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Sample records for concept game changer

  1. 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

  2. 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...

  3. 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

  4. 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…

  5. 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.

  6. 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.

  7. 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...

  8. 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...

  9. 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.

  10. 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.

  11. 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.

  12. 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…

  13. 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

  14. 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.)

  15. 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

  16. 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

  17. 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.

  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

    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…

  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. 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,…

  2. 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

  3. 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.

  4. 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...

  5. 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)

  6. 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.

  7. 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

  8. 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...

  9. 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.

  10. [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.

  11. 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)

  12. 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.

  13. 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.

  14. 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

  15. 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.)

  16. 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.

  17. 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…

  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. 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.

  20. 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)

  1. 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)

  2. 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…

  3. 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)

  4. 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…

  5. 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...

  6. 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

  7. 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.

  8. 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

  9. 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.

  10. 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

  11. 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.

  12. 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

  13. "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…

  14. 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

  15. 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)

  16. 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.

  17. 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.

  18. 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

  19. 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…

  20. 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...

  1. 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.

  2. 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.

  3. 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)

  4. 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.

  5. 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)

  6. 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

  7. 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

  8. 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

  9. 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...

  10. 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.

  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. 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

  13. 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

  14. 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

  15. "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,…

  16. The Evolution of Dual-Branded Hotels: How the Marriott/Starwood Acquisition Enhances Opportunities for Developers

    OpenAIRE

    Jonathan Jaeger; Daniel Lesser; Jeremy Gilston

    2016-01-01

    Should the deal ultimately close, the recently announced acquisition of Starwood Hotels and Resorts Worldwide, Inc. (HOT) by Marriott International (MI) will be a lodging industry game changer. MI is a trailblazer of the dual-branded hotel trend and will be well poised to accelerate this concept by capitalizing on its newly-expanded suite of brands.

  17. The Evolution of Dual-Branded Hotels: How the Marriott/Starwood Acquisition Enhances Opportunities for Developers

    Directory of Open Access Journals (Sweden)

    Jonathan Jaeger

    2016-01-01

    Full Text Available Should the deal ultimately close, the recently announced acquisition of Starwood Hotels and Resorts Worldwide, Inc. (HOT by Marriott International (MI will be a lodging industry game changer. MI is a trailblazer of the dual-branded hotel trend and will be well poised to accelerate this concept by capitalizing on its newly-expanded suite of brands.

  18. 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

  19. 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.)

  20. 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.

  1. 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)

  2. 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.

  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. 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…

  5. 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....

  6. 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.

  7. 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....

  8. 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...

  9. 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...

  10. 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…

  11. 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...

  12. 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…

  13. 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.

  14. 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.

  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. 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.

  17. 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

  18. 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

  19. 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

  20. 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....

  1. 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

  2. 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.

  3. 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.

  4. 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)

  5. 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)

  6. 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.

  7. 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

  8. 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.

  9. 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.

  10. 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

  11. 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

  12. 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…

  13. 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...

  14. 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...

  15. 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?

  16. 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...

  17. 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 ...

  18. 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.

  19. 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

  20. Expert Oracle Exadata

    CERN Document Server

    Johnson, Randy

    2011-01-01

    Throughout history, advances in technology have come in spurts. A single great idea can often spur rapid change as the idea takes hold and is propagated, often in totally unexpected directions. Exadata embodies such a change in how we think about and manage relational databases. The key change lies in the concept of offloading SQL processing to the storage layer. That concept is a huge win, and its implementation in the form of Exadata is truly a game changer. Expert Oracle Exadata will give you a look under the covers at how the combination of hardware and software that comprise Exadata actua

  1. 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

  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. 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

  4. 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.

  5. 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

  6. 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...

  7. 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

  8. 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.

  9. 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....

  10. 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. …

  11. 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

  12. 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...

  13. 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...

  14. 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)

  15. 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 ...

  16. 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.

  17. 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…

  18. 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.

  19. 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

  20. 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...

  1. 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…

  2. 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…

  3. 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…

  4. 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.

  5. 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.

  6. 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...

  7. 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.

  8. 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.

  9. 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,

  10. 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.

  11. 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...

  12. 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.

  13. 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…

  14. 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…

  15. Educational Videogames: Concept, Design And Evaluation

    Science.gov (United States)

    Rohrlick, D.; Yang, A.; Kilb, D. L.; Ma, L.; Ruzic, R.; Peach, C. L.; Layman, C. C.

