungnam University, Gyeongsan (Korea, Republic of); Kim, Jong-Won; Kim, Jongwon [Seoul National University, Seoul (Korea, Republic of)

    2017-05-15

    An Automatic tool changer (ATC) is a device used in a tapping machine to reduce process time. This paper presents the optimization of a Peak torque reduction mechanism (PTRM) for an ATC. It is necessary to reduce the fatigue load and energy consumed, which is related to the peak torque. The PTRM uses a torsion spring to reduce the peak torque and was applied to a novel ATC mechanism, which was modeled using inverse dynamics. Optimization of the PTRM is required to minimize the peak torque. The design parameters are the initial angle and stiffness of the torsion spring, and the objective function is the peak torque of the input link. The torque was simulated, and the peak torque was decreased by 10 %. The energy consumed was reduced by the optimization.

  14. Automatic sample changer control software for automation of neutron activation analysis process in Malaysian Nuclear Agency

    Science.gov (United States)

    Yussup, N.; Ibrahim, M. M.; Rahman, N. A. A.; Mokhtar, M.; Salim, N. A. A.; Soh@Shaari, S. C.; Azman, A.; Lombigit, L.; Azman, A.; Omar, S. A.

    2018-01-01

    Most of the procedures in neutron activation analysis (NAA) process that has been established in Malaysian Nuclear Agency (Nuclear Malaysia) since 1980s were performed manually. These manual procedures carried out by the NAA laboratory personnel are time consuming and inefficient especially for sample counting and measurement process. The sample needs to be changed and the measurement software needs to be setup for every one hour counting time. Both of these procedures are performed manually for every sample. Hence, an automatic sample changer system (ASC) that consists of hardware and software is developed to automate sample counting process for up to 30 samples consecutively. This paper describes the ASC control software for NAA process which is designed and developed to control the ASC hardware and call GammaVision software for sample measurement. The software is developed by using National Instrument LabVIEW development package.

  15. The new Chalk River AMS ion source, sample changer and external sample magazine

    International Nuclear Information System (INIS)

    Koslowsky, V.T.; Bray, N.; Imahori, Y.; Andrews, H.R.; Davies, W.G.

    1997-01-01

    A new sample magazine, sample changer and ion source have been developed and are in routine use at Chalk River. The system features a readily accessible 40-sample magazine at ground potential that is external to the ion source and high-voltage cage. The samples are held in an inert atmosphere and can be individually examined or removed; they can be exchanged en masse as a complete magazine concurrent with an AMS measurement. On-line sample changing is done with a pneumatic rabbit transfer system employing two stages of differential pumping. At Chalk River this is routinely performed across a 200 kV potential. Sample positioning is precise, and hundreds of 36 Cl and 129 I samples have been measured over a period of several days without interruption or alteration of ion source operating conditions. (author)

  16. Four-bar linkage-based automatic tool changer: Dynamic modeling and torque optimization

    International Nuclear Information System (INIS)

    Lee, Sangho; Seo, TaeWon; Kim, Jong-Won; Kim, Jongwon

    2017-01-01

    An Automatic tool changer (ATC) is a device used in a tapping machine to reduce process time. This paper presents the optimization of a Peak torque reduction mechanism (PTRM) for an ATC. It is necessary to reduce the fatigue load and energy consumed, which is related to the peak torque. The PTRM uses a torsion spring to reduce the peak torque and was applied to a novel ATC mechanism, which was modeled using inverse dynamics. Optimization of the PTRM is required to minimize the peak torque. The design parameters are the initial angle and stiffness of the torsion spring, and the objective function is the peak torque of the input link. The torque was simulated, and the peak torque was decreased by 10 %. The energy consumed was reduced by the optimization.

  17. Video game addiction: The push to pathologize video games

    DEFF Research Database (Denmark)

    Nielsen, Rune Kristian Lundedal; Ferguson, Christopher; Bean, Anthony

    2017-01-01

    With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been...... achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected...... and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding “gaming addiction” are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that “video game addiction...

  18. 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. …

  19. Game hoarding in Europe

    DEFF Research Database (Denmark)

    Aabo, Tom; Pantzalis, Christos; Sørensen, Maja Stoholm

    2013-01-01

    Local bias within a country and between countries is well established in the empirical literature. However, the underlying reasons are less well established. In a simple supply and demand framework, Hong, Kubik and Stein (JFE 2008) find an “only-game-in-town” effect in the U.S. - the stock price...... controlling for differences in origin of law, investor rights, corruption and Euro adoption, neither a game-hoarding effect nor an only-game-in-town effect is strongly supported in the European case. The results are important in understanding the concept of local bias in a cross-country framework....

  20. Teoria dos jogos: conceitos, formalização matemática e aplicação à distribuição de custo conjunto Game theory: concepts, mathematical formalization and applications to the assignment of joint cost

    Directory of Open Access Journals (Sweden)

    Reginaldo Santana Figueiredo

    1994-12-01

    Full Text Available O presente trabalho tem por objetivo a sistematização e a apresentação dos conceitos fundamentais da Teoria dos Jogos, a formalização matemática dos principais conceitos clássicos de solução de um jogo e ilustrar sua aplicação ao problema da distribuição de custo conjunto. Como produto de uma pesquisa de alguns anos, conseguimos reunir sistematicamente o conjunto de conceitos de solução de jogos donde se derivam todos conceitos encontrados nos textos atuais. Apresentamos os conceitos de solução para os chamados jogos cooperativos através do conceito de objeção e contra-objeção de forma a mostrar que os mesmos podem ser vistos como um processo de negociação.This paper presents the basic concepts of Game Theory and the mathematical formalizations of classic concepts of game solutions. We surveyed the fundamental concepts from where we derive the concepts of game solutions that can be found in the modern papers. We feature the concepts to the game named cooperative-games by concepts of objection and counterobjection to show that they can be understood as a negotiation process. In addition, we show how the Game Theory can be applied to the problem of the assignment of joint cost.

  1. Models in cooperative game theory

    CERN Document Server

    Branzei, Rodica; Tijs, Stef

    2008-01-01

    This book investigates models in cooperative game theory in which the players have the possibility to cooperate partially. In a crisp game the agents are either fully involved or not involved at all in cooperation with some other agents, while in a fuzzy game players are allowed to cooperate with infinite many different participation levels, varying from non-cooperation to full cooperation. A multi-choice game describes the intermediate case in which each player may have a fixed number of activity levels. Different set and one-point solution concepts for these games are presented. The properties of these solution concepts and their interrelations on several classes of crisp, fuzzy, and multi-choice games are studied. Applications of the investigated models to many economic situations are indicated as well. The second edition is highly enlarged and contains new results and additional sections in the different chapters as well as one new chapter.

  2. 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

  3. 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

  4. 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

  5. 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....

  6. FlexED8: the first member of a fast and flexible sample-changer family for macromolecular crystallography.

    Science.gov (United States)

    Papp, Gergely; Felisaz, Franck; Sorez, Clement; Lopez-Marrero, Marcos; Janocha, Robert; Manjasetty, Babu; Gobbo, Alexandre; Belrhali, Hassan; Bowler, Matthew W; Cipriani, Florent

    2017-10-01

    Automated sample changers are now standard equipment for modern macromolecular crystallography synchrotron beamlines. Nevertheless, most are only compatible with a single type of sample holder and puck. Recent work aimed at reducing sample-handling efforts and crystal-alignment times at beamlines has resulted in a new generation of compact and precise sample holders for cryocrystallography: miniSPINE and NewPin [see the companion paper by Papp et al. (2017, Acta Cryst., D73, 829-840)]. With full data collection now possible within seconds at most advanced beamlines, and future fourth-generation synchrotron sources promising to extract data in a few tens of milliseconds, the time taken to mount and centre a sample is rate-limiting. In this context, a versatile and fast sample changer, FlexED8, has been developed that is compatible with the highly successful SPINE sample holder and with the miniSPINE and NewPin sample holders. Based on a six-axis industrial robot, FlexED8 is equipped with a tool changer and includes a novel open sample-storage dewar with a built-in ice-filtering system. With seven versatile puck slots, it can hold up to 112 SPINE sample holders in uni-pucks, or 252 miniSPINE or NewPin sample holders, with 36 samples per puck. Additionally, a double gripper, compatible with the SPINE sample holders and uni-pucks, allows a reduction in the sample-exchange time from 40 s, the typical time with a standard single gripper, to less than 5 s. Computer vision-based sample-transfer monitoring, sophisticated error handling and automatic error-recovery procedures ensure high reliability. The FlexED8 sample changer has been successfully tested under real conditions on a beamline.

  7. A Sensitive ANN Based Differential Relay for Transformer Protection with Security against CT Saturation and Tap Changer Operation

    OpenAIRE

    KHORASHADI-ZADEH, Hassan; LI, Zuyi

    2014-01-01

    This paper presents an artificial neural network (ANN) based scheme for fault identification in power transformer protection. The proposed scheme is featured by the application of ANN to identifying system patterns, the unique choice of harmonics of positive sequence differential currents as ANN inputs, the effective handling of current transformer (CT) saturation with an ANN based approach, and the consideration of tap changer position for correcting secondary CT current. Performanc...

  8. Game theory and public policy

    CERN Document Server

    McCain, Roger A

    2015-01-01

    This book provides a critical, selective review of concepts from game theory and their applications in public policy, and further suggests some modifications for some of the models (chiefly in cooperative game theory) to improve their applicability to economics and public policy.

  9. A Sports Franchise Simulation Game

    Science.gov (United States)

    Surdam, David G.

    2009-01-01

    Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…

  10. Using a board game to reinforce learning.

    Science.gov (United States)

    Yoon, Bona; Rodriguez, Leslie; Faselis, Charles J; Liappis, Angelike P

    2014-03-01

    Experiential gaming strategies offer a variation on traditional learning. A board game was used to present synthesized content of fundamental catheter care concepts and reinforce evidence-based practices relevant to nursing. Board games are innovative educational tools that can enhance active learning. Copyright 2014, SLACK Incorporated.

  11. Ruler of the plane - Games of geometry

    NARCIS (Netherlands)

    Beekhuis, S.; Buchin, K.; Castermans, T.; Hurks, T.; Sonke, W.; Aronov, B.; Katz, M.J.

    2017-01-01

    Ruler of the Plane is a set of games illustrating concepts from combinatorial and computational geometry. The games are based on the art gallery problem, ham-sandwich cuts, the Voronoi game, and geometric network connectivity problems like the Euclidean minimum spanning tree and traveling

  12. LÖVE for Lua game programming

    CERN Document Server

    Mishra, Brij Bhushan

    2013-01-01

    This book follows a tutorial approach with examples and step-by-step instructions to help explain the key concepts of the LÖVE framework as well as everything you need to know about game development using the Lua programming language.LÖVE2d for Lua Game Programming is for anyone who is interested in learning about desktop game development.

  13. Fun and Games, but Learning Too.

    Science.gov (United States)

    Ahmad, Paula

    1989-01-01

    Recommends the use of visual art games to introduce art units and stimulate student interest. Outlines strategies for 10 visual art games adaptable for most age and skill levels. Based on familiar games such as "tic-tac-toe" or "hangman," these activities deal with artists, artistic skills or concepts, and art history. (LS)

  14. Game and Digital Culture: A Study on Hay Day Game

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2016-01-01

    Full Text Available Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective

  15. Gaias Game

    Directory of Open Access Journals (Sweden)

    Niklas Schrape

    2014-09-01

    Full Text Available James Lovelock’s vision of Earth as a living cybernetic system is popular again. The surprising new preacher of Gaia is Bruno Latour. He uses the concept to refer to a holistic understanding of Earth, in which mankind is situated as integral part. Gaia becomes the catalyst and fundament for his philosophical attempt to design a new believe-system in the time of ecological crisis. But the concept of Gaia is characterised by a tension between the idea of a powerful but indifferent nature and a grandiose vision of total control over it. This tension reveals itself to be deeply rooted in cybernetic thought. It is not only apparent in Lovelock’s own writing, but also in simulation programs based on the Gaia hypothesis such as the Daisyworld model and the computer game “SimEarth: The Living Planet” (1991. The article will distinguish Lovelock’s from Latour’s concept of Gaia and relate them to first- and second order cybernetics as well as to two different approaches to computer simulation: system dynamics and cellular automata.

  16. Average-energy games

    Directory of Open Access Journals (Sweden)

    Patricia Bouyer

    2015-09-01

    Full Text Available Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the objective is to optimize the long-run average gain per action, and energy games, where the system has to avoid running out of energy. We study average-energy games, where the goal is to optimize the long-run average of the accumulated energy. We show that this objective arises naturally in several applications, and that it yields interesting connections with previous concepts in the literature. We prove that deciding the winner in such games is in NP inter coNP and at least as hard as solving mean-payoff games, and we establish that memoryless strategies suffice to win. We also consider the case where the system has to minimize the average-energy while maintaining the accumulated energy within predefined bounds at all times: this corresponds to operating with a finite-capacity storage for energy. We give results for one-player and two-player games, and establish complexity bounds and memory requirements.

  17. What Does Olympic Games Bring to Economy

    Institute of Scientific and Technical Information of China (English)

    2004-01-01

    @@ In 1984, Ubeross, a wizard in the U.S.business circle, creatively combined the Olympic Games with commerce,thus made the Los Angeles Olympic Games of that year become "the Olympic Games which makes money for the first time". Since then, the original Olympic Games which "sustain losses in the sports propaganda" has possessed an ultra ability that "makes the golden-rimmed paper turn into money" Thus, the concept "Olympic economy" appeared.

  18. 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...

  19. Essays in game theory and natural resource management

    NARCIS (Netherlands)

    Pham Do, K.H.

    2003-01-01

    This thesis presents a collection of essays in game theory with applications to environmental resource problems and their management. A major focus of these essays is related to coalitional games in which several classes of games, their properties and solution concepts are studied. Game theory is

  20. (Serious) Games Development: The State of the Art

    NARCIS (Netherlands)

    Qi, Wen

    2014-01-01

    In this report, we give an overview of research and development of serious video games. Firstly, we briefly look at the history of (digital) video game. We discuss different types of video game and introduce the concept of serious game. In the following, we review the important aspects of

  1. Implementation of Business Game Activity Support System

    Institute of Scientific and Technical Information of China (English)

    TANABU Motonari

    2004-01-01

    Business game can be used not only as an educational tool for the development of decision making ability, but also can be used for supporting the knowledge creation activity in organizations. In this paper, some conceptual considerations to meanings of the business game in the knowledge creation activity by using the knowledge creation theory and other related theories are given,and business game activity concept which refers to game play and development is proposed. Then focusing on the business game activity as an instantiation of the knowledge creation activity, and a Web based gaming activity support system based on the former system called YBG that enables us to play and develop many business games through the standard web browser is proposed. This system also provides us a lot of opportunities to play and develop the business games over business game communities.

  2. Model of the extensive form game with the financial rewards

    OpenAIRE

    Erbsová, Markéta

    2009-01-01

    The aim of this Bachelor thesis is the analysis and presentation of the original extensive form game with the financial rewards, which is called Výměna (Exchange). In the theoretical part we will describe the basic concepts of Game Theory, especially the game in an explicit form. In the practical part we will deal with the game Výměna (Exchange) in itself. Determine the rules of the game, the graphic form of the game and formulate a mathematical model of the game. Individual parts of the game...