    2013-12-01

    Videogames have historically gained popularity thanks to their entertainment rather than their educational value. This may be due, in part, to the fact that many educational videogames present academic concepts in dry, quiz-like ways, without the visual experiences, interactivity, and excitement of non-educational games. The increasing availability of tools that allow designers to easily create rich experiences for players now makes it simpler than ever for educational game designers to generate the visual experiences, interactivity, and excitement that gamers have grown to expect. Based on data from our work, when designed effectively, educational games can engage players, teach concepts, and tear down the stereotype of the stuffy, boring educational game. Our team has been experimenting with different ways to present scientific and mathematical concepts to middle and high school students through engaging, interactive games. When designing a gameplay concept, we focus on what we want the player to learn and experience as well as how to maintain a learning environment that is fun and engaging. Techniques that we have found successful include the use of a series of fast-paced 'minigames,' and the use of a 'simulator' learning method that allows a player to learn by completing objectives similar to those completed by today's scientists. Formative evaluations of our games over the past year have revealed both design strengths and weaknesses. Based on findings from a systematic evaluation of game play with diverse groups, with data collected through in-person observations of game play, knowledge assessments, focus groups, interviews with players, and computer tracking of students' game play behavior, we have found that players are uniformly enthusiastic about the educational tools. At the same time, we find there is more work to be done to make our tools fully intuitive, and to effectively present complex mathematical and scientific concepts to learners from a wide

  16. 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.

  17. 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.

  18. 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.

  19. 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."

  20. 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...

  1. 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…

  2. 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.

  3. 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...

  4. 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…

  5. 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.

  6. Transformative social innovation and (dis)empowerment

    DEFF Research Database (Denmark)

    Avelino, Flor; Wittmayer, Julia; Pel, Bonno

    2017-01-01

    This article responds to increasing public and academic discourses on social innovation, which often rest on the assumption that social innovation can drive societal change and empower actors to deal with societal challenges and a retreating welfare state. In order to scrutinise this assumption......, this article proposes a set of concepts to study the dynamics of transformative social innovation and underlying processes of multi-actor (dis)empowerment. First, the concept of transformative social innovation is unpacked by proposing four foundational concepts to help distinguish between different pertinent...... ‘shades’ of change and innovation: 1) social innovation, (2) system innovation, (3) game-changers, and (4) narratives of change. These concepts, invoking insights from transitions studies and social innovations literature, are used to construct a conceptual account of how transformative social innovation...

  7. 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...

  8. 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...

  9. 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.

  10. 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…

  11. 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...

  12. 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

  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. 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

  15. 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

  16. (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

  17. 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.

  18. 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...

  19. 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…

  20. 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

  1. (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...

  2. 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.

  3. 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.

  4. 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.

  5. 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...

  6. 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 ...

  7. 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…

  8. 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...

  9. 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...

  10. 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.

  11. 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...

  12. Illusion Master: Extending Self-Presence and Challenging Immersion in and through Digital Games

    Directory of Open Access Journals (Sweden)

    Josef Florian Micallef

    2016-11-01

    Full Text Available This paper provides an extension of the definition of the concept of self-presence (named Objective self-presence in digital games, and in doing so, challenges the traditional concepts of immersion and presence / self-presence in games. The design process of the submitted game Illusion Master is used as a case study to show how the related concepts of presence and immersion can be addressed in a different manner in and through digital games. It is argued that self-presence need not necessarily involve a situation where players feel as if their virtual self is their actual self. In games studies, this definition of presence is very much linked to the concept of immersion, which looks at how a player is surrounded by an immersive new reality. In this paper, it is argued that self-presence can also manifest itself through a double-consciousness where a player is both engrossed in the game, while remaining conscious of him/herself as a human being engaging with a game outside the game world.

  13. 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.

  14. 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...

  15. 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.

  16. 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...

  17. 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. …

  18. 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.

  19. 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…

  20. 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...

  1. 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.

  2. PENGARUH MODEL PEMBELAJARAN TERHADAP PEMAHAMAN KONSEP BERMAIN FIELD GAME SISWA SEKOLAH DASAR

    Directory of Open Access Journals (Sweden)

    Y. Touvan Juni Samodra

    2015-06-01

    Full Text Available Abstrak: Tujuan penelitian adalah untuk mengetahui pengaruh dua model pembelajaran terhadap pemahaman konsep bermain field game. Model pembelajaran dalam penelitian ini adalah direct instructional (DI dan Teaching Game for Undertanding (TGfU Metzler (2000. Desain penelitian adalah eksperimen post tes only. Sampel penelitian 80 siswa sekolah dasar yang terbagi atas dua kelompok eksperimen. Kelompok dengan treatment TGfU dan DI. Penelitian dilaksanakan selama 16 kali pertemuan. Pemahaman konsep bermain diukur dengan game performance assessment instrument (GPAI. Analisis data melalui teknik statistik inferensial (t-tes. Hasil uji t menunjukkan bahwa pemahaman konsep bermain tidak berbeda secara signifikan antara kedua kelompok eksperimen. Hal ini dilihat dari signifikansi hitung Uji t 0.869. Kata Kunci: TGfU, direct instructional, pemahaman konsep bermain field game THE INFLUENCES OF LEARNING MODELS ON UNDERSTANDING OF THE CONCEPT OF PLAYING FIELD GAME OF PRIMARY SCHOOL STUDENTS Abstract: The research was aimed to find influences of two learning models on the basic skills of play and the concept of field game. The learning models in this research included direct instructional (DI and teaching game for understanding (TGfU by Metzler (2000. Research design was exsperiment post test only. Sampel were 80 students elementary school with two groups exsperiment. One group treatment by DI and other with TGfU. The research was carry out in 16 meeting. The understanding of the concept of play was measured with game performance assessment instrument (GPAI. Independent samples T test show that learning model have the same effect on understanding of the concept of game with sig. score 0.8. Keywords: TGfU, direct instructional, understanding of the concepts of play field game

  3. 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.

  4. 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…

  5. 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.

  6. 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.

  7. 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

  8. 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...

  9. 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.

  10. 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...

  11. 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.

  12. 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.

  13. 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.

  14. 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…

  15. 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...

  16. 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...

  17. Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity.

    Science.gov (United States)

    Pope, Lizzy; Garnett, Bernice; Dibble, Marguerite

    2017-08-29

    Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 "losing" artwork and game concepts into the winning ideas. Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high school students need to be considered during

  18. 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.

  19. 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

  20. 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.)

  1. 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.

  2. 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....

  3. 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...

  4. 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.

  5. 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…

  6. 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…

  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. 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

  9. An Introduction to Multi-player, Multi-choice Quantum Games: Quantum Minority Games & Kolkata Restaurant Problems

    Science.gov (United States)

    Sharif, Puya; Heydari, Hoshang

    We give a self contained introduction to a few quantum game protocols, starting with the quantum version of the two-player two-choice game of Prisoners dilemma, followed by an n-player generalization trough the quantum minority games, and finishing with a contribution towards an n-player m-choice generalization with a quantum version of a three-player Kolkata restaurant problem. We have omitted some technical details accompanying these protocols, and instead laid the focus on presenting some general aspects of the field as a whole. This review contains an introduction to the formalism of quantum information theory, as well as to important game theoretical concepts, and is aimed to work as a review suiting economists and game theorists with limited knowledge of quantum physics as well as to physicists with limited knowledge of game theory.

  10. 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.

  11. 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,…

  12. A conceptual framework of game-informed principles for health professions education.

    Science.gov (United States)

    Ellaway, Rachel H

    2016-01-01

    Games have been used for training purposes for many years, but their use remains somewhat underdeveloped and under-theorized in health professional education. This paper considers the basis for using serious games (games that have an explicit educational purpose) in health professional education in terms of their underlying concepts and design principles. These principles can be understood as a series of game facets: competition and conflict, chance and luck, experience and performance, simulation and make-believe, tactics and strategies, media, symbols and actions, and complexity and difficulty. Games are distinct and bound in ways that other health professional education activities are not. The differences between games and simulation can be understood in terms of the interconnected concepts of isomorphism (convergence with real-world practice) and anisomorphism (divergence from real-world practice). Gaming facets can extend the instructional design repertoire in health professional education.

  13. 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.

  14. 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…

  15. 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...

  16. 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)

  17. 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.

  18. 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.

  19. 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...

  20. 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...

  1. 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...

  2. 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…

  3. 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.

  4. 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...

  5. 16th annual freight and logistics symposium : the new american energy revolution, a summary report.

    Science.gov (United States)

    2012-12-01

    Horizontal drilling and hydraulic fracturing, or fracking, techniques have transformed : shale deposits from marginal sources of hydrocarbon fuel into global game changers : in the production of oil and natural gas, Robert Henry saidand the ...

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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....