  3. Non-cooperative game theory

    CERN Document Server

    Fujiwara-Greve, Takako

    2015-01-01

    This is a textbook for university juniors, seniors, and graduate students majoring in economics, applied mathematics, and related fields. Each chapter is structured so that a core concept of that chapter is presented with motivations, useful applications are given, and related advanced topics are discussed for future study. Many helpful exercises at various levels are provided at the end of each chapter. Therefore, this book is most suitable for readers who intend to study non-cooperative game theory rigorously for both theoretical studies and applications. Game theory consists of non-cooperative games and cooperative games. This book covers only non-cooperative games, which are major tools used in current economics and related areas. Non-cooperative game theory aims to provide a mathematical prediction of strategic choices by decision makers (players) in situations of conflicting interest. Through the logical analyses of strategic choices, we obtain a better understanding of social (economic, business) probl...

  4. "Depletion": A Game with Natural Rules for Teaching Reaction Rate Theory.

    Science.gov (United States)

    Olbris, Donald J.; Herzfeld, Judith

    2002-01-01

    Depletion is a game that reinforces central concepts of reaction rate theory through simulation. Presents the game with a set of follow-up questions suitable for either a quiz or discussion. Also describes student reaction to the game. (MM)

  5. The transition to adulthood: A game changer? Panel analyses of the impact of major life events on sport participation

    NARCIS (Netherlands)

    Houten, J.M.A. van

    2017-01-01

    In this study, we investigated changes in and differences between the sport participation of individuals during the transition to adulthood, and the role of major life events that mark this transition. We employ a neo-Weberian theoretical framework related to changes in temporal and social resources

  6. Resuscitative endovascular balloon occlusion of the aorta with a low profile, wire free device: A game changer?

    Directory of Open Access Journals (Sweden)

    James N. Bogert

    2017-02-01

    Full Text Available A 24 year old male arrived to our hospital after a motor cycle crash with evidence of a traumatic brain injury and in hemorrhagic shock not responsive to volume administration. Resuscitative Endovascular Balloon Occlusion of the Aorta (REBOA was performed in a timely fashion using a new, low profile, wire free device. This lead to rapid reversal of hypotension while his bleeding source was sought and controlled.Recently, REBOA has emerged as an adjunct in the hypotensive trauma patient with noncompressible torso hemorrhage. As first described, this procedure makes use of commonly available vascular surgery and endovascular products requiring large introducer sheaths (12–14 French and long guidewires. Concerns regarding this technique center around the safety and feasibility of using such equipment in the emergency setting outside an angiography suite. This has likely limited widespread adoption of this technique. To address these concerns, newer products designed to be placed through a smaller sheath (7 French and without the use of guidewires have been developed. Here we report on our first clinical use of such a device that we believe represents a significant advance in the care of the trauma patient. Keywords: REBOA, Resuscitation, Hemorrhage, Endovascular

  7. Academic Game Changers: A Study of the Social Networking Strategies of Leaders Guiding Disruptive Innovations in Higher Education

    Science.gov (United States)

    Langteau, Paula T.

    2017-01-01

    This study examines the internal and external networking strategies of leaders furthering potentially disruptive innovations in higher education. The goal of the research was to understand specifically what types of networks they develop, activate, and leverage; the functions of those networks; and the ways they engage them to further their…

  8. Civil Society as a Game Changer: A Comparative Study of Political Transitions in Eastern Europe and the Middle East

    Science.gov (United States)

    2013-12-01

    demonstrated by the casual dressing habits of women, the mixing of sexes and the presence of numerous coffee shops.289 During the 1970s Islamism gained...326 Ibid., 210. 327 Ibid. 328 Ibid., 212. 100 By the late 1990s Ben Ali became obsessed with the idea that a coalition, headed by former

  9. Photovoltaic Hosting Capacity of Feeders with Reactive Power Control and Tap Changers

    Energy Technology Data Exchange (ETDEWEB)

    Ceylan, Oğuzhan; Paudyal, Sumit; Bhattarai, Bishnu P.; Myers, Kurt S.

    2017-06-01

    This paper proposes an algorithm to determine photovoltaic (PV) hosting capacity of power distribution networks as a function of number of PV injection nodes, reactive power support from the PVs, and the sub-station load tap changers (LTCs). In the proposed method, several minute by minute simulations are run based on randomly chosen PV injection nodes, daily PV output profiles, and daily load profiles from a pool of high-resolution realistic data set. The simulation setup is built using OpenDSS and MATLAB. The performance of the proposed method is investigated in the IEEE 123-node distribution feeder for multiple scenarios. The case studies are performed particularly for one, two, five and ten PV injection nodes, and looking at the maximum voltage deviations. Case studies show that the PV hosting capacity of the 123-node feeder greatly differs with the number of PV injection nodes. We have also observed that the PV hosting capacity increases with reactive power support and higher tap position of sub-station LTC.

  10. Exploring the role of purpose in the lives of career changers: A qualitative inquiry

    Directory of Open Access Journals (Sweden)

    Jessie Jie Zhu

    2017-10-01

    Full Text Available Although purpose in life is well-established as a key element of optimal human functioning, there is a lack of qualitative research exploring the role of purpose in individuals’ lives, particularly in the context of career change. The aim of the study is to gain a deep understanding of the role of purpose in the lives of career changers, including the process of developing purpose and its impact on individuals’ well-being.  A qualitative method was employed that involved semi-structured interviews with a sample of thirteen participants who went through a career change process. The qualitative grounded theory analysis reveals a purpose process model, which posits that individuals experience purpose as an ongoing and dynamic process consisting of questioning, exploring, unfolding, and evolving as critical developmental stages of individuals’ journeys to discover and develop purpose. The process of pursuing a purposeful way of living generally has a positive impact on individuals’ hedonic and eudaemonic well-being but can also have its “dark side” that may detract from life. Practical implications for career counseling, as well as future direction of research are discussed.

  11. Analysis on machine tool systems using spindle vibration monitoring for automatic tool changer

    Directory of Open Access Journals (Sweden)

    Shang-Liang Chen

    2015-12-01

    Full Text Available Recently, the intelligent systems of technology have become one of the major items in the development of machine tools. One crucial technology is the machinery status monitoring function, which is required for abnormal warnings and the improvement of cutting efficiency. During processing, the mobility act of the spindle unit determines the most frequent and important part such as automatic tool changer. The vibration detection system includes the development of hardware and software, such as vibration meter, signal acquisition card, data processing platform, and machine control program. Meanwhile, based on the difference between the mechanical configuration and the desired characteristics, it is difficult for a vibration detection system to directly choose the commercially available kits. For this reason, it was also selected as an item for self-development research, along with the exploration of a significant parametric study that is sufficient to represent the machine characteristics and states. However, we also launched the development of functional parts of the system simultaneously. Finally, we entered the conditions and the parameters generated from both the states and the characteristics into the developed system to verify its feasibility.

  12. (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 ...

  13. [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.

  14. Game, time and space

    Directory of Open Access Journals (Sweden)

    Nadja Soares de Souza Lemos

    2005-01-01

    Full Text Available In this text some will be analyzed aspects of the infantile game starting from studied concepts and registered situations, with the objective of giving visibility to the small children's expressive manifestations looking for to know yours know and your manners of living the childhood in the context of the institution of Infantile Education.

  15. The Nervous System Game

    Science.gov (United States)

    Corbitt, Cynthia; Carpenter, Molly

    2006-01-01

    For many children, especially those with reading difficulties, a motor-kinesthetic learning activity may be an effective tool to teach complex concepts. With this in mind, the authors developed and tested a game designed to teach fourth- to sixth-grade children some basic principles of nervous system function by allowing the children themselves to…

  16. How we see electronic games

    Science.gov (United States)

    Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances. PMID:27077016

  17. How we see electronic games

    Directory of Open Access Journals (Sweden)

    Andrew K. Przybylski

    2016-04-01

    Full Text Available Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987 and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968 to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

  18. How we see electronic games.

    Science.gov (United States)

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger's concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc's exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

  19. 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....

  20. Towards a typology of video game trailers: Between the ludic and the cinematic

    OpenAIRE

    Jan Švelch

    2015-01-01

    This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game trailers based on their relation to ludic and cinematic aspects of a video game, combining the theory of paratexts, video game performance framework, the interface effect concept, as well as the concept of transmedia storytelling. This typology r...

  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. Cross-format analysis of the gaming experience in multi-player role playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Newman, K.; Brolund, T.

    2007-01-01

    Forming one of the major genres of games, Role Playing Games (RPGs) have proven an extremely portable concept, and the games are situated across various cultural and format-related boundaries. The effect of porting RPGs between formats is however a subject of which very little is known. This paper...

  3. Games as an Artistic Medium: Investigating Complexity Thinking in Game-Based Art Pedagogy

    Science.gov (United States)

    Patton, Ryan M.

    2013-01-01

    This action research study examines the making of video games, using an integrated development environment software program called GameMaker, as art education curriculum for students between the ages of 8-13. Through a method I designed, students created video games using the concepts of move, avoid, release, and contact (MARC) to explore their…

  4. Cognitive behavioral game design: a unified model for designing serious games

    Directory of Open Access Journals (Sweden)

    Katryna eStarks

    2014-02-01

    Full Text Available Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Albert Bandura’s (1998 social cognitive theory (SCT has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Howard Gardner’s (1983 theory of multiple intelligences (MI to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates Social Cognitive Theory (SCT and Multiple Intelligences (MI with game design principles to create a game design blueprint for serious games.

  5. Cognitive behavioral game design: a unified model for designing serious games.

    Science.gov (United States)

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  6. 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.

  7. 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.

  8. Kahoot It or Not? Can Games Be Motivating in Learning Grammar?

    Science.gov (United States)

    Zarzycka-Piskorz, Ewa

    2016-01-01

    Gamification is not a very new concept. It is the use of game elements and game design techniques in a non-game context. It is used in various contexts for various purposes. There is strong evidence that shows the relationship between game playing and increased motivation. More and more learning games emerge and bring a promise to help to learn a…

  9. Serious games for Geophysics

    Science.gov (United States)

    Lombardo, Valerio; Rubbia, Giuliana

    2015-04-01

    Childhood stage is indispensable in the education of human beings and especially critical to arise scientific interest in children. We discuss the participatory design of a didactic videogame, i.e. a "serious" game to teach geophysics and Earth sciences to high and low-school students. Geophysics is the application of the laws and techniques of physics to uncover knowledge about the earth's dynamic processes and subsurface structure. It explores phenomena such as earthquakes, volcanoes, tsunamis to improve our understanding of the earth's physical processes and our ability to predict reoccurrences. Effective mitigation of risks from catastrophic geologic hazards requires knowledge and understanding of local geology and geologic processes. Scientific outreach can be defined as discourse activity, whose main objective is to communicate some knowledge previously produced in scientific contexts to a non-expert massive audience. One of the difficulties science educators need to overcome is to explain specific concepts from a given discipline in a language simple and understandable for their audience. Digital games today play a large role in young people's lives. Games are directly connected to the life of today's adolescents. Therefore, digital games should be included and broached as a subject in the classroom. The ardor and enthusiasm that digital games evoke in teenagers has indeed brought many researchers, school leaders and teachers to the question "how video games" can be used to engage young people and support their learning inside the classroom. Additionally, studies have shown that digital games can enhance various skills such as the ability to concentrate, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Thus, videogames become an effective didactic mechanism and should have a place in the classroom. The project aims to explore the potentials of entertainment technologies in educational processes

  10. Evolutionary potential games on lattices

    International Nuclear Information System (INIS)

    Szabó, György; Borsos, István

    2016-01-01

    Game theory provides a general mathematical background to study the effect of pair interactions and evolutionary rules on the macroscopic behavior of multi-player games where players with a finite number of strategies may represent a wide scale of biological objects, human individuals, or even their associations. In these systems the interactions are characterized by matrices that can be decomposed into elementary matrices (games) and classified into four types. The concept of decomposition helps the identification of potential games and also the evaluation of the potential that plays a crucial role in the determination of the preferred Nash equilibrium, and defines the Boltzmann distribution towards which these systems evolve for suitable types of dynamical rules. This survey draws parallel between the potential games and the kinetic Ising type models which are investigated for a wide scale of connectivity structures. We discuss briefly the applicability of the tools and concepts of statistical physics and thermodynamics. Additionally the general features of ordering phenomena, phase transitions and slow relaxations are outlined and applied to evolutionary games. The discussion extends to games with three or more strategies. Finally we discuss what happens when the system is weakly driven out of the “equilibrium state” by adding non-potential components representing games of cyclic dominance.

  11. Evolutionary potential games on lattices

    Energy Technology Data Exchange (ETDEWEB)

    Szabó, György, E-mail: szabo@mfa.kfki.hu; Borsos, István, E-mail: borsos@mfa.kfki.hu

    2016-04-05

    Game theory provides a general mathematical background to study the effect of pair interactions and evolutionary rules on the macroscopic behavior of multi-player games where players with a finite number of strategies may represent a wide scale of biological objects, human individuals, or even their associations. In these systems the interactions are characterized by matrices that can be decomposed into elementary matrices (games) and classified into four types. The concept of decomposition helps the identification of potential games and also the evaluation of the potential that plays a crucial role in the determination of the preferred Nash equilibrium, and defines the Boltzmann distribution towards which these systems evolve for suitable types of dynamical rules. This survey draws parallel between the potential games and the kinetic Ising type models which are investigated for a wide scale of connectivity structures. We discuss briefly the applicability of the tools and concepts of statistical physics and thermodynamics. Additionally the general features of ordering phenomena, phase transitions and slow relaxations are outlined and applied to evolutionary games. The discussion extends to games with three or more strategies. Finally we discuss what happens when the system is weakly driven out of the “equilibrium state” by adding non-potential components representing games of cyclic dominance.

  12. Evolutionary potential games on lattices

    Science.gov (United States)

    Szabó, György; Borsos, István

    2016-04-01

    Game theory provides a general mathematical background to study the effect of pair interactions and evolutionary rules on the macroscopic behavior of multi-player games where players with a finite number of strategies may represent a wide scale of biological objects, human individuals, or even their associations. In these systems the interactions are characterized by matrices that can be decomposed into elementary matrices (games) and classified into four types. The concept of decomposition helps the identification of potential games and also the evaluation of the potential that plays a crucial role in the determination of the preferred Nash equilibrium, and defines the Boltzmann distribution towards which these systems evolve for suitable types of dynamical rules. This survey draws parallel between the potential games and the kinetic Ising type models which are investigated for a wide scale of connectivity structures. We discuss briefly the applicability of the tools and concepts of statistical physics and thermodynamics. Additionally the general features of ordering phenomena, phase transitions and slow relaxations are outlined and applied to evolutionary games. The discussion extends to games with three or more strategies. Finally we discuss what happens when the system is weakly driven out of the "equilibrium state" by adding non-potential components representing games of cyclic dominance.

  13. Using Student-Made Games to Learn Mathematics

    Science.gov (United States)

    Gallegos, Irene; Flores, Alfinio

    2010-01-01

    First-year university students design and play their own games, including board, computer, and other kinds of games, to learn mathematical concepts and practice procedures for their pre-calculus and calculus courses. (Contains 2 tables and 8 figures.)

  14. Formulated linear programming problems from game theory and its ...

    African Journals Online (AJOL)

    Formulated linear programming problems from game theory and its computer implementation using Tora package. ... Game theory, a branch of operations research examines the various concepts of decision ... AJOL African Journals Online.

  15. Effects of passion for massively multiplayer online role-playing games on interpersonal relationships

    NARCIS (Netherlands)

    Utz, S.; Jonas, K.J.; Tonkens, E.

    2012-01-01

    Game research suffers from using a variety of concepts to predict the (often negative) effects of playing games. These concepts often overlap (e.g., addiction or pathological gaming), include negative consequences in their definition, or are very game-specific (e.g., collective play). We argue that

  16. Improving Mastery of Fractions by Blending Video Games into the Math Classroom

    Science.gov (United States)

    Masek, M.; Boston, J.; Lam, C. P.; Corcoran, S.