  11. Towards a Game Theoretic View of Secure Computation

    DEFF Research Database (Denmark)

    Asharov, Gilad; Canetti, Ran; Hazay, Carmit

    2011-01-01

    We demonstrate how Game Theoretic concepts and formalism can be used to capture cryptographic notions of security. In the restricted but indicative case of two-party protocols in the face of malicious fail-stop faults, we first show how the traditional notions of secrecy and correctness of protoc......We demonstrate how Game Theoretic concepts and formalism can be used to capture cryptographic notions of security. In the restricted but indicative case of two-party protocols in the face of malicious fail-stop faults, we first show how the traditional notions of secrecy and correctness...... of protocols can be captured as properties of Nash equilibria in games for rational players. Next, we concentrate on fairness. Here we demonstrate a Game Theoretic notion and two different cryptographic notions that turn out to all be equivalent. In addition, we provide a simulation based notion that implies...

  12. 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.

  13. 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...

  14. 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…

  15. 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

  16. 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.

  17. 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.

  18. 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.

  19. 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)

  20. 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.

  1. 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...

  2. Contributions from the ludological analysis for the design of serious games

    Directory of Open Access Journals (Sweden)

    GOLDONI, D.

    2014-06-01

    Full Text Available This article aims to describe contributions that the Ludological Analysis can offer to the development of serious games. We describe a case study evaluating the characteristics of different digital Serious Games for the understanding of the main elements that make players feel challenged and motivated. This study was conducted based on the application of concepts of Ludology, seeking to validate the factors associated with the liminality, a psychological state in which the player feels so engaged in the gaming experience that focuses, almost entirely, in the game. After identifying these factors in the games analyzed in the case study, these features are mapped to the needs and possibilities in the field of education, specifically in the analysis and planning of digital Serious Games, considering that it's observation may represent improvement in the conception and use of these materials.

  3. "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)

  4. Computer games supporting cognitive behaviour therapy in children.

    Science.gov (United States)

    Brezinka, Veronika

    2014-01-01

    Therapeutic computer games might enhance children's motivation for psychotherapy, facilitate their understanding of important therapeutic concepts, structure therapy sessions, enhance treatment of migrant children and disseminate evidence-based treatment approaches. The game Treasure Hunt was developed to support cognitive behaviour therapy with children who come into treatment for various mental health problems. To evaluate the applicability and appropriateness of the game, 124 therapists answered a questionnaire on their impression of Treasure Hunt three months after download. Of these, 42 consented to participate in the further evaluation and sent questionnaires of 218 children in whose therapy Treasure Hunt had been used. A limitation of these data is an eventual positive bias, as therapists with a positive attitude towards therapeutic computer games may have been more likely to participate. Data show that the vast majority of children were satisfied their therapist had used the game during treatment. Therapists used Treasure Hunt for a broad range of diagnoses. They judged the game as helpful in the explanation of cognitive-behavioural concepts, used it as reinforcement and reported it enhanced child motivation for psychotherapy and strengthened the therapeutic relationship with the child.

  5. 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...

  6. 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.

  7. 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.

  8. 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. 

  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. 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

  11. 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...

  12. 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.

  13. 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…

  14. 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...

  15. Internet gaming disorder: Inadequate diagnostic criteria wrapped in a constraining conceptual model.

    Science.gov (United States)

    Starcevic, Vladan

    2017-06-01

    Background and aims The paper "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" by Kuss, Griffiths, and Pontes (in press) critically examines the DSM-5 diagnostic criteria for Internet gaming disorder (IGD) and addresses the issue of whether IGD should be reconceptualized as gaming disorder, regardless of whether video games are played online or offline. This commentary provides additional critical perspectives on the concept of IGD. Methods The focus of this commentary is on the addiction model on which the concept of IGD is based, the nature of the DSM-5 criteria for IGD, and the inclusion of withdrawal symptoms and tolerance as the diagnostic criteria for IGD. Results The addiction framework on which the DSM-5 concept of IGD is based is not without problems and represents only one of multiple theoretical approaches to problematic gaming. The polythetic, non-hierarchical DSM-5 diagnostic criteria for IGD make the concept of IGD unacceptably heterogeneous. There is no support for maintaining withdrawal symptoms and tolerance as the diagnostic criteria for IGD without their substantial revision. Conclusions The addiction model of IGD is constraining and does not contribute to a better understanding of the various patterns of problematic gaming. The corresponding diagnostic criteria need a thorough overhaul, which should be based on a model of problematic gaming that can accommodate its disparate aspects.

  16. 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…

  17. Central Serous Retinopathy Treatment

    Science.gov (United States)

    ... Feb 20, 2018 Gene Therapy May Be a Game-Changer for People With Inherited Retinal Disease Dec 19, 2017 ... the Academy Jobs at the Academy Financial Relationships with Industry Medical Disclaimer Privacy Policy Terms of Service For ...