    2017-01-01

    Concepts from the Australian mathematics curriculum on fractions were used as core elements to design three computer games. In each game, the concepts were presented in the form of tangible puzzles, customized to a difficulty level based on student capability. The games were integrated into a single virtual game world, and a fantasy story was used…

  17. Structural and computational aspects of simple and influence games

    OpenAIRE

    Riquelme Csori, Fabián

    2014-01-01

    Simple games are a fundamental class of cooperative games. They have a huge relevance in several areas of computer science, social sciences and discrete applied mathematics. The algorithmic and computational complexity aspects of simple games have been gaining notoriety in the recent years. In this thesis we review different computational problems related to properties, parameters, and solution concepts of simple games. We consider different forms of representation of simple games, regular...

  18. Decentralized Voltage Control Coordination of On-Load Tap Changer Transformers, Distributed Generation Units and Flexible Loads

    DEFF Research Database (Denmark)

    Romani Dalmau, Aina; Martinez Perez, David; Diaz de Cerio Mendaza, Iker

    2015-01-01

    The increase of distributed generation is expected to generate instabilities, such as power imbalances or voltage deviations in the power system. At the distribution level, maintaining the bus voltages within the stipulated limits is one of the major challenges for the distribution system operator....... Under low penetration levels, several voltage regulation elements have been efficiently employed up to now. However, under large distributed generation levels, the traditional techniques have to be coordinated with new upcoming solutions, such us demand response. In this paper a simple and decentralized...... of the on-load tap changer and the reactive power from dispersed generation while maximizing the capacity usage of the Power-to-Gas load....

  19. Upgrade of the CATS sample changer on FIP-BM30A at the ESRF: towards a commercialized standard

    International Nuclear Information System (INIS)

    Jacquamet, L.; Joly, J.; Charrault, P.; Pirocchi, M.; Vernede, X.; Bouis, F.; Borel, F.; Ferrer, J.L.; Perin, J.P.; Denis, T.; Rechatin, J.L.

    2009-01-01

    An upgraded version of the sample changer 'CATS' (Cryogenic Automated Transfer System) that was developed on the FIP-BM30A beamline at the ESRF is presented. At present, CATS is installed at SLS (three systems), BESSY (one system), DLS (two systems) and APS (four systems for the LSCAT beamline). It consists mainly of an automated Dewar with an assortment of specific grippers designed to obtain a fast and reliable mounting/dismounting rate without jeopardizing the flexibility of the system. The upgraded system has the ability to manage any sample standard stored in any kind of puck. (authors)

  20. 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...

  1. Helping Video Games Rewire "Our Minds"

    Science.gov (United States)

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

    Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.

  2. 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.

  3. 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 ...

  4. Presentation of the Multimédia Game "Geolover" Concept, to Educational Enchancement of the Geolocical Heritage of the Following Regions: "Ilha do Fogo" (Cabo-Verde), Seridó (Brasil), Sabugal (Portugal) and Açores (Portugal)

    Science.gov (United States)

    Cabral, João; Gomes, Ana; Alfama, Vera; Oliveira, Sirlene; Pinharandas, Carlos; Fonseca, Pedro; Campos, José; Nobre, José

    2013-04-01

    "Geolover" - Presentation of the multimédia game concept, to educational enchancement of the geolocical heritage of the following regions: : "Ilha do Fogo" (Cabo-Verde), Seridó (Brasil), Sabugal and Açores (Portugal). "Geolover" is a multitouch game, played by four players simultaneously, identified by 4 mascots and using as sceneries, the four regions landscapes, aimed to the young people with ages between 8 and 12 years old. The main objective is value the geological heritage of the Ilha do Fogo (Cabo Verde), Seridó in State of Rio Grande do Norte (Brasil) , Sabugal in Beira Alta province (Portugal) and Arquipélago dos Açores (Portuguese autonomous region). These regions have a great geological heritage like volcanology, plutonic rocks, sedimentar formations, metamorphic, paleontologic, mineralogic, geomorphologic, hydric and mining resources. Such heritage is being used in the different regions has base of studies to senior scientists and were used to great scientific researches. The diversified and distinguished cultural heritage of these four regions is referenced and it's a value to the union of the students from these three continents, with the Portuguese language as communication tool. The variety of the geological wealth and cultural of these regions, results in the common objective of their valuing like Geoparks. His creation on these three regions is a strategy with a great relevance to the socio-economic development. With the creation of this game, we promote the union of these 3 countries from these three continents, the universal values of the heritage richness that are offered by our planet.

  5. Towards a typology of video game trailers: Between the ludic and the cinematic

    Directory of Open Access Journals (Sweden)

    Jan Švelch

    2015-09-01

    Full Text Available This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game trailers based on their relation to ludic and cinematic aspects of a video game, combining the theory of paratexts, video game performance framework, the interface effect concept, as well as the concept of transmedia storytelling. This typology reflects the historical evolution of a video game trailer and also takes into account current trends in the audiovisual paratexts of video games.

  6. 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....

  7. 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...

  8. 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...

  9. AI 3D Cybug Gaming

    OpenAIRE

    Ahmed, Zeeshan

    2010-01-01

    In this short paper I briefly discuss 3D war Game based on artificial intelligence concepts called AI WAR. Going in to the details, I present the importance of CAICL language and how this language is used in AI WAR. Moreover I also present a designed and implemented 3D War Cybug for AI WAR using CAICL and discus the implemented strategy to defeat its enemies during the game life.

  10. Advanced Technology Subsonic Transport Study: N+3 Technologies and Design Concepts

    Science.gov (United States)

    Raymer, Daniel P.; Wilson, Jack; Perkins, H. Douglas; Rizzi, Arthur; Zhang, Mengmeng; RamirezPuentes, Alfredo

    2011-01-01

    was designed and analyzed in some detail. To make it work, a retracting canard and an all-moving chin rudder were employed, along with the use of the Active Aeroelastic Wing technology. Results indicate that a 60 percent savings in fuel burn may be credibly attained, but this depends upon a lot of technology maturation, concept development, and risk reduction. This should be expected-such a dramatic reduction in fuel consumption is a "game changer" in the world of commercial aviation. It won t be easy.

  11. Badminton--Teaching Concepts.

    Science.gov (United States)

    Gibbs, Marilyn J.

    1988-01-01

    Teaching four basic badminton concepts along with the usual basic skill shots allows players to develop game strategy awareness as well as mechanical skills. These four basic concepts are: (1) ready position, (2) flight trajectory, (3) early shuttle contact, and (4) camouflage. (IAH)

  12. Voltage Control for Unbalanced Low Voltage Grids Using a Decoupled-Phase On-Load Tap-Changer Transformer and Photovoltaic Inverters

    DEFF Research Database (Denmark)

    Zecchino, Antonio; Marinelli, Mattia; Hu, Junjie

    2015-01-01

    This paper presents modeling and analysis of the potential benefits of joint actions of a MV/LV three-phase power distribution transformer with independent on-load tap-changer control on each phase and photovoltaic inverters provided with reactive power control capability, in terms of accommodating...

  13. Evidential Equilibria: Heuristics and Biases in Static Games of Complete Information

    Directory of Open Access Journals (Sweden)

    Ali al-Nowaihi

    2015-11-01

    Full Text Available Standard equilibrium concepts in game theory find it difficult to explain the empirical evidence from a large number of static games, including the prisoners’ dilemma game, the hawk-dove game, voting games, public goods games and oligopoly games. Under uncertainty about what others will do in one-shot games, evidence suggests that people often use evidential reasoning (ER, i.e., they assign diagnostic significance to their own actions in forming beliefs about the actions of other like-minded players. This is best viewed as a heuristic or bias relative to the standard approach. We provide a formal theoretical framework that incorporates ER into static games by proposing evidential games and the relevant solution concept: evidential equilibrium (EE. We derive the relation between a Nash equilibrium and an EE. We illustrate these concepts in the context of the prisoners’ dilemma game.

  14. 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…

  15. The Carbon Trading Game

    International Nuclear Information System (INIS)

    Fouquet, Roger

    2003-12-01

    In response to the Kyoto Protocol, an international market for carbon dioxide tradable permits is likely to be created. Two of the key issues involved are explaining the concepts of tradable permits to industrialists, policy-makers and the man on the street, and anticipating how the market will evolve. A simple game of the market for carbon dioxide tradable permits has been developed and used that can help deal with both issues. As a pedagogical tool, this game benefits from simplicity (just a few pieces of paper are needed) and enables students to grasp the concepts and remember them through the intensity and fun of a trading 'pit'. The experiences also provide substantial insights into the evolution of the carbon dioxide permit market, particularly related to the evolution of trade volume, permit prices and country strategies

  16. Social exploration of 1D games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2013-01-01

    In this paper the apparently meaningless concept of a 1 dimensional computer game is explored, via netnography. A small number of games was designed and implemented, in close contact with online communities of players and developers, providing evidence that 1 dimension is enough to produce...... interesting gameplay, to allow for level design and even to leave room for artistic considerations on 1D rendering. General techniques to re-design classic 2D games into 1D are also emerging from this exploration....

  17. Opportunities and Challenges of Implementing Instructional Games in Mathematics Classrooms: Examining the Quality of Teacher-Student Interactions during the Cover-Up and Un-Cover Games

    Science.gov (United States)

    Heshmati, Saeideh; Kersting, Nicole; Sutton, Taliesin

    2018-01-01

    This study explored the design and implementation of the Cover-up and Un-cover games, two manipulative-based fraction games, in 14 fifth-grade classrooms. We examined how the fraction concepts were integrated into the game design and explored the nature of teacher-student interactions during games using lesson videos. Our examination showed that…

  18. Models in cooperative game theory crisp, fuzzy, and multi-choice games

    CERN Document Server

    Branzei, Rodica; Tijs, Stef

    2005-01-01

    This book investigates models in cooperative game theory in which the players have the possibility to cooperate partially. In a crisp game the agents are either fully involved or not involved at all in coperation with some other agents, while in a fuzzy game players are allowed to cooperate with infinite many different participation levels, varying from non-cooperation to full cooperation. A multi-choice game describes the intermediate case in which each player may have a fixed number of activity levels. Different set and one-point solution concepts for these games are presented. The propertie

  19. Using the concept of pseudo amino acid composition to predict resistance gene against Xanthomonas oryzae pv. oryzae in rice: an approach from chaos games representation.

    Science.gov (United States)

    Jingbo, Xia; Silan, Zhang; Feng, Shi; Huijuan, Xiong; Xuehai, Hu; Xiaohui, Niu; Zhi, Li

    2011-09-07

    To evaluate the possibility of an unknown protein to be a resistant gene against Xanthomonas oryzae pv. oryzae, a different mode of pseudo amino acid composition (PseAAC) is proposed to formulate the protein samples by integrating the amino acid composition, as well as the Chaos games representation (CGR) method. Some numerical comparisons of triangle, quadrangle and 12-vertex polygon CGR are carried to evaluate the efficiency of using these fractal figures in classifiers. The numerical results show that among the three polygon methods, triangle method owns a good fractal visualization and performs the best in the classifier construction. By using triangle + 12-vertex polygon CGR as the mathematical feature, the classifier achieves 98.13% in Jackknife test and MCC achieves 0.8462. Copyright © 2011 Elsevier Ltd. All rights reserved.

  20. Games, Game Flow, and Gender as They Affect Mathematics Achievement of Pupils in Nigeria

    Directory of Open Access Journals (Sweden)

    A. Aremu

    2016-08-01

    Full Text Available Game flow experience in the use of games has the potential of determining whether games used for learning would achieve the desired goal of improved achievement. With a subject like Mathematics, it is vital to ensure that if game based strategies are to be used, the games must possess this very important construct. Furthermore, the games must be able to produce the flow experience in both males and females, so that the observed gender gap in the learning of the subject would not be further widened. It is therefore important to investigate the gender differences in a game based learning environment for a subject such as Mathematics. This is the purpose of this research. This research investigated games, game flow, and gender as they affect Mathematics achievement of pupils in Nigeria. Through the use of Achievement of Pupils in Fraction-concepts Test (APFT and Game Flow Questionnaire (GFQ, data were collected. The result was a significant difference in mathematics achievements of pupils exposed to game based strategy and those exposed to modified conventional method of teaching. However, there was no significant difference in game flow experiences, as well as in mathematics achievement of male and female pupils exposed to game based strategy.

  1. Immersive Protein Gaming for Bio Edutainment

    Science.gov (United States)

    Cai, Yiyu; Lu, Baifang; Zheng, Jianmin; Li, Lin

    2006-01-01

    Games have long been used as a tool for teaching important subject matter, from concept building to problem solving. Through fun learning, students may further develop their curiosities and interest in their study. This article addresses the issue of learning biomolecular structures by virtual reality gaming. A bio edutainment solution featuring…

  2. Quantum Computer Games: Schrodinger Cat and Hounds

    Science.gov (United States)

    Gordon, Michal; Gordon, Goren

    2012-01-01

    The quantum computer game "Schrodinger cat and hounds" is the quantum extension of the well-known classical game fox and hounds. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. "Schrodinger cat and hounds" demonstrates the effects of superposition, destructive and constructive interference, measurements and…

  3. Improving topology optimization intuition through games

    DEFF Research Database (Denmark)

    Nobel-Jørgensen, Morten; Malmgren-Hansen, David; Bærentzen, J. Andreas

    2016-01-01

    This paper describes the educational game, TopOpt Game, which invites the player to solve various optimization challenges. The main purpose of gamifying topology optimization is to create a supplemental educational tool which can be used to introduce concepts of topology optimization to newcomers...

  4. Negative discourse and emergence of game genres

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2013-01-01

    In this paper the apparently meaningless concept of a 1 dimensional computer game is explored, via netnography. A small number of games was designed and implemented, in close contact with online communities of players and developers, providing evidence that 1 dimension is enough to produce...

  5. Criteria for Evaluating a Game-Based CALL Platform

    Science.gov (United States)

    Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe

    2017-01-01

    Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…

  6. Examining Computer Gaming Addiction in Terms of Different Variables

    Science.gov (United States)

    Kurt, Adile Askim; Dogan, Ezgi; Erdogmus, Yasemin Kahyaoglu; Emiroglu, Bulent Gursel

    2018-01-01

    The computer gaming addiction is one of the newer concepts that young generations face and can be defined as the excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. The research was…

  7. Achieving Digital Literacy through Game Development: An Authentic Learning Experience

    Science.gov (United States)

    Frydenberg, Mark

    2015-01-01

    Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…

  8. 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,…

  9. Learning Entrepreneurship with Serious Games--A Classroom Approach

    Science.gov (United States)

    Almeida, Fernando L. F.

    2017-01-01

    The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of transmitting educational content or training to the user. In the context of entrepreneurship, serious games appear…

  10. Games Are Social/Media(ted)/Technology Too . . .

    OpenAIRE

    Casey O’Donnell; Mia Consalvo

    2015-01-01

    In this manifesto, we argue that social media research needs to take the broader field of game studies in the exploration and understanding of social media. Many of the results, theories, and concepts developed in the study of games has significant implications for the study of all social media. Of course, game studies should be paying attention to social media research too.

  11. The Effects of Game Design on Learning Outcomes

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2014-01-01

    This article details the administration and results of an experiment conducted to assess the impact of three video game design concepts upon learning outcomes. The principles tested include game aesthetics, player choice, and player competition. The experiment participants were asked to play a serious game over the course of a week, and the…

  12. An evaluation of Global Zakat Game (GZG) as edutainment board game in enhancing Zakat education in Malaysia

    Science.gov (United States)

    Rahman, Azman Ab.; Sahrir, Muhammad Sabri; Zainuddin, Nurkhamimi; Khafidz, Hasanah Abd.

    2018-01-01

    Board games have become one of the useful tools in teaching and learning. Many instructors and educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand the education concept quickly and get involved in experiential learning, where students can manage and solve problems in…

  13. Experimental Testing and Model Validation of a Decoupled-Phase On-Load Tap Changer Transformer in an Active Network

    DEFF Research Database (Denmark)

    Zecchino, Antonio; Hu, Junjie; Coppo, Massimiliano

    2016-01-01

    Due to the increasing penetration of single-phase small generation units and electric vehicles connected to distribution grids, system operators are facing challenges related to local unbalanced voltage rise or drop issues, which may lead to a violation of the allowed voltage band. To address...... this problem, distribution transformers with on-load tapping capability are under development. This paper presents model and experimental validation of a 35 kVA three-phase power distribution transformer with independent on-load tap changer control capability on each phase. With the purpose of investigating...... to reproduce the main feature of an unbalanced grid. The experimental activities are recreated in by carrying out dynamics simulation studies, aiming at validating the implemented models of both the transformer as well as the other grid components. Phase-neutral voltages’ deviations are limited, proving...

  14. 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

  15. Evolutionary games on graphs

    Science.gov (United States)

    Szabó, György; Fáth, Gábor

    2007-07-01

    Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first four sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fifth section surveys the topological complications implied by non-mean-field-type social network structures in general. The next three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.

  16. 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.

  17. Challenges for Game Addiction as a Mental Health Diagnosis

    DEFF Research Database (Denmark)

    Nielsen, Rune K.L.; Aarseth, Espen; Poulsen, Arne

    2014-01-01

    In this paper, we outline the proposed PhD project: "Challenges for Game Addiction as a Mental Health Diagnosis". The project aims to bridge gaps between the perspectives, theories and data of current research trajectories that engage with the concept of game addiction; from psychology, psychiatry......, cognitive neuroscience to media and game studies. The project has several proposed outcomes. Based on a review of the literature, the adequacy of 'game addiction' as a concept is questioned. The concept is further discussed in a historical perspective of game related pathologies and media/moral panics....... The validity of the prevalent instruments used to assess the prevalence of computer game addiction is examined in a cross-disciplinary context. The argument of the project is that research on computer game addiction is limited by mono-disciplinary approaches that fail to capture significant nuances at the cost...

  18. 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....

  19. Game theory and its role in determining optimal policies and strategic interaction between fiscal and monetary policymakers : (Application of differential game theory and stackelberg games)

    NARCIS (Netherlands)

    Mahmoudinia, D.; Esfahani, Rahim Dalali; Engwerda, Jacob; Dastjerdi, R.B.

    2016-01-01

    In this study, we follow several purpose. In the first section, the game theory concept and the formation of its fundamental concepts is examined. After that, we investigate that how von Neumann-Morgenstern (1944) and john Nash (1950-1953) works, caused the formation of modern game theory. Then, we

  20. Live-action Virtual Reality Games

    OpenAIRE

    Valente, Luis; Clua, Esteban; Silva, Alexandre Ribeiro; Feijó, Bruno

    2016-01-01

    This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are "live-action games" because a player physically acts out (using his/her real body and senses) his/her "avatar" (his/her virtual representation) in t...

  1. Computational Aspects of Cooperative Game Theory

    CERN Document Server

    Chalkiadakis, Georgios; Wooldridge, Michael

    2011-01-01

    Cooperative game theory is a branch of (micro-)economics that studies the behavior of self-interested agents in strategic settings where binding agreements among agents are possible. Our aim in this book is to present a survey of work on the computational aspects of cooperative game theory. We begin by formally defining transferable utility games in characteristic function form, and introducing key solution concepts such as the core and the Shapley value. We then discuss two major issues that arise when considering such games from a computational perspective: identifying compact representation

  2. 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.

  3. DLC as a Marketing Tool in the Video Game Industry

    OpenAIRE

    Brádlerová, Andrea

    2017-01-01

    This thesis deals with the phenomenon of DLC in the context of marketing communication. DLC or downloadable content expanding the basic game, is a relatively new concept in the video game industry and its role is increasingly important in marketing communication in video games. The main focus of this thesis is to map DLC and analyze its importance in marketing communication and public relations of video game titles of various genres. Theoretical part of the thesis is focused on explaining the...

  4. 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...

  5. Games and Brain-Computer Interfaces: The State of the Art

    NARCIS (Netherlands)

    Reuderink, B.

    2008-01-01

    BCI gaming is a very young field; most games are proof-of-concepts. Work that compares BCIs in a game environments with traditional BCIs indicates no negative effects, or even a positive effect of the rich visual environments on the performance. The low transfer-rate of current games poses a problem

  6. Breaking with fun, educational and realistic learning games

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2009-01-01

    are commonly conceived as means for staging learning processes, and that thinking learning games so has an inhibiting effect in regard to creating learning processes. The paper draws upon a qualitative study of participants' experiences with ‘the EIS Simulation', which is a computer-based learning game......This paper addresses the game conceptions and values that learning games inherit from regular gaming, as well as how they affect the use and development of learning games. Its key points concern the issues of thinking learning games as fun, educative and realistic, which is how learning games...... for teaching change management and change implementation. The EIS is played in groups, who share the game on a computer, and played by making change decisions in order to implement an IT system in an organisation. In this study, alternative participatory incentives, means for creating learning processes...

  7. 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...

  8. Neurobiological correlates of physical self-concept and self-identification with avatars in addicted players of Massively Multiplayer Online Role-Playing Games (MMORPGs).

    Science.gov (United States)

    Leménager, Tagrid; Dieter, Julia; Hill, Holger; Koopmann, Anne; Reinhard, Iris; Sell, Madlen; Kiefer, Falk; Vollstädt-Klein, Sabine; Mann, Karl

    2014-12-01

    MMORPG addiction has been associated with self-concept impairments and increased identification with the own avatar. Yet, the underlying neurobiological mechanisms of self-identification with avatars, especially reflected in the left angular gyrus (AG), have only been assessed in regular gamers. Therefore, the study aims to examine neurobiological processes in addicted MMORPG players while evaluating their own and their personal avatar's body image (physical self-concept). Sixteen addicted and seventeen non-addicted gamers underwent functional Magnetic Resonance Imaging (fMRI) while viewing images of themselves, their own avatar and unfamiliar persons. The Body Image Questionnaire (FKB-20) and Visual Analog Scales (VAS) assessing the degree of attractiveness, sympathy and gender identity of the self, of the avatar as well as of the unfamiliar persons were applied. Addicts showed a significantly extended negative body image and lower gender identity levels as well as decreased bilateral brain activations in the AG and the middle occipital gyrus during self-perception. They further exhibited higher activations in the left AG during avatar-perception. Regression analyses in the overall group and in addicted gamers indicated a significant positive correlation between gender identity and brain activation in the left AG during self-perception. Our results confirm addicted MMORPG players to have physical self-concept deficits which may be related to hypoactivations in the AG. The findings further indicate addicted gamers to have a tendency to identify themselves easier with their own avatar than with their real self. Lower gender identity levels might be associated with physical self-concept deficits in MMORPG addiction. Copyright © 2014 Elsevier Ltd. All rights reserved.

  9. Games and Metaphor - A critical analysis of the metaphor discourse in game studies

    DEFF Research Database (Denmark)

    Möring, Sebastian Martin

    This doctoral dissertation critically investigates how the concept of metaphor is used with regard to games in game studies. The goal is to provide the field with a self-understanding of its metaphor discourse which has not been researched so far. The thesis departs from the observation...... and game theory, cultural theory, semiotics, linguistics, philosophy, and game studies it investigates the metaphor discourse of game studies in the fashion of a meta-study. The main part of this thesis is devoted to three particular problems which have been derived from observations in the overview...... of the current use of the notion of metaphor in game studies. Firstly, this thesis investigates is the conceptual relationship between the notions of metaphor, representation, and play. It therefore accounts for observations such that all three notions are present in non-computer game and play theory, theory...

  10. 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....

  11. Is game addiction a mental disorder?

    DEFF Research Database (Denmark)

    Nielsen, Rune Kristian Lundedal

    This Ph.D. dissertation critically examines the concept of "video game addiction" and the science behind the proposal that the disorder should be officially recognized as a mental disorder called "Internet gaming disorder." Chapter One gives a short introduction to the history of the word...... "addiction" and describes how gambling disorder (the only officially recognized behavioral addiction) came to be defined as an addiction. Chapter 2 will take a look at the negative consequences of video game play that are most commonly cited in the literature on game addiction. This review will show how...... researchers' claims of negative effects caused by video game playing are wildly exaggerated. Chapter 3 adds a short review of what is sometimes cited as historical precursors to Internet gaming disorder and argue that these are, in fact, not examples of addictions. Chapter 4 will analyze the diagnostic...

  12. Towards gaze-controlled platform games

    DEFF Research Database (Denmark)

    Muñoz, Jorge; Yannakakis, Georgios N.; Mulvey, Fiona

    2011-01-01

    This paper introduces the concept of using gaze as a sole modality for fully controlling player characters of fast-paced action computer games. A user experiment is devised to collect gaze and gameplay data from subjects playing a version of the popular Super Mario Bros platform game. The initial...... analysis shows that there is a rather limited grid around Mario where the efficient player focuses her attention the most while playing the game. The useful grid as we name it, projects the amount of meaningful visual information a designer should use towards creating successful player character...... controllers with the use of artificial intelligence for a platform game like Super Mario. Information about the eyes' position on the screen and the state of the game are utilized as inputs of an artificial neural network, which is trained to approximate which keyboard action is to be performed at each game...

  13. Time and Space in Digital Game Storytelling

    Directory of Open Access Journals (Sweden)

    Huaxin Wei

    2010-01-01

    Full Text Available The design and representation of time and space are important in any narrative form. Not surprisingly there is an extensive literature on specific considerations of space or time in game design. However, there is less attention to more systematic analyses that examine both of these key factors—including their dynamic interrelationship within game storytelling. This paper adapts critical frameworks of narrative space and narrative time drawn from other media and demonstrates their application in the understanding of game narratives. In order to do this we incorporate fundamental concepts from the field of game studies to build a game-specific framework for analyzing the design of narrative time and narrative space. The paper applies this framework against a case analysis in order to demonstrate its operation and utility. This process grounds the understanding of game narrative space and narrative time in broader traditions of narrative discourse and analysis.

  14. 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

  15. The risk game

    International Nuclear Information System (INIS)

    Slovic, Paul

    1998-01-01

    In the context of health, safety, and environmental decisions, the concept of risk involves value judgments that reflect much more than just the probability and consequences of the occurrence of an event. This article conceptualizes the act of defining and assessing risk as a game, in which the rules must be socially negotiated within the context of a specific problem. This contextualist view of risk provides insight into why technical approaches to risk management often fail with problems such as those involving radiation and chemicals, where scientific experts and the public disagree on the nature of the risks. It also highlights the need for allowing the interested and affected parties to define and play the game, thus emphasizing the importance of institutional, procedural, and societal processes in risk-management decisions

  16. Cooperative newsvendor games : a review

    NARCIS (Netherlands)

    Montrucchio, L.; Norde, H.; Ozen, U.; Scarsini, M.; Slikker, M.; Choi, T.-M.

    2012-01-01

    In this survey, we review some of the main contributions to the cooperative approach of newsvendor situations. We show how newsvendor situations with several retailers can be modeled as a transferable-utility cooperative game and we concentrate on one solution concept: the core. First, we examine

  17. Quantum Computer Games: Quantum Minesweeper

    Science.gov (United States)

    Gordon, Michal; Gordon, Goren

    2010-01-01

    The computer game of quantum minesweeper is introduced as a quantum extension of the well-known classical minesweeper. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. Quantum minesweeper demonstrates the effects of superposition, entanglement and their non-local characteristics. While in the classical…

  18. Interactive game programming with Python (CodeSkulptor)

    OpenAIRE

    Ajayi, Richard Olugbenga

    2014-01-01

    Over the years, several types of gaming platforms have been created to encourage a more organised and friendly atmosphere for game lovers in various works of life, culture, and environment. This thesis focuses on the concept of interactive programming using Python. It encourages the use of Python to create simple interactive games applications based on basic human concept and ideas. CodeSkulptor is a browser-based IDE programming environment and uses the Python programming language. O...

  19. Do you believe in magic? Computer games in everyday life

    OpenAIRE

    Pargman, Daniel; Jakobsson, Peter

    2008-01-01

    Abstract Huizinga's concept of a 'magic circle' has been used to depict computer games and gaming activities as something separate from ordinary life. In this view, games are special (magical) and they only come to life within temporal and spatial borders that are enacted and performed by the participants. This article discusses the concept of a 'magic circle' and finds that it lacks specificity. Attempts t...

  20. Expressive Design Tools: Procedural Content Generation for Game Designers

    OpenAIRE

    Smith, Gillian Margaret

    2012-01-01

    Games are shaped by the tools we use to make them and our ability to model the concepts they address. Vast improvements in computer graphics technology, processing power, storage capacity, and physics simulations have driven game design for the past forty years, leading to beautiful, spacious, detailed, and highly immersive worlds supporting games that are, for the most part, fundamentally about movement, collision, and other physics-based concepts. Designers use increasingly complex tools th...

  1. 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.

  2. Studies in the Theory of Quantum Games

    Science.gov (United States)

    Iqbal, Azhar

    2005-03-01

    Theory of quantum games is a new area of investigation that has gone through rapid development during the last few years. Initial motivation for playing games, in the quantum world, comes from the possibility of re-formulating quantum communication protocols, and algorithms, in terms of games between quantum and classical players. The possibility led to the view that quantum games have a potential to provide helpful insight into working of quantum algorithms, and even in finding new ones. This thesis analyzes and compares some interesting games when played classically and quantum mechanically. A large part of the thesis concerns investigations into a refinement notion of the Nash equilibrium concept. The refinement, called an evolutionarily stable strategy (ESS), was originally introduced in 1970s by mathematical biologists to model an evolving population using techniques borrowed from game theory. Analysis is developed around a situation when quantization changes ESSs without affecting corresponding Nash equilibria. Effects of quantization on solution-concepts other than Nash equilibrium are presented and discussed. For this purpose the notions of value of coalition, backwards-induction outcome, and subgame-perfect outcome are selected. Repeated games are known to have different information structure than one-shot games. Investigation is presented into a possible way where quantization changes the outcome of a repeated game. Lastly, two new suggestions are put forward to play quantum versions of classical matrix games. The first one uses the association of De Broglie's waves, with travelling material objects, as a resource for playing a quantum game. The second suggestion concerns an EPR type setting exploiting directly the correlations in Bell's inequalities to play a bi-matrix game.

  3. Concept - or no concept

    DEFF Research Database (Denmark)

    Thorsteinsson, Uffe

    1999-01-01

    Discussion about concept in industrial companies. A method for mapping of managerial concept in specific area is shown......Discussion about concept in industrial companies. A method for mapping of managerial concept in specific area is shown...

  4. Using Role-Taking and Behavioral Mimicking in Games to Increase Awareness on the Bystander Effect

    DEFF Research Database (Denmark)

    Soegaard Andersen, Josephine; Schoenau-Fog, Henrik

    2015-01-01

    This study presents a concept on how a serious game might raise awareness of the bystander effect by using elements of game theory as well as a few psychological terms. The paper summarizes the theories and concludes with the description of a concept, which is a third person role playing game wit...