  18. Retinoblastoma

    Science.gov (United States)

    ... Feb 20, 2018 Gene Therapy May Be a Game-Changer for People With Inherited Retinal Disease Dec 19, 2017 ... the Academy Jobs at the Academy Financial Relationships with Industry Medical Disclaimer Privacy Policy Terms of Service For ...

  19. Retinal Detachment: Torn or Detached Retina Diagnosis

    Science.gov (United States)

    ... Feb 20, 2018 Gene Therapy May Be a Game-Changer for People With Inherited Retinal Disease Dec 19, 2017 ... the Academy Jobs at the Academy Financial Relationships with Industry Medical Disclaimer Privacy Policy Terms of Service For ...

  20. Retinal Detachment: Torn or Detached Retina Treatment

    Science.gov (United States)

    ... Feb 20, 2018 Gene Therapy May Be a Game-Changer for People With Inherited Retinal Disease Dec 19, 2017 ... the Academy Jobs at the Academy Financial Relationships with Industry Medical Disclaimer Privacy Policy Terms of Service For ...

  1. Retinal Detachment Vision Simulator

    Science.gov (United States)

    ... Feb 20, 2018 Gene Therapy May Be a Game-Changer for People With Inherited Retinal Disease Dec 19, 2017 ... the Academy Jobs at the Academy Financial Relationships with Industry Medical Disclaimer Privacy Policy Terms of Service For ...

  2. Retinal Detachment: Torn or Detached Retina Symptoms

    Science.gov (United States)

    ... Feb 20, 2018 Gene Therapy May Be a Game-Changer for People With Inherited Retinal Disease Dec 19, 2017 ... the Academy Jobs at the Academy Financial Relationships with Industry Medical Disclaimer Privacy Policy Terms of Service For ...

  3. Nevus

    Science.gov (United States)

    ... Feb 20, 2018 Gene Therapy May Be a Game-Changer for People With Inherited Retinal Disease Dec 19, 2017 ... the Academy Jobs at the Academy Financial Relationships with Industry Medical Disclaimer Privacy Policy Terms of Service For ...

  4. 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...

  5. 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)

  6. 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…

  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. 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...

  9. The rock-paper-scissors game

    Science.gov (United States)

    Zhou, Hai-Jun

    2016-04-01

    Rock-Paper-Scissors (RPS), a game of cyclic dominance, is not merely a popular children's game but also a basic model system for studying decision-making in non-cooperative strategic interactions. Aimed at students of physics with no background in game theory, this paper introduces the concepts of Nash equilibrium and evolutionarily stable strategy, and reviews some recent theoretical and empirical efforts on the non-equilibrium properties of the iterated RPS, including collective cycling, conditional response patterns and microscopic mechanisms that facilitate cooperation. We also introduce several dynamical processes to illustrate the applications of RPS as a simplified model of species competition in ecological systems and price cycling in economic markets.

  10. 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....

  11. 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.

  12. 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

  13. 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.

  14. 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 ...

  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. PAEDIATRIC OPHTHALMLOGY

    African Journals Online (AJOL)

    2016-11-04

    Nov 4, 2016 ... versus 6 (21.4%), and blindness 6 (21.4%) versus 7 (25%), P < 0.001. The most common ... Implications for designing preventive health education message. Trop J Health Sci .... game changers in this scenario. Conclusion: ...

  17. 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.

  18. 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…

  19. 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.

  20. Interactive Game for Teaching Laser Amplification Used at the National Ignition Facility

    International Nuclear Information System (INIS)

    Lin, E.

    2009-01-01

    The purpose of this project was to create an interactive game to expose high school students to concepts in laser amplification by demonstrating the National Ignition Facility's main amplifier at Lawrence Livermore National Laboratory. To succeed, the game had to be able to communicate effectively the basic concepts of laser amplification as accurately as possible and to be capable of exposing as many students as possible. Since concepts need to be communicated in a way that students understand, the Science Content Standards for California Public Schools were used to make assumptions about high school students knowledge of light. Effectively communicating a new concept necessitates the omission on terminology and symbolism. Therefore, creating a powerful experience was ideal for communicating this material. Various methods of reinforcing this experience ranging from color choice to abstractions kept the student focused on the game to maximize concept retention. The program was created in Java to allow the creation of a Java Applet that can be embedded onto a webpage, which is a perfect medium for mass exposure. Because a game requires interaction, the game animations had to be easily manipulated to enable the program to respond to user input. Image sprites, as opposed to image folders, were used in these animations to minimize the number of Hypertext Transfer Protocol connections, and thus, significantly reduce the transfer time of necessary animation files. These image sprites were loaded and cropped into a list of animation frames. Since the caching of large transition animations caused the Java Virtual Machine to run out of memory, large animations were implemented as animated Graphics Interchange Format images since transitions require no interaction, and thus, no frame manipulation was needed. This reduced the animation's memory footprint. The first version of this game was completed during this project. Future work for the project could include the creation

  1. 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.