  5. Mass Communication Games: Simulation-Games for Teaching/Learning About Journalism/Mass Communication.

    Science.gov (United States)

    Turney, Michael L.

    This dissertation explores the teaching/learning application which simulation-gaming has to offer journalism/mass communication educators. It proposes eight uses to which journalism/mass communication educators can put simulation-games and develops a series of generating principles, based on a broad concept of mass communication, which are…

  6. 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

  7. 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...

  8. 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...

  9. Affect and the computer game player: the effect of gender, personality, and game reinforcement structure on affective responses to computer game-play.

    Science.gov (United States)

    Chumbley, Justin; Griffiths, Mark

    2006-06-01

    Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of "addiction" and "aggression."

  10. Skill Transfer and Virtual Training for IND Response Decision-Making: Game Design for Disaster Response Training

    Science.gov (United States)

    2016-01-01

    another important class of modern games that can be leveraged for serious game purposes. That genre of game can be more appropriate than a strategy...with films and books, such as emotional engagement, cultural relevance, and societal impact [21]. 9 2.3 LIGHTWEIGHT GAMES Another core concept...explosives EM emergency manager IND improvised nuclear device Narrative Game A genre of game focused on immersive story telling Playtester A

  11. 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…

  12. 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

  13. 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...

  14. 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

  15. [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...

  16. 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.

  17. Learning the Rules of the Game

    Science.gov (United States)

    Smith, Donald A.

    2018-03-01

    Games have often been used in the classroom to teach physics ideas and concepts, but there has been less published on games that can be used to teach scientific thinking. D. Maloney and M. Masters describe an activity in which students attempt to infer rules to a game from a history of moves, but the students don't actually play the game. Giving the list of moves allows the instructor to emphasize the important fact that nature usually gives us incomplete data sets, but it does make the activity less immersive. E. Kimmel suggested letting students attempt to figure out the rules to Reversi by playing it, but this game only has two players, which makes it difficult to apply in a classroom setting. Kimmel himself admits the choice of Reversi is somewhat arbitrary. There are games, however, that are designed to make the process of figuring out the rules an integral aspect of play. These games involve more people and require only a deck or two of cards. I present here an activity constructed around the card game Mao, which can be used to help students recognize aspects of scientific thinking. The game is particularly good at illustrating the importance of falsification tests (questions designed to elicit a negative answer) over verification tests (examples that confirm what is already suspected) for illuminating the underlying rules.

  18. 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...

  19. 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…

  20. 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

  1. Game E-Learning Code Master Dengan Konsep Mmorpg Menggunakan Adobe Flex 3

    OpenAIRE

    Fredy Purnomo; Monika Leslivania; Daniel Daniel; Lisye Mareta Cahya

    2010-01-01

    The research objective is to design a web-based e-learning game that could be used to be a learning facility of C language programming and as an online game so it could be enjoyed by everybody easily in internet. Flex usage in this game online is to implement RIA (Rich Internet Application) concept in the game so e-learning process is hoped to be more interesting and interactive. E-learning game is also designed in MMORPG (Massively Multiplayer Online Role Playing Game) concept. The research ...

  2. A survey of static and dynamic potential games

    Institute of Scientific and Technical Information of China (English)

    GONZLEZ-SNCHEZ David; HERNNDEZ-LERMA Onsimo

    2016-01-01

    Potential games are noncooperative games for which there exist auxiliary functions, called potentials,such that the maximizers of the potential are also Nash equilibria of the corresponding game. Some properties of Nash equilibria, such as existence or stability, can be derived from the potential, whenever it exists. We survey different classes of potential games in the static and dynamic cases, with a finite number of players, as well as in population games where a continuum of players is allowed. Likewise, theoretical concepts and applications are discussed by means of illustrative examples.

  3. Game-based Research Collaboration adapted to Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Damgaard Hansen, Sidse; Grønbæk, Kaj

    2012-01-01

    This paper presents prospects for adapting scientific discovery games to science education. In the paper a prototype of The Quantum Computing Game is presented as a working example of adapting game-based research collaboration to physics education. The game concept is the initial result of a three......-year, inter-disciplinary project “Pilot Center for Community-driven Research” at Aarhus and Aalborg University in Denmark. The paper discusses how scientific discovery games can contribute to educating students in how to work with unsolved scientific problems and creation of new scientific knowledge. Based...

  4. Generating Explanations for Internet-based Business Games

    Directory of Open Access Journals (Sweden)

    Martin Fischer

    2007-06-01

    Full Text Available It is widely established debriefing in business games is important and influences the students' learning performance. Most games only support game statistics instead of explaining solution paths. We suggest the automatic generation of explanations for internet-mediated business games to improve the debriefing quality. As a proof of concept we developed a prototype of an internet-based auction game embedding an open simulation model and an automatic explanation component helping students and teachers to analyse the decision making process. This paper describes the usefulness of automated explanations and the underlying generic software architecture.

  5. Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming

    Directory of Open Access Journals (Sweden)

    Andreas Gregersen

    2011-11-01

    Full Text Available Technology has been given relatively little attention in genre theory, but this article argues that material technologies can be important components in genre development. The argument is based on a historically informed analysis of digital games, with special attention paid to home console video games and recent genre developments within this domain commonly referred to as motion gaming. The main point is that digital game genres imply structured embodied activity. A constitutive element of digital game mediation is a control interface geared to player embodiment, and I propose the concept of ‘interaction modes’ to describe the coupling of technology and player embodiment and show how this can be integrated with genre theory. The resulting framework allows for increased attention to continuity and change in game and communication genres, material and digital technologies, and the related interaction modes.

  6. Design and building of a homemade sample changer for automation of the irradiation in neutron activation analysis technique

    International Nuclear Information System (INIS)

    Gago, Javier; Hernandez, Yuri; Baltuano, Oscar; Bedregal, Patricia; Lopez, Yon; Urquizo, Rafael

    2014-01-01

    Because the RP-10 research reactor operates during weekends, it was necessary to design and build a sample changer for irradiation as part of the automation process of neutron activation analysis technique. The device is formed by an aluminum turntable disk which can accommodate 19 polyethylene capsules, containing samples to be sent using the pneumatic transfer system from the laboratory to the irradiation position. The system is operate by a control switchboard to send and return capsules in a variable preset time and by two different ways, allowing the determination of short, medium and long lived radionuclides. Also another mechanism is designed called 'exchange valve' for changing travel paths (pipelines) allowing the irradiated samples to be stored for a longer time in the reactor hall. The system design has allowed complete automation of this technique, enabling the irradiation of samples without the presence of an analyst. The design, construction and operation of the device is described and presented in this article. (authors).

  7. Concept, Design and Implementation of a climate game within the framework of a climate exhibition in the German Museum for Science and Techniques

    Science.gov (United States)

    Weber, M.; Hasselmann, K.

    2002-12-01

    In November 2002 a special exhibition on climate issues opened in the German Museum for Science and Techniques ('Deutsches Museum') in Munich. Within this exposition we present an interactive area where visitors should control future climate policy virtually by adopting the role of either the government, a CEO (Chief Executive Officer) of a global company or a typical private household of an industrialized country. All actors endeavor to maintain a sustainable climate in the future (global goal) and in addition pursue their own individual welfare goal. Task of the exhibition visitor is to combine the personal interests of the actor he is adopting with the global goal. The individual goal of government is to stay popular. This is derived from economic production Government also tries to avoid conflicts due to inter-regional inequalities. The CEO seeks to maximize total profits (business earnings) summed over all business sectors (shareholder values). The goal of households is to maximize wages and interest earnings. The evolution of the economic system is governed by the decisions of the actors. Government sets economic side conditions in terms of carbon taxes, subsidies for R&D or market infusion support for climate-friendly technologies, and transfers or subsidizes the transfer of development aid to less advanced regions. The CEO's decisions are: how much to invest in a number of alternative investment options and in which region. Households influences the economy by their purchasing and savings decisions. The model considers four regions, three real actors (mentioned above) and two different goods (climate-adverse and a climate-friendly). We introduce four different kinds of energy (coal, oil/gas, nuclear, renewable). Due to the existence of several goods and trade between regions we need to establish the concept of money and price. This includes a World Bank to handle money flows. At different points in time the actors are motivated to cooperate with other

  8. Axiomatizations of Pareto Equilibria in Multicriteria Games

    NARCIS (Netherlands)

    Voorneveld, M.; Vermeulen, D.; Borm, P.E.M.

    1997-01-01

    We focus on axiomatizations of the Pareto equilibrium concept in multicriteria games based on consistency.Axiomatizations of the Nash equilibrium concept by Peleg and Tijs (1996) and Peleg, Potters, and Tijs (1996) have immediate generalizations.The axiomatization of Norde et al.(1996) cannot be

  9. 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...

  10. Evolutionary Games and Social Conventions

    DEFF Research Database (Denmark)

    Hansen, Pelle Guldborg

    2007-01-01

    -defined metaphors of individual learning and social imitation processes, from which a revised theory of convention may be erected (see Sugden 2004, Binmore 1993 and Young 1998). This paper makes a general argument in support of the evolutionary turn in the theory of convention by a progressive exposition of its...... in Aumann (1976) and which, together with the assumptions of perfect rationality, came to be defining of classical game theory. However, classical game theory is currently undergoing severe crisis as a tool for exploring social phenomena; a crisis emerging from the problem of equilibrium selection around......Some thirty years ago Lewis published his Convention: A Philosophical Study (Lewis, 2002). This laid the foundation for a game-theoretic approach to social conventions, but became more famously known for its seminal analysis of common knowledge; the concept receiving its canonical analysis...

  11. Gesture Activated Mobile Edutainment (GAME)

    DEFF Research Database (Denmark)

    Rehm, Matthias; Leichtenstern, Karin; Plomer, Joerg

    2010-01-01

    An approach to intercultural training of nonverbal behavior is presented that draws from research on role-plays with virtual agents and ideas from situated learning. To this end, a mobile serious game is realized where the user acquires knowledge about German emblematic gestures and tries them out...... in role-plays with virtual agents. Gesture performance is evaluated making use of build-in acceleration sensors of smart phones. After an account of the theoretical background covering diverse areas like virtual agents, situated learning and intercultural training, the paper presents the GAME approach...... along with details on the gesture recognition and content authoring. By its experience-based role plays with virtual characters, GAME brings together ideas from situated learning and intercultural training in an integrated approach and paves the way for new m-learning concepts....

  12. Trends: cyborg games

    Directory of Open Access Journals (Sweden)

    Ian Yeoman

    2015-03-01

    Full Text Available Purpose – Wearable technologies are a near future concept and cyborgs are in fact reality. The authors’ proposition is how cyborgisation could and will occur. The paper aims to discuss this issue. Design/methodology/approach – The approach used by this paper is a general review. Findings – The authors explain how the line between humans and technology is becoming more and more blurred as this trends paper explores the concepts of singularity and cyborgs as a future state highlighting the world's first cyborg games. Originality/value – The paper contributes to our understanding that science fiction is fiction to some but reality to others depending on a person's cognition and insight.

  13. 國中生參與線上遊戲經驗與自我概念、生活適應與幸福感之研究 Analyses of Junior High School Students’ Online Gaming Experience and its Relationship with Self-concept, Life Adaptation and Well-being

    Directory of Open Access Journals (Sweden)

    Shu-Ching Yang

    2011-03-01

    Full Text Available 本研究探討國中生參與線上遊戲經驗與自我概念、生活適應與幸福感之關係。研究者採用調查研究法,以高雄地區887名國中生作為研究對象,研究工具包括線上遊戲相關經驗問卷、線上遊戲參與動機量表、自我概念量表、生活適應量表與幸福感量表等。研究結果顯示:有68.5%國中生參與線上遊戲,其多選擇在家玩免費線上遊戲。男生參與線上遊戲比例、玩家資歷、每天上線平均時間與線上遊戲參與動機均顯著高於女生。而父母對玩線上遊戲抱持沒有限制態度之國中生,其每天上線平均時間較長,且線上遊戲參與動機亦較強。有線上遊戲經驗之國中生,其「家庭自我」概念較差,卻具有較佳「生理自我」概念;相對地,無線上遊戲經驗的國中生,其「生活適應」概念較佳。此外,線上遊戲參與動機之「自我肯定」、「社交互動」,與「休閒娛樂」三向度對自我概念、生活適應及幸福感的解釋力較低,顯示尚有其他重要影響因子須進一步探究。The purpose of this study was to explore junior high school students’ online gaming experiences and its relationship with self-concept, life adaptation and well-being. 887 participants from 10 junior high schools in the Kaohsiung area were obtained. Analysis was based on the scales of Online Game Experiences, Motivations for Play in Online Game, Self-concept, Life Adaptation, and WellBeing. Results showed that 68.5% of junior high students presently play online games. Among them, most students choose to play free online games from home. Boys exhibit significantly higher online gaming play rate, player experiences, daily average time of playing online games and motivations for play compared to girls. When compared to non-game players, students who have online gaming experiences show poorer “family self” and “life adaptation”, but display better “physical self

  14. Game-Theoretic Learning in Distributed Control

    KAUST Repository

    Marden, Jason R.

    2018-01-05

    In distributed architecture control problems, there is a collection of interconnected decision-making components that seek to realize desirable collective behaviors through local interactions and by processing local information. Applications range from autonomous vehicles to energy to transportation. One approach to control of such distributed architectures is to view the components as players in a game. In this approach, two design considerations are the components’ incentives and the rules that dictate how components react to the decisions of other components. In game-theoretic language, the incentives are defined through utility functions, and the reaction rules are online learning dynamics. This chapter presents an overview of this approach, covering basic concepts in game theory, special game classes, measures of distributed efficiency, utility design, and online learning rules, all with the interpretation of using game theory as a prescriptive paradigm for distributed control design.

  15. Game-based verification and synthesis

    DEFF Research Database (Denmark)

    Vester, Steen

    and the environment behaves. Synthesis of strategies in games can thus be used for automatic generation of correct-by-construction programs from specifications. We consider verification and synthesis problems for several well-known game-based models. This includes both model-checking problems and satisfiability...... can be extended to solve finitely-branching turn-based games more efficiently. Further, the novel concept of winning cores in parity games is introduced. We use this to develop a new polynomial-time under-approximation algorithm for solving parity games. Experimental results show that this algorithm...... corresponds directly to a program for the corresponding entity of the system. A strategy for a player which ensures that the player wins no matter how the other players behave then corresponds to a program ensuring that the specification of the entity is satisfied no matter how the other entities...

  16. 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...

  17. 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)

  18. 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 ...

  19. 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 ...

  20. 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...

  1. 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....

  2. 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)

  3. Problem gaming in an everyday perspective

    DEFF Research Database (Denmark)

    Thorhauge, Anne Mette; Karlsen, Faltin; Gregersen, Andreas Lindegaard

    2015-01-01

    The concept of ”video game addiction” has gradually replaced the depiction of violence in video games as a key issue of concern among parents and professionals. The concept refers to situations where (predominantly) young (predominantly) men neglect other activities in their everyday lives in order...... to play video games. As follows from the term ”addiction” the public common sense as well as a considerable part of research draw heavy parallels to alcohol abuse or psychological disorders applying either a neurophysiological or a clinical psychological approach to the issue (e.g. Gentile 2009). Typical...... and contextual approach focusing on the social context of the gamers in question (e.g. Linderoth & Bennerstedt 2007). This panel will continue in a similar vein. The aim is not to deny that a phenomenon such as problem gaming may exist, but rather to question whether the term addiction as imported from...

  4. 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,…

  5. 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

  6. 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...

  7. Deregulation of protein translation control, a potential game-changing hypothesis for Parkinson's disease pathogenesis.

    Science.gov (United States)

    Taymans, Jean-Marc; Nkiliza, Aurore; Chartier-Harlin, Marie-Christine

    2015-08-01

    Protein translation is one of the most fundamental and exquisitely controlled processes in biology, and is energetically demanding. The deregulation of this process is deleterious to cells, as demonstrated by several diseases caused by mutations in protein translation machinery. Emerging evidence now points to a role for protein translation in the pathogenesis of Parkinson's disease (PD); a debilitating neurodegenerative movement disorder. In this paper, we propose a hypothesis that protein translation machinery, PD-associated proteins and PD pathology are connected in a functional network linking cell survival to protein translation control. This hypothesis is a potential game changer in the field of the molecular pathogenesis of PD, with implications for the development of PD diagnostics and disease-modifying therapies. Copyright © 2015 Elsevier Ltd. All rights reserved.

  8. Rehabilitative Games for Stroke Patients

    Directory of Open Access Journals (Sweden)

    A. Pyae

    2015-07-01

    Full Text Available Stroke is one of the major problems in medical and healthcare that can cause severe disability and death of patients especially for older population. Rehabilitation plays an important role in stroke therapy. However, most of the rehabilitative exercises are monotonous and tiring for the patients. For a particular time, they can easily get bored in doing these exercises. The role of patient’s motivation in rehabilitation is vital. Motivation and rehabilitative outcomes are strongly related. Digital games promise to help stroke patients to feel motivated and more engaged in rehabilitative training through motivational gameplay. Most of the commercial games available in the market are not well-designed for stroke patients and their motivational needs in rehabilitation. This study aims at understanding the motivational requirements of stroke patients in doing rehabilitative exercises and living in a post-stroke life. Based on the findings from the literature review, we report factors that can influence the stroke patients’ level of motivation such as social functioning, patient-therapist relationship, goal-setting, and music. These findings are insightful and useful for ideating and designing interactive motivation-driven games for stroke patients. The motivational factors of stroke patients in rehabilitation may help the game designers to design motivation-driven game contexts, contents, and gameplay. Moreover, these findings may also help healthcare professionals who concern stroke patient’s motivation in rehabilitative context. In this paper, we reported our Virtual Nursing Home (VNH concept and the games that we are currently developing and re-designing. Based on this literature review, we will present and test out the ideas how we can integrate these motivational factors in our future game design, development, and enhancement.

  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. Goal-based dictator game

    Science.gov (United States)

    Zaibidi, Nerda Zura; Ibrahim, Adyda; Abidin, Norhaslinda Zainal

    2014-12-01

    A considerable number of studies have been conducted to study fairness issues using two-player game. Dictator Game is one of the two-player games that receive much attention. In this paper, we develop an evolutionary approach to the Dictator Game by using Goal programming to build a model of human decision-making for cooperation. The model is formulated based on the theories of cognitive neuroscience that is capable in capturing a more realistic fairness concerns between players in the games. We show that fairness will evolve by taking into account players' aspirations and preferences explicitly in terms of profit and fairness concerns. The model is then simulated to investigate any possible effective strategy for people in economics to deal with fairness coalition. Parallels are drawn between the approach and concepts of human decision making from the field of cognitive neuroscience and psychology. The proposed model is also able to help decision makers to plan or enhance the effective strategies for business purposes.

  12. Tolerance in Internet gaming disorder: A need for increasing gaming time or something else?

    Science.gov (United States)

    King, Daniel L; Herd, Madeleine C E; Delfabbro, Paul H

    2017-12-01

    Background and aims The criterion of tolerance in DSM-5 Internet gaming disorder (IGD) refers to a need for increasing time spent gaming. However, this focus on "need for gaming time" may overlook some of the broader motivations, outcomes, or effects of gaming that underlie excessive play. This study aimed to explore regular and problematic gamers' experiences and perceptions of tolerance in IGD. Methods An online survey of 630 adult gamers yielded 1,417 text responses to open-ended questions. A thematic analysis of 23,373 words was conducted to extract dominant themes. Results Participants reported that they increasingly desired game items, status, or story progress as they became more involved or invested in games. As players develop higher standards of play in games, an increasing number of potential reward outcomes may have diminishing mood-modifying effects. None of the participants, including those with self-reported IGD, explicitly referred to a need for increasing time spent gaming. Discussion and conclusions These results suggest that players may be motivated by preferences for specific goals or reinforcers in games rather than wanting an amount of time spent gaming. Thus, problematic gaming may involve a need for completion of increasingly intricate, time-consuming, or difficult goals to achieve satisfaction and/or reduce fears of missing out. Further research is needed to determine whether these cognitive and motivational factors related to gaming stimuli should extend or replace the concept of tolerance in IGD or be considered as separate but related processes in disordered gaming.

  13. Statistical mechanics of spatial evolutionary games

    International Nuclear Information System (INIS)

    Miekisz, Jacek

    2004-01-01

    We discuss the long-run behaviour of stochastic dynamics of many interacting players in spatial evolutionary games. In particular, we investigate the effect of the number of players and the noise level on the stochastic stability of Nash equilibria. We discuss similarities and differences between systems of interacting players maximizing their individual payoffs and particles minimizing their interaction energy. We use concepts and techniques of statistical mechanics to study game-theoretic models. In order to obtain results in the case of the so-called potential games, we analyse the thermodynamic limit of the appropriate models of interacting particles

  14. Business Plan: Video Game Rental Store

    OpenAIRE

    Kemppi, Tuomas

    2013-01-01

    The purpose of this report is to create a business plan for a video game rental store. It includes research on similar companies in other countries, and it determines if the concept would work in Finland. In addition to this, the report also includes research on what steps need to be taken in order to start and run a video game rental business in Finland. The report also goes over the current trends in the video game industry, and takes a look at where the industry is heading. Based...

  15. Game usability advancing the player experience

    CERN Document Server

    Isbister, Katherine

    2008-01-01

    I. What is usability and why should I care?A. Overview chapter Isbister and Schaffer (Editors)Introduces key concepts and positions book for primary audiences: game developers andstudents aspiring to work in game development. Addresses key concerns that developersmay have about adopting usability, and sets a broad road map of what is to come in thebook.B. Interview with Tobi Saulnier of 1st PlayableA discussion with the CEO of a small game studio about why and how she uses usabilitytechniques in her development.C. Interview with Don Norman of Nielsen Norman groupA discussion with one of the pr

  16. Egalitarism of the prenucleolus for cooperative games

    Energy Technology Data Exchange (ETDEWEB)

    Driessen, T.

    1994-12-31

    The prenucleolus is a well-known solution concept for cooperative games in characteristic function form which is always contained in the prekernel. In fact, the prenucleolus concept is based on the idea of excess. The current paper examines the set of efficient payoff vectors in an n person game which attain their maximal excesses at the (n {minus} 2)-person coalitions. It is established that, under a certain condition on the worth of (n {minus} 2)-person coalitions in the n-person game, the intersection of the relevant set with the prekernel is either empty or a singleton. A description of that single point is provided in terms of the egalitarian division of the remaining total worth, given that each player is already paid a special kind of an average of the player`s contributions with respect to (n {minus} 2)-person coalitions. The latter division rule is called the egalitarian non-average contribution (ENAC)-method. The main purpose of the paper is to present conditions on the game to guarantee that the ENAC-method agrees with the prenucleolus concept. The main sufficient condition expresses that the maximal excesses at the ENAC solution in the n-person game are determined by the (n {minus} 2)-person coalitions. A reformulation of the main sufficient condition in terms of the data of the game itself is added. Finally three types of conditions which are stronger than the main sufficient condition, are listed.

  17. 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

  18. Coordinated voltage control of a decoupled three-phase on load tap changer transformer and photovoltaic inverters for managing unbalanced networks

    DEFF Research Database (Denmark)

    Hu, Junjie; Marinelli, Mattia; Coppo, Massimiliano

    2016-01-01

    changer (OLTC) and photovoltaic inverters in a distribution system, for accommodating a greater number of photovoltaic generators in the grid. A 24 h root-mean-square simulation study is performed in the DigSilent PowerFactory with a 1 s time step using 10 min resolution consumption and production......The increasing penetration of fluctuating photovoltaic (PV) generation brings operational challenges for distribution system operators, such as introducing the voltage rise problem. The situation is made worse in the presence of single-phase generation being unevenly connected to the different...

  19. Multi-objective Optimization Strategies Using Adjoint Method and Game Theory in Aerodynamics

    Science.gov (United States)

    Tang, Zhili

    2006-08-01

    There are currently three different game strategies originated in economics: (1) Cooperative games (Pareto front), (2) Competitive games (Nash game) and (3) Hierarchical games (Stackelberg game). Each game achieves different equilibria with different performance, and their players play different roles in the games. Here, we introduced game concept into aerodynamic design, and combined it with adjoint method to solve multi-criteria aerodynamic optimization problems. The performance distinction of the equilibria of these three game strategies was investigated by numerical experiments. We computed Pareto front, Nash and Stackelberg equilibria of the same optimization problem with two conflicting and hierarchical targets under different parameterizations by using the deterministic optimization method. The numerical results show clearly that all the equilibria solutions are inferior to the Pareto front. Non-dominated Pareto front solutions are obtained, however the CPU cost to capture a set of solutions makes the Pareto front an expensive tool to the designer.

  20. Multi-objective optimization strategies using adjoint method and game theory in aerodynamics

    Institute of Scientific and Technical Information of China (English)

    Zhili Tang

    2006-01-01

    There are currently three different game strategies originated in economics:(1) Cooperative games (Pareto front),(2)Competitive games (Nash game) and (3)Hierarchical games (Stackelberg game).Each game achieves different equilibria with different performance,and their players play different roles in the games.Here,we introduced game concept into aerodynamic design, and combined it with adjoint method to solve multicriteria aerodynamic optimization problems.The performance distinction of the equilibria of these three game strategies was investigated by numerical experiments.We computed Pareto front, Nash and Stackelberg equilibria of the same optimization problem with two conflicting and hierarchical targets under different parameterizations by using the deterministic optimization method.The numerical results show clearly that all the equilibria solutions are inferior to the Pareto front.Non-dominated Pareto front solutions are obtained,however the CPU cost to capture a set of solutions makes the Pareto front an expensive tool to the designer.

  1. Towards a Generic Method of Evaluating Game Levels

    DEFF Research Database (Denmark)

    Liapis, Antonios; Yannakakis, Georgios N.; Togelius, Julian

    2013-01-01

    This paper addresses the problem of evaluating the quality of game levels across different games and even genres, which is of key importance for making procedural content generation and assisted game design tools more generally applicable. Three game design patterns are identified for having high...... generality while being easily quantifiable: area control, exploration and balance. Formulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: multiplayer strategy game maps and single-player roguelike...... dungeons. To illustrate the impact of these evaluation functions, and the similarity of impact across domains, sets of levels for each function are generated using a constrained genetic algorithm. The proposed measures can easily be extended to other game genres....

  2. Within the Mainstream. An Ecocritical Framework for Digital Game History

    DEFF Research Database (Denmark)

    Backe, Hans-Joachim

    2017-01-01

    corpus of digital games through a descriptive matrix for identifying and analyzing the ecological dimension of digital games. It proposes an extension of the ecocritical toolkit by including a more user-centered, ethics-based theoretical framework based on Sicart’s Ethics of Computer Games (2009...... methods for a more historically and generically diverse exploration of ecological thinking vis-à-vis digital games. The majority of discussions of games from an ecocritical perspective has applied concepts and frameworks borrowed from literature and film studies, thus privileging surface semiotics over...... around a small number of games with apparent ecocritical potential, such as Myst (Cyan 1993) or Farmville (Zynga 2009), resulting in a selective, a-historic and therefore distorted discussion of ecology in the diverse medium of digital games. This essay discusses strategies for dealing with a larger...

  3. 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...

  4. Games Are Social/Media(ted/Technology Too . . .

    Directory of Open Access Journals (Sweden)

    Casey O’Donnell

    2015-04-01

    Full Text Available In this manifesto, we argue that social media research needs to take the broader field of game studies in the exploration and understanding of social media. Many of the results, theories, and concepts developed in the study of games has significant implications for the study of all social media. Of course, game studies should be paying attention to social media research too.

  5. 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…

  6. 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....

  7. 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…

  8. 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.

  9. 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...

  10. 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…

  11. 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 ...

  12. 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...

  13. 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.

  14. 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)

  15. 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....

  16. User cooperation, virality and gaming in a social mobile network

    DEFF Research Database (Denmark)

    Varga, C; Blazovics, L; Charaf, H

    2012-01-01

    Social networks and mobile systems are both rapidly developing areas nowadays. In this chapter, we will introduce Gedda-Headz, a novel social mobile gaming concept that brings these two areas together. Gedda-Headz is a social mobile network that mainly focuses on multiplayer mobile gaming. First we...

  17. Increasing the Capacity of College Counseling through Video Game Design

    Science.gov (United States)

    Mathis, Jonathan D.

    2010-01-01

    This article discusses game design concepts suggested to foster engagement while considering the needs of underserved high school students preparing for the college admission process. The contextual nature of college counseling efforts in urban secondary school settings provides a backdrop for consideration of the manner in which game design and…

  18. Games Children Play: An Exercise Illustrating Agents of Socialization.

    Science.gov (United States)

    Glasberg, Davita Silfen; Maatita, Florence; Nangle, Barbara; Schauer, Tracy

    1998-01-01

    Argues that children's toys and games contribute to representing and reinforcing dominant conceptions of appropriate social identities. Invites students to play a number of children's games in order to experience the "hidden agendas" concerning race, class, gender, and political socialization conveyed to them while they are playing. (DSK)

  19. Impact of Math Snacks Games on Students' Conceptual Understanding

    Science.gov (United States)

    Winburg, Karin; Chamberlain, Barbara; Valdez, Alfred; Trujillo, Karen; Stanford, Theodore B.

    2016-01-01

    This "Math Snacks" intervention measured 741 fifth grade students' gains in conceptual understanding of core math concepts after game-based learning activities. Teachers integrated four "Math Snacks" games and related activities into instruction on ratios, coordinate plane, number systems, fractions and decimals. Using a…

  20. Designing happy games (apps) for people with dementia

    NARCIS (Netherlands)

    Y. Schikhof; Dr. J.H. Groenewoud; Dr. A.L. Cordia; Dr. J. de Lange

    2014-01-01

    Within the project 'In Touch'; touch screen application for people with dementia, a concept happy game was designed for the iPad. The purpose of this happy game is to provide a meaningful individual activity for persons with dementia, to give pleasure, and to create a sense of self-achievement.

  1. Personalized persuasive game design for youth addiction care

    NARCIS (Netherlands)

    Van Dooren, M.M.M.; Visch, V.T.; Goossens, R.H.M.; Spijkerman, R.; Hendriks, V.M.

    2015-01-01

    Applying persuasive games in mental healthcare contexts, especially using game-elements to support and redesign therapy, is a relatively new concept. In the youth addiction care context, patients often have comorbidities, causing a lot of differences between them. Besides this, therapists apply the

  2. An Exploratory Study of the Relationship between Collaboration and Mathematics and Game Outcomes. CRESST Report 797

    Science.gov (United States)

    Buschang, Rebecca E.; Chung, Gregory K. W. K.; Kim, Jinok

    2011-01-01

    This study is an exploratory study of the relationship between collaboration and mathematics and game outcomes in a video game aimed at teaching concepts related to rational numbers. The sample included 243 middle school students who played the video game either with one partner or individually for 40 minutes. Results suggest that participants…

  3. Cheminoes: A Didactic Game to Learn Chemical Relationships between Valence, Atomic Number, and Symbol

    Science.gov (United States)

    Moreno, Luis F.; Hincapié, Gina; Alzate, María Victoria

    2014-01-01

    Cheminoes is a didactic game that enables the meaningful learning of some relations between concepts such as chemical element, valence, atomic number, and chemical symbol for the first 36 chemical elements of the periodic system. Among the students who have played the game, their opinions of the activity were positive, considering the game to be a…

  4. Procedural Content Generation: Concepts and Related Works

    Directory of Open Access Journals (Sweden)

    MARIÑO, J. R. H.