  2. Recent characterizations of generalized convexity in convexity in cooperative game thoery

    Energy Technology Data Exchange (ETDEWEB)

    Driessen, T.

    1994-12-31

    The notion of convexity for a real-valued function on the power set of the finite set N (the so-called cooperative game with player set N) is defined as in other mathematical fields. The study of convexity plays an important role within the field of cooperative game theory because the application of the solution part of game theory to convex games provides elegant results for the solution concepts involved. Especially, the well known solution concept called core is, for convex games, very well characterized. The current paper focuses on a notion of generalized convexity, called k- convexity, for cooperative n-person games. Due to very recent characterizations of convexity for cooperative games, the goal is to provide similar new characterizations of k-convexity. The main characterization states that for the k-convexity of an n-person game it is both necessary and sufficient that half of all the so-called marginal worth vectors belong to the core of the game. Here it is taken into account whether a marginal worth vector corresponds to an even or odd ordering of k elements of the n-person player set N. Another characterization of k-convexity is presented in terms of a so-called finite min-modular decomposition. That is, some specific cover game of a k-convex game can be decomposed as the minimum of a finite number of modular (or additive) games. Finally it is established that the k-convexity of a game can be characterized in terms of the second order partial derivates of the so-called multilinear extension of the game.

  3. 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

  4. 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

  5. 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.

  6. 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.

  7. War-gaming application for future space systems acquisition

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2016-05-01

    Recently the U.S. Department of Defense (DOD) released the Defense Innovation Initiative (DII) [1] to focus DOD on five key aspects; Aspect #1: Recruit talented and innovative people, Aspect #2: Reinvigorate war-gaming, Aspect #3: Initiate long-range research and development programs, Aspect #4: Make DOD practices more innovative, and Aspect #5: Advance technology and new operational concepts. Per DII instruction, this paper concentrates on Aspect #2 and Aspect #4 by reinvigorating the war-gaming effort with a focus on an innovative approach for developing the optimum Program and Technical Baselines (PTBs) and their corresponding optimum acquisition strategies for acquiring future space systems. The paper describes a unified approach for applying the war-gaming concept for future DOD acquisition of space systems. The proposed approach includes a Unified Game-based Acquisition Framework (UGAF) and an Advanced Game-Based Mathematical Framework (AGMF) using Bayesian war-gaming engines to optimize PTB solutions and select the corresponding optimum acquisition strategies for acquiring a space system. The framework defines the action space for all players with a complete description of the elements associated with the games, including Department of Defense Acquisition Authority (DAA), stakeholders, warfighters, and potential contractors, War-Gaming Engines (WGEs) played by DAA, WGEs played by Contractor (KTR), and the players' Payoff and Cost functions (PCFs). The AGMF presented here addresses both complete and incomplete information cases. The proposed framework provides a recipe for the DAA and USAF-Space and Missile Systems Center (SMC) to acquire future space systems optimally.

  8. "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

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

    OpenAIRE

    Wang, Qichao

    2017-01-01

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

  10. 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

  11. 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…

  12. Molecular Twister: A Game for Exploring Solution Chemistry

    Directory of Open Access Journals (Sweden)

    Sawyer R. Masonjones

    2014-02-01

    Full Text Available pH is an essential biological concept with critical importance at various scales, from the molecular level, dealing with blood buffers, homeostasis, and proton gradients, all the way up to the ecosystem level, with soil chemistry and acid rain. However, pH is also a concept that spawns student misconceptions and misunderstanding in terms of what is happening in a solution on the atomic level. The Molecular Twister game, created for a Florida Department of Education funded professional development workshop for Florida high school teachers hosted at the University of Tampa  (Science Math Masters, seeks to model pH in such a way that students can visually and kinesthetically learn the concept in a few minutes. In addition, the basic design of the game pieces allow for teaching extensions to include more complex acid-base reactions. Challenge questions are provided to allow teachers to bring relevancy to the game, using examples of acid-base chemistry pulled from cases in human health and the environment.

  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. 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....