    2016-12-01

    Full Text Available The digital games market is growing every year and game development is becoming increasingly complex. Thus, scalability in content generation may require the work of a team with hundreds of people. Procedural Content Generation (PCG comes as an alternative to decrease costs and accelerate the process of game production by creating content automatically or semi-automatically. This article presents some concepts and reviews works developed in PCG, aiming to provide a starting point for those interested in learning and going deeper in the subject of PCG for digital games.

  5. 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...

  6. Using "Monopoly" to Introduce Concepts of Race and Ethnic Relations

    Science.gov (United States)

    Waren, Warren

    2011-01-01

    In this paper I suggest a technique which uses the familiar Parker Brother's game "Monopoly" to introduce core concepts of race and ethnic relations. I offer anecdotes from my classes where an abbreviated version of the game is used as an analog to highlight the sociological concepts of direct institutional discrimination, the legacy of…

  7. 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.

  8. 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.

  9. "The Heart Game"

    DEFF Research Database (Denmark)

    Dithmer, Marcus; Rasmussen, Jack Ord; Grönvall, Erik

    2016-01-01

    Objective: The aim of this article is to describe the development and testing of a prototype application (“The Heart Game”) using gamification principles to assist heart patients in their telerehabilitation process in the Teledialog project. Materials and Methods: A prototype game was developed via...... (interviews, participant observations, focus group interviews, and workshop) was used. Interviews with three healthcare professionals and 10 patients were carried out over a period of 2 weeks in order to evaluate the use of the prototype. Results: The heart patients reported the application to be a useful...... activities. Conclusions: “The Heart Game” concept presents a new way to motivate heart patients by using technology as a social and active approach to telerehabilitation. The findings show the potential of using gamification for heart patients as part of a telerehabilitation program. The evaluation indicated...

  10. Stability and Antimicrobial Activity of Nisin-Loaded Mesoporous Silica Nanoparticles: A Game-Changer in the War against Maleficent Microbes.

    Science.gov (United States)

    Behzadi, Faezeh; Darouie, Sheyda; Alavi, S Mehdi; Shariati, Parvin; Singh, Gurvinder; Dolatshahi-Pirouz, Alireza; Arpanaei, Ayyoob

    2018-04-25

    Antimicrobial agents, such as nisin, are used extensively in the food industry. Here, we investigated various approaches to load nisin onto mesoporous silica nanoparticles (MSNs, 92 ± 10 nm in diameter), to enhance its stability and sustained release. The morphology, size, and surface charge of the as-prepared nanoparticles were analyzed using scanning transmission electron microscopy, dynamic light scattering, and ζ potential measurement. Nisin was either physically adsorbed or covalently attached to the variously functionalized MSNs, with high loading capacities (>600 mg of nisin g -1 of nanoparticles). The results of antibacterial activity analysis of nisin against Staphylococcus aureus showed that, despite the very low antibacterial activity of nisin covalently conjugated onto MSNs, the physical adsorption of nisin onto the unfunctionalized nanoparticles enhances its antimicrobial activities under various conditions, with no significant cytotoxicity effects on mouse fibroblast L929 cells. In conclusion, MSNs can be recommended as suitable carriers for nisin under various conditions.

  11. Stability and Antimicrobial Activity of Nisin-Loaded Mesoporous Silica Nanoparticles: A Game-Changer in the War against Maleficent Microbes

    DEFF Research Database (Denmark)

    Behzadi, Faezeh; Darouie, Sheyda; Alavi, S. Mehdi

    2018-01-01

    Antimicrobial agents, such as nisin, are used extensively in the food industry. Here, we investigated various approaches to load nisin onto mesoporous silica nanoparticles (MSNs, 92 ± 10 nm in diameter), to enhance its stability and sustained release. The morphology, size, and surface charge...

  12. "It Is Definitely a Game Changer": A Qualitative Study of Experiences with In-home Overnight Closed-Loop Technology Among Adults with Type 1 Diabetes.

    Science.gov (United States)

    Hendrieckx, Christel; Poole, Lucinda A; Sharifi, Amin; Jayawardene, Dilshani; Loh, Margaret M; Horsburgh, Jodie C; Bach, Leon A; Colman, Peter G; Kumareswaran, Kavita; Jenkins, Alicia J; MacIsaac, Richard J; Ward, Glenn M; Grosman, Benyamin; Roy, Anirban; O'Neal, David N; Speight, Jane

    2017-07-01

    This qualitative study explored trial participants' experiences of four nights of in-home closed loop. Sixteen adults with type 1 diabetes, who completed a randomized crossover trial, were interviewed after four consecutive nights of closed-loop. Interviews were audio recorded, transcribed, and analyzed with a coding framework developed to identify the main themes. Participants had a mean age of 42 ± 10 years, nine were women; mean diabetes duration was 27 ± 7 years, and all were using insulin pumps. Overall, first impressions were positive. Participants found closed-loop easy to use and understand. Most experienced more stable overnight glucose levels, although for some these were similar to usual care or higher than they expected. Compared with their usual treatment, they noticed the proactive nature of the closed-loop, being able to predict trends and deliver micro amounts of insulin. Most reported technical glitches or inconveniences during one or more nights, such as transmission problems, problematic connectivity between devices, ongoing alarms despite addressing low glucose levels, and sensor inaccuracy. Remote monitoring by the trial team and their own hypoglycemic awareness contributed to feelings of trust and safety. Although rare, safety concerns were raised, related to feeling unsure whether the system would respond in time to falling glucose levels. This study provides relevant insights for implementation of closed-loop in the real world. For people with diabetes who are less familiar with technology, remote monitoring for the first few days may provide reassurance, strengthen their trust/skills, and make closed-loop an acceptable option for more people with type 1 diabetes.

  13. Game E-Learning Code Master Dengan Konsep Mmorpg Menggunakan Adobe Flex 3

    Directory of Open Access Journals (Sweden)

    Fredy Purnomo

    2010-12-01

    Full Text Available The research objective is to design a web-based e-learning game that could be used to be a learning facility of C language programming and as an online game so it could be enjoyed by everybody easily in internet. Flex usage in this game online is to implement RIA (Rich Internet Application concept in the game so e-learning process is hoped to be more interesting and interactive. E-learning game is also designed in MMORPG (Massively Multiplayer Online Role Playing Game concept. The research method used is analysis and design method. Analysis method is done through literature study, user analysis, and similar game analysis. Meanwhile, design method is about monitor display, gameplay and system design. The conclution of this research is that this game provides an interesting learning media of C language program accordingly to subject material at class and also easier to use through website. 

  14. KREBER`S ADVENTURES: COMPUTER GAME ABOUT THE ATP FORMATION

    Directory of Open Access Journals (Sweden)

    F. J. Baêta

    2015-08-01

    Full Text Available Introduction: Biochemistry, as well as other subjects related to molecular area, have several abstract and difficult concepts to be understood, therefore, many educational innovations have been developed, highlighting the digital games. The digital games feature a playful and motivational character that encourages students during the concepts learning, with a different way to learning the concepts studied. Objectives: The objective of this study was the development of a computer game focused on the concepts of ATP formation, including the glycolytic pathway, Krebs cycle and Electron Transport Chain, as well as aspects related to the regulation, and evaluate the usability of it, as well as some evidence of its educational potential. Material and methods: The development of the game followed the following steps: definition of the subject; understanding of game developer (it was chosen the GameMaker; storyboard creation of the game; prototyping, implementation and usability testing. For the evaluation, inspection usability was performed (without involving end users and subsequently the cognitive route and the usability questionnaire (the latter two with students of the discipline of Biochemistry. Results: The game approached the energy metabolism in three phases: the glycolytic pathway, Krebs cycle and electron transport chain. Each phase has a different purpose, with some questions about the ways. To complete the game, you must correctly answer the questions, avoid the obstacles and achieve the goals of each phase. After usability testing, it found that users could, in a playful manner, actively interact with the content addressed and, through the difficulties presented in the game, had the opportunity to expand and review their knowledge. Conclusions: The game was identified as a motivating and innovative proposal for  teaching, and it had good usability for undergraduate students. The ludic worked as a pedagogical practice encourages student

  15. How Games are Designed to Increase Students’ Motivation in Learning Physics? A Literature Review

    Science.gov (United States)

    Tinedi, V.; Yohandri, Y.; Djamas, D.

    2018-04-01

    Game is a promising tool to help students in understanding physics concept. It can motivate and provide the opportunities for students to become independent in learning. In order to fulfil these functions, games should be carefully designed. Thus, the objective of this paper is to present how games are designed to increase students’ motivation in learning physics based on several literature reviews. The results showed that there are several ways to increase students’ motivation in learning physics and to achieve that, game dimensions are needed to be considered when designing a game. This literature review may have useful to assist teachers and contribute in improving the design of games.

  16. Drinking Games: Simulating Alcoholic Behavior Patterns in the ”Pubcrawler” Video Game

    OpenAIRE

    Ferguson, J.; Tolentino, C.

    2017-01-01

    Pubcrawler is an interactive video game that presents con-cepts of alcoholic behavior within actionable gameplay. By implementing simulations of impairment in gameplay controls and player tasks based on denial, rationalization and concealments behaviors, this game is intended to use traditional gameplay elements to immerse the non-alcoholic user in the alcoholic’s experience and promote understanding and empathy, and also elicit reflection in the alcoholic user to aid therapy.

  17. The cooperative game theory of networks and hierarchies

    CERN Document Server

    Gilles, Robert P

    2010-01-01

    This book details standard concepts in cooperative game theory with applications to the analysis of social networks and hierarchical authority organizations. It covers the multi-linear extension, the Core, the Shapley value, and the cooperative potential.

  18. Supporting online learning with games

    Science.gov (United States)

    Yao, JingTao; Kim, DongWon; Herbert, Joseph P.

    2007-04-01

    This paper presents a study on Web-based learning support systems that is enhanced with two major subsystems: a Web-based learning game and a learning-oriented Web search. The Internet and theWeb may be considered as a first resource for students seeking for information and help. However, much of the information available online is not related to the course contents or is wrong in the worse case. The search subsystem aims to provide students with precise, relative and adaptable documents about certain courses or classes. Therefore, students do not have to spend time to verify the relationship of documents to the class. The learning game subsystem stimulates students to study, enables students to review their studies and to perform self-evaluation through a Web-based learning game such as a treasure hunt game. During the challenge and entertaining learning and evaluation process, it is hoped that students will eventually understand and master the course concepts easily. The goal of developing such a system is to provide students with an efficient and effective learning environment.

  19. 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...

  20. Introduction to game theory

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

    The basic ideas of game theory were originated from the problems of maximum and minimum given by J.Yon Neumann in 1928. Later, wars accelerated the study of game theory, there are many developments that contributed to the advancement of game theory, many problems of optimum appeared in economic development process. Scientists applied mathematic methods to studying game theory to make the theory more profound and perfect. The axiomatic structure of game theory was nearly complete in 1944. The path of the development of game theory started from finite to infinite, from two players to many players, from expressing gains with quantity to showing the ending of game theory with abstract result, and from certainty problems to random problems. Thus development of game theory is closely related to the economic development. In recent years, the research on the non-differentiability of Shapley value posed by Belgian Mertens is one of the advanced studies in game theory.

  1. Evolutionary game theory: molecules as players.

    Science.gov (United States)

    Bohl, Katrin; Hummert, Sabine; Werner, Sarah; Basanta, David; Deutsch, Andreas; Schuster, Stefan; Theissen, Günter; Schroeter, Anja

    2014-12-01

    In this and an accompanying paper we review the use of game theoretical concepts in cell biology and molecular biology. This review focuses on the subcellular level by considering viruses, genes, and molecules as players. We discuss in which way catalytic RNA can be treated by game theory. Moreover, genes can compete for success in replication and can have different strategies in interactions with other genetic elements. Also transposable elements, or "jumping genes", can act as players because they usually bear different traits or strategies. Viruses compete in the case of co-infecting a host cell. Proteins interact in a game theoretical sense when forming heterodimers. Finally, we describe how the Shapley value can be applied to enzymes in metabolic pathways. We show that game theory can be successfully applied to describe and analyse scenarios at the molecular level resulting in counterintuitive conclusions.

  2. The CMS "Higgs Boson Goose Game" Poster

    CERN Multimedia

    Davis, Siona Ruth

    Building and operating the CMS Detector is a complicated endeavour! Now, more than 20 years after the detector was conceived, the CMS Bologna group proposes to follow the steps of this challenging project by playing "The Higgs Boson Goose Game", illustrating CMS activities and goals. The concept of the game is inspired by the traditional "Game of the Goose". The underlying idea is that the progress of building and operating a detector at the LHC is similar to the progress of the pawns on the game board: it is fast at times, bringing rewards and satisfaction, while sometimes unexpected problems cause delays or even a step back requiring CMS scientists to use all of their skill and creativity to devise new solutions.

  3. The CMS Higgs Boson Goose Game

    CERN Document Server

    Cavallo, Francesca Romana

    2015-01-01

    Building and operating the CMS Detector is a complicated endeavour! Now, more than 20 years after the detector was conceived, the CMS Bologna group proposes to follow the steps of this challenging project by playing The Higgs Boson Goose Game, illustrating CMS activities and goals.The concept of the game is inspired by the traditional Game of the Goose. The underlying idea is that the progress of building and operating a detector at the LHC is similar to the progress of the pawns on the game board it is fast at times, bringing rewards and satisfaction, while sometimes unexpected problems cause delays or even a step back requiring CMS scientists to use all of their skill and creativity to devise new solutions.

  4. Exposure to violent video games increases automatic aggressiveness.

    Science.gov (United States)

    Uhlmann, Eric; Swanson, Jane

    2004-02-01

    The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above and beyond self-reported aggression. Results suggest that playing violent video games can lead to the automatic learning of aggressive self-views.

  5. Older adults' engagement with a video game training program.

    Science.gov (United States)

    Belchior, Patrícia; Marsiske, Michael; Sisco, Shannon; Yam, Anna; Mann, William

    2012-12-19

    The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (Csikszentmihalyi, 1975). Forty-five older adults were randomized to receive practice with an action game ( Medal of Honor ), a puzzle-like game ( Tetris ), or a gold-standard Useful Field of View (UFOV) training program. Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory (Csikszentmihalyi, 1975).

  6. Abstract of Dynamic Range: When Game Design and Narratives Unite

    OpenAIRE

    Arsenault, Dominic

    2005-01-01

    This paper proposes a tool and methodology for measuring the degree of freedom given to a player in any resource-driven game (that is, any game in which managing resources is an integral part of the gameplay). This concept, which I call the Dynamic Range, can be used namely to evaluate a given game system’s potential for developing emergent narratives, as defined by Henry Jenkins in his publication Game Design as Narrative Architecture. While Jenkins places at the heart of the creation of nar...

  7. Dynamic Difficulty Adaptation for Heterogeneously Skilled Player Groups in Multiplayer Collaborative Games

    OpenAIRE

    Greciano, Miguel Cristian

    2016-01-01

    This work focuses on the combination of two key concepts: Dynamic Difficulty Adjustment/Adaptation (video games adapting their difficulty according to the in-game performance of players, making themselves easier if the player performs poorly or more difficult if the player performs well) and Collaborative Multiplayer Games (video games where two or more human players work together to achieve a common goal). It considers and analyzes the challenges, potential and possibilities of Dynamic Diffi...

  8. Video Game Literacy - Exploring new paradigms and new educational activities

    OpenAIRE

    Damiano Felini

    2010-01-01

    Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game wi...

  9. Pro Android Games

    CERN Document Server

    Silva, Vladimir

    2010-01-01

    Do you remember landmark games like Wolfenstein 3D, Doom, and Asteroids? Well, here's an exciting opportunity to build and/or port these games to one of the hottest mobile and netbooks platforms today: Google's Android. Pro Android Games teaches you how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. This book also shows you how to port other classic freeware/shareware games like Doom and Wolfenstein 3D from C using the Java Native Interface (JNI) for Android. This book is all about a unique perspective in Android game development:

  10. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative...... study we conclude that both board games and computer games are actors that produce experiences by exercising power over the user’s abilities, for example their cognitive functions. Games are designed to take advantage of the characteristics of the human players....

  11. Introduction: Changing the Game

    DEFF Research Database (Denmark)

    Drachen, Anders; Seif El-Nasr, M.; Canossa, Alessandro

    2013-01-01

    measures in user-oriented game research, has caused a paradigm shift. Historically, game development has not been data-driven, but this is changing as the benefits of adopting and adapting analytics to inform decision making across all levels of the industry are becoming generally known and accepted.......Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...

  12. Social Network Gaming Trends

    Directory of Open Access Journals (Sweden)

    Michael Gathwright

    2010-01-01

    Full Text Available The purpose of this project was to determine how long the social network game Scratch-Offs, created by game development company Spice Rack Media, will remain financially viable. The game Scratch-Offs is a freeware game (users pay nothing for the actual software and is funded through micro transactions (users must pay small amounts of money to play actual games. This implies a relationship between total games played and revenue earned. Using data provided by Spice Rack, we were able to develop an exponential equation that accurately depicts usage trends over time. This equation was used to determine the date Scratch-Offs will no longer be profitable.

  13. Ageing and digital games

    DEFF Research Database (Denmark)

    Iversen, Sara Mosberg

    Digital games are still to a great degree considered a medium mainly for young boys. However, available statistics on Western media use show that this is far from the case. Increasingly, people of all ages and genders play digital games, also older adults in their early 60s and beyond. The aim...... of the book is to examine, analyse and discuss: 1) What older adults do with digital games and what meanings the use of digital games take on in the everyday life of older adults; 2) How older adults are perceived by society in relation to digital games; 3) How play and games can be used both...

  14. Quantum repeated games revisited

    International Nuclear Information System (INIS)

    Frąckiewicz, Piotr

    2012-01-01

    We present a scheme for playing quantum repeated 2 × 2 games based on Marinatto and Weber’s approach to quantum games. As a potential application, we study the twice repeated Prisoner’s Dilemma game. We show that results not available in the classical game can be obtained when the game is played in the quantum way. Before we present our idea, we comment on the previous scheme of playing quantum repeated games proposed by Iqbal and Toor. We point out the drawbacks that make their results unacceptable. (paper)

  15. Game equilibrium models I evolution and game dynamics

    CERN Document Server

    1991-01-01

    There are two main approaches towards the phenotypic analysis of frequency dependent natural selection. First, there is the approach of evolutionary game theory, which was introduced in 1973 by John Maynard Smith and George R. Price. In this theory, the dynamical process of natural selection is not modeled explicitly. Instead, the selective forces acting within a population are represented by a fitness function, which is then analysed according to the concept of an evolutionarily stable strategy or ESS. Later on, the static approach of evolutionary game theory has been complemented by a dynamic stability analysis of the replicator equations. Introduced by Peter D. Taylor and Leo B. Jonker in 1978, these equations specify a class of dynamical systems, which provide a simple dynamic description of a selection process. Usually, the investigation of the replicator dynamics centers around a stability analysis of their stationary solutions. Although evolutionary stability and dynamic stability both intend to charac...

  16. Wrist range of motion and motion frequency during toy and game play with a joint-specific controller specially designed to provide neuromuscular therapy: A proof of concept study in typically developing children.

    Science.gov (United States)

    Crisco, Joseph J; Schwartz, Joel B; Wilcox, Bethany; Brideau, Holly; Basseches, Benjamin; Kerman, Karen

    2015-08-20

    Upper extremities affected by hemiplegic cerebral palsy (CP) and other neuromuscular disorders have been demonstrated to benefit from therapy, and the greater the duration of the therapy, the greater the benefit. A great motivator for participating in and extending the duration of therapy with children is play. Our focus is on active motion therapy of the wrist and forearm. In this study we examine the wrist motions associated with playing with two toys and three computer games controlled by a specially-designed play controller. Twenty children (ages 5-11) with no diagnosis of a muscular disorder were recruited. The play controller was fitted to the wrist and forearm of each child and used to measure and log wrist flexion and extension. Play activity and enjoyment were quantified by average wrist range of motion (ROM), motion frequency measures, and a discrete visual scale. We found significant differences in the average wrist ROM and motion frequency among the toys and games, yet there were no differences in the level of enjoyment across all toys and games, which was high. These findings indicate which toys and games may elicit the greater number of goal-directed movements, and lay the foundation for our long-term goal to develop and evaluate innovative motion-specific play controllers that are engaging rehabilitative devices for enhancing therapy and promoting neural plasticity and functional recovery in children with CP. Copyright © 2015 Elsevier Ltd. All rights reserved.

  17. Quantum computer games: Schrödinger cat and hounds

    Science.gov (United States)

    Gordon, Michal; Gordon, Goren

    2012-05-01

    The quantum computer game 'Schrödinger cat and hounds' is the quantum extension of the well-known classical game fox and hounds. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. 'Schrödinger cat and hounds' demonstrates the effects of superposition, destructive and constructive interference, measurements and entanglement. More advanced concepts, like particle-wave duality and decoherence, can also be taught using the game as a model. The game that has an optimal solution in the classical version, can have many different solutions and a new balance of powers in the quantum world. Game-aided lectures were given to high-school students which showed that it is a valid and entertaining teaching platform.

  18. Using Android-Based Educational Game for Learning Colloid Material

    Science.gov (United States)

    Sari, S.; Anjani, R.; Farida, I.; Ramdhani, M. A.

    2017-09-01

    This research is based on the importance of the development of student’s chemical literacy on Colloid material using Android-based educational game media. Educational game products are developed through research and development design. In the analysis phase, material analysis is performed to generate concept maps, determine chemical literacy indicators, game strategies and set game paths. In the design phase, product packaging is carried out, then validation and feasibility test are performed. Research produces educational game based on Android that has the characteristics that is: Colloid material presented in 12 levels of game in the form of questions and challenges, presents visualization of discourse, images and animation contextually to develop the process of thinking and attitude. Based on the analysis of validation and trial results, the product is considered feasible to use.

  19. The ‘taking place’ of learning in computer games

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Løfgreen, Lars Bo

    2008-01-01

    In the long-standing tradition for discounting digital technologies as a learning resource within the formal educational setting, computer games have often either been marked as distraction or totally ignored. However, as argued in the paradigmatic text by Shaffer, Squire, Halverson and Gee, Video...... Games and The Future of Learning, computer games do not only offer an interesting perspective on how “learners can understand complex concepts without losing the connection between abstract ideas and the real problems”, but can as well cast “a glimpse into how we might create new and more powerful ways...... to learn in schools, communities, and workplaces – new ways to learn for a new Information Age” [1].  In line with this general approach to seeing computer games as a reservoir of learning strategies and potentials, this paper aims to examine how a specific computer game teach us how to play the game. [1...

  20. 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.

  1. Overlapping coalition formation games in wireless communication networks

    CERN Document Server

    Wang, Tianyu; Saad, Walid; Han, Zhu

    2017-01-01

    This brief introduces overlapping coalition formation games (OCF games), a novel mathematical framework from cooperative game theory that can be used to model, design and analyze cooperative scenarios in future wireless communication networks. The concepts of OCF games are explained, and several algorithmic aspects are studied. In addition, several major application scenarios are discussed. These applications are drawn from a variety of fields that include radio resource allocation in dense wireless networks, cooperative spectrum sensing for cognitive radio networks, and resource management for crowd sourcing. For each application, the use of OCF games is discussed in detail in order to show how this framework can be used to solve relevant wireless networking problems. Overlapping Coalition Formation Games in Wireless Communication Networks provides researchers, students and practitioners with a concise overview of existing works in this emerging area, exploring the relevant fundamental theories, key techniqu...

  2. Game Preferences of 3 Generations From The Eye of Students’

    Directory of Open Access Journals (Sweden)

    Nazime TUNCAY

    2016-12-01

    Full Text Available Technology has provoked the concept of game to be viewed from different perspectives by generations. The most careful observers of these are the most adapted ones, which are students. This research study aims to find the similarities and differences of video game playing preferences of 3 Generations from the students’ eye. The study sample consists of 50 students from whom data was collected. Univariate one-way Anova is used to compare group means of Game Genre groups (“Building”, “Cars”, “Cards”, “Cartoon”, “Educational”, “Simulation”, “Spor”, “Strategy” and “War”, which are formed by metaphorical analysis of students’ narratives. Independent sample ttest is used to find if there is a significant difference between girls and boys game genre playing preferences. This paper is orientated towards anyone interested in video games; especially game designers, teachers, instructors, students and educational organizations, such as primary.

  3. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    OpenAIRE

    Soo-Hyun Paik; Hyun Cho; Ji-Won Chun; Jo-Eun Jeong; Dai-Jin Kim

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smart...

  4. Video Game Literacy - Exploring new paradigms and new educational activities

    Directory of Open Access Journals (Sweden)

    Damiano Felini

    2010-12-01

    Full Text Available Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game with teens and conceptual aspects towards a "video game literacy" are discussed.

  5. Exact Algorithms for Solving Stochastic Games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Koucky, Michal; Lauritzen, Niels

    2012-01-01

    Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games....

  6. Stinging Insect Matching Game

    Science.gov (United States)

    ... for Kids ▸ Stinging Insect Matching Game Share | Stinging Insect Matching Game Stinging insects can ruin summer fun for those who are ... the difference between the different kinds of stinging insects in order to keep your summer safe and ...

  7. Polymorphic Evolutionary Games.

    Science.gov (United States)

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  8. Big Game Reporting Stations

    Data.gov (United States)

    Vermont Center for Geographic Information — Point locations of big game reporting stations. Big game reporting stations are places where hunters can legally report harvested deer, bear, or turkey. These are...

  9. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

    When designing games with learning purposes used in a classroom, there often occur problems about the lack of learning content or the lack of game contents. Other disadvantages of existing educational games are the difficulty to provide a continual balance between the challenge and the pupils......’ skill to control and solve the given task. In this paper we suggest three different perspectives that need to be communicated across in order to design a useful educational game: teachers, pupils and game designers. It is our intention with this paper to suggest some design principles for educational...... games, and to integrate teachers, pupils and game designers needs and requirements. To set up these design principles for educational games we have used a holistic perspective. This means that the design principles must be seen in coherence within the social and physical environment. The design...

  10. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

    , 2007). Some of these newer formats are developed in partnerships between research and education institutions and game developers and are based on learning theory as well as game design methods. Games well suited for creating narrative framework or simulations where students gain first-hand experience......This paper presents a categorisation of science game formats in relation to the educational possibilities or limitations they offer in science education. This includes discussion of new types of science game formats and gamification of science. Teaching with the use of games and simulations...... in science education dates back to the 1970s and early 80s were the potentials of games and simulations was discussed extensively as the new teaching tool ( Ellington et al. , 1981). In the early 90s the first ITC -based games for exploration of science and technical subjects was developed (Egenfeldt...

  11. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

    In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table...... top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...

  12. Serious Games Network

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2013-11-01

    Full Text Available “Serious games” can be defined as (digital games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network will create a Community of Practice on the Serious Games subject. The main objective is to create a stable (but expanding consortium to exchange ideas and experiences related to Serious Games. The SEGAN Network invites the people of the community of Archaeology, Cultural Heritage and Ancient History interested in Serious Games to join the net and to participate in their activities.

  13. Robot Games for Elderly

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg

    2011-01-01

    improve a person’s overall health, and this thesis investigates how games based on an autonomous, mobile robot platform, can be used to motivate elderly to move physically while playing. The focus of the investigation is on the development of games for an autonomous, mobile robot based on algorithms using...... spatio-temporal information about player behaviour - more specifically, I investigate three types of games each using a different control strategy. The first game is based on basic robot control which allows the robot to detect and follow a person. A field study in a rehabilitation centre and a nursing....... The robot facilitates interaction, and the study suggests that robot based games potentially can be used for training balance and orientation. The second game consists in an adaptive game algorithm which gradually adjusts the game challenge to the mobility skills of the player based on spatio...

  14. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

    We present a quantum approach to a signaling game; a special kind of extensive game of incomplete information. Our model is based on quantum schemes for games in strategic form where players perform unitary operators on their own qubits of some fixed initial state and the payoff function is given by a measurement on the resulting final state. We show that the quantum game induced by our scheme coincides with a signaling game as a special case and outputs nonclassical results in general. As an example, we consider a quantum extension of the signaling game in which the chance move is a three-parameter unitary operator whereas the players' actions are equivalent to classical ones. In this case, we study the game in terms of Nash equilibria and refine the pure Nash equilibria adapting to the quantum game the notion of a weak perfect Bayesian equilibrium. (paper)

  15. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  16. Games for Organizational Learning in Production Management

    DEFF Research Database (Denmark)

    Riis, Jens Ove; Smeds, Riitta; Johansen, John

    1998-01-01

    Development and implementation of new production management methods and systems represents achalIenge to the individual employee, manager, student or teacher. Understanding dynamic and complex systems is very difficult, old methods and working habits have to be unlearned, a new kind of knowledge....... Finally, the use of games will be tied to the concept of organizational learning....

  17. Costly renegotiation in repeated Bertand games

    DEFF Research Database (Denmark)

    Andersson, Ola; Wengström, Erik Roland

    2010-01-01

    This paper extends the concept of weak renegotiation-proof equilibrium (WRP) to allow for costly renegotiation and shows that even small renegotiation costs can have dramatic effects on the set of equilibria. More specifically, the paper analyzes the infinitely repeated Bertrand game. It is shown...

  18. Designing an International Joint Venture Negotiation Game.

    Science.gov (United States)

    Kenkel, Phil; And Others

    1996-01-01

    Evaluates a simulation game that models management problems encountered in negotiating and managing international joint ventures. Designed to instruct executives of state-owned agribusinesses in Indonesia in abstract concepts such as partner rapport, transfer price conflicts, and marketing disagreements, its success suggests that simulation games…

  19. Digital Competition Game to Improve Programming Skills

    Science.gov (United States)

    Moreno, Julian

    2012-01-01

    The aim of this paper is to describe a digital game with an educational purpose in the subject of computer programming, which enables students to reinforce and improve their abilities on the concepts of sequencing, defined iteration and nesting. For its design, a problem solving approach was followed and a score comparing mechanism was implemented…

  20. Games To Play with Babies. Third Edition.

    Science.gov (United States)

    Silberg, Jackie

    Intended for parents with infants, this book is a collection of 230 simple, fun-filled games that can be played with infants from birth to age 1 year. The book begins with guidelines for growth in motor, auditory, visual, language, cognitive, and self-concept skills from birth to 6 months and from 6 to 12 months. The remainder of the book presents…