  15. Agents, games and evolution strategies at work and play

    CERN Document Server

    Kimbrough, Steven Orla

    2011-01-01

    StartersContexts of Strategic InteractionGames in the Wild and the Problems of PlayMixed MotivesPlaying Prisoner's DilemmaFanning Out: 2x2 Games and ModelsStag HuntPareto versus NashAffording CooperationMarkets and ApplicationsCompetitive MarketsMonopoly StoriesOligopoly: Cournot CompetitionOligopoly: Bertrand CompetitionSupply Curve BiddingTwo-Sided MatchingIDS GamesOrganizational AmbidexterityBargainingTopics in Strategic AnalysisLying and Related AbusesEvolutionary ModelsBackward InductionSumming UpAppendicesGame ConceptsUseful Mathematical ResultsFurther Arguments on the Surprise ExamResources on the WebBibliographyIndex.

  16. 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…

  17. 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)

  18. C# game programming cookbook for Unity 3D

    CERN Document Server

    Murray, Jeff W

    2014-01-01

    Making Games the Modular Way Important Programming ConceptsBuilding the Core Game Framework Controllers and Managers Building the Core Framework ScriptsPlayer Structure Game-Specific Player Controller Dealing with Input Player Manager User Data ManagerRecipes: Common Components Introduction The Timer Class Spawn ScriptsSet Gravity Pretend Friction-Friction Simulation to Prevent Slipping Around Cameras Input Scripts Automatic Self-Destruction Script Automatic Object SpinnerScene Manager Building Player Movement ControllersShoot 'Em Up Spaceship Humanoid Character Wheeled Vehicle Weapon Systems

  19. The influence of violent and nonviolent computer games on implicit measures of aggressiveness.

    Science.gov (United States)

    Bluemke, Matthias; Friedrich, Monika; Zumbach, Joerg

    2010-01-01

    We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal-as indicated by heart rate and skin conductance-were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social-cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures.

  20. 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...

  1. 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...

  2. An Interactive Immersive Serious Game Application for Kunyu Quantu World Map

    Science.gov (United States)

    Peng, S.-T.; Hsu, S.-Y.; Hsieh, K.-C.

    2015-08-01

    In recent years, more and more digital technologies and innovative concepts are applied on museum education. One of the concepts applied is "Serious game." Serious game is not designed for entertainment purpose but allows users to learn real world's cultural and educational knowledge in the virtual world through game-experiencing. Technologies applied on serious game are identical to those applied on entertainment game. Nowadays, the interactive technology applications considering users' movement and gestures in physical spaces are developing rapidly, which are extensively used in entertainment games, such as Kinect-based games. The ability to explore space via Kinect-based games can be incorporated into the design of serious game. The ancient world map, Kunyu Quantu, from the collection of the National Palace Museum is therefore applied in serious game development. In general, the ancient world map does not only provide geological information, but also contains museum knowledge. This particular ancient world map is an excellent content applied in games as teaching material. In the 17th century, it was first used by a missionary as a medium to teach the Kangxi Emperor of the latest geologic and scientific spirits from the West. On this map, it also includes written biological knowledge and climate knowledge. Therefore, this research aims to present the design of the interactive and immersive serious game based installation that developed from the rich content of the Kunyu Quantu World Map, and to analyse visitor's experience in terms of real world's cultural knowledge learning and interactive responses.

  3. 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)

  4. Attentional bias and disinhibition toward gaming cues are related to problem gaming in male adolescents.

    Science.gov (United States)

    van Holst, Ruth J; Lemmens, Jeroen S; Valkenburg, Patti M; Peter, Jochen; Veltman, Dick J; Goudriaan, Anna E

    2012-06-01

    The aim of this study was to examine whether behavioral tendencies commonly related to addictive behaviors are also related to problematic computer and video game playing in adolescents. The study of attentional bias and response inhibition, characteristic for addictive disorders, is relevant to the ongoing discussion on whether problematic gaming should be classified as an addictive disorder. We tested the relation between self-reported levels of problem gaming and two behavioral domains: attentional bias and response inhibition. Ninety-two male adolescents performed two attentional bias tasks (addiction-Stroop, dot-probe) and a behavioral inhibition task (go/no-go). Self-reported problem gaming was measured by the game addiction scale, based on the Diagnostic and Statistical Manual of Mental Disorders-fourth edition criteria for pathological gambling and time spent on computer and/or video games. Male adolescents with higher levels of self-reported problem gaming displayed signs of error-related attentional bias to game cues. Higher levels of problem gaming were also related to more errors on response inhibition, but only when game cues were presented. These findings are in line with the findings of attentional bias reported in clinically recognized addictive disorders, such as substance dependence and pathological gambling, and contribute to the discussion on the proposed concept of "Addiction and Related Disorders" (which may include non-substance-related addictive behaviors) in the Diagnostic and Statistical Manual of Mental Disorders-fourth edition. Copyright © 2012 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  5. Interpersonal dependency and online gaming addiction.

    Science.gov (United States)

    Škařupová, Kateřina; Blinka, Lukas

    2016-03-01

    Background and aims The present study explores the relationship between social motivations and addiction to online gaming and if that possible connection can be explained by the personality traits responsible for social functioning. Methods We employ Bernstein's concept of interpersonal dependency to distinguish healthy dependency, dysfunctional detachment, and destructive overdependence, and Charlton and Danforth's conceptualisation of online gaming addiction and high engagement. An online questionnaire was administered to a self-nominated sample of 4,074 online gamers. Two regression models were constructed to separately explain gaming addiction and high engagement using social motivations to play, while controlling for age, gender, and time spent online. Results High scores on subscales measuring dysfunctional detachment and destructive overdependence were positively associated with online gaming addiction, while healthy dependency was negatively correlated with addiction scores. In contrast, the overall role of social motivation was negligible. Discussion People with healthy relationship profiles are less likely to develop problematic patterns of online gaming. High in-game engagement, although sharing some factors with addiction, was only poorly explained by the study variables, suggesting the mutual exclusiveness of addiction and engagement.

  6. 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.

  7. THE CIDOC CRM GAME: A Serious Game Approach to Ontology Learning

    Science.gov (United States)

    Guillem, A.; Bruseker, G.

    2017-08-01

    Formal ontologies such as CIDOC CRM (Conceptual Reference Model) form part of the central strategy for the medium and longterm integration of cultural heritage data to allow for its greater valorization and dissemination. Despite this, uptake of CIDOC CRM at the ground level of Cultural Heriage (CH) practice is limited. Part of the reason behind this lack of uptake lies in the fact that ontologies are considered too complicated and abstract for application in real life scenarios. This paper presents the rationale behind and the design of a CIDOC CRM game, the intent of which is to provide a learning mechanism to allow learners of wide backgrounds and interests to approach CIDOC CRM in a hands-on and interactive fashion. The CIDOC CRM game consist of decks of cards and game boards that allow players to engage with the concepts of a formal ontology in relation to real data in an entertaining and informative way. It is argued that the CIDOC CRM Game can form an important part of introducing the basic elements of formal ontology and this standard to a wider audience in order to aid wider understanding and adoption of the same.

  8. 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.

  9. Interactive Game for Teaching Laser Amplification Used at the National Ignition Facility

    Energy Technology Data Exchange (ETDEWEB)

    Lin, E

    2009-08-06

    The purpose of this project was to create an interactive game to expose high school students to concepts in laser amplification by demonstrating the National Ignition Facility's main amplifier at Lawrence Livermore National Laboratory. To succeed, the game had to be able to communicate effectively the basic concepts of laser amplification as accurately as possible and to be capable of exposing as many students as possible. Since concepts need to be communicated in a way that students understand, the Science Content Standards for California Public Schools were used to make assumptions about high school students knowledge of light. Effectively communicating a new concept necessitates the omission on terminology and symbolism. Therefore, creating a powerful experience was ideal for communicating this material. Various methods of reinforcing this experience ranging from color choice to abstractions kept the student focused on the game to maximize concept retention. The program was created in Java to allow the creation of a Java Applet that can be embedded onto a webpage, which is a perfect medium for mass exposure. Because a game requires interaction, the game animations had to be easily manipulated to enable the program to respond to user input. Image sprites, as opposed to image folders, were used in these animations to minimize the number of Hypertext Transfer Protocol connections, and thus, significantly reduce the transfer time of necessary animation files. These image sprites were loaded and cropped into a list of animation frames. Since the caching of large transition animations caused the Java Virtual Machine to run out of memory, large animations were implemented as animated Graphics Interchange Format images since transitions require no interaction, and thus, no frame manipulation was needed. This reduced the animation's memory footprint. The first version of this game was completed during this project. Future work for the project could include the

  10. 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...

  11. “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...

  12. 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.

  13. When America Makes, America Works A Successful Public Private 3D Printing (Additive Manufacturing) Partnership

    Science.gov (United States)

    2016-10-01

    community within a public-private partnership model to drive an innovation economy forward for the nation. Ad- ditive manufacturing is a game-changer...also is an incredibly powerful teaching tool to reinvigorate Science, Technology, Engineering and Math - ematics—or STEM—education in the United States

  14. It’s All Fun and Games until Someone Learns Something: Assessing the Learning Outcomes of Two Educational Games

    Directory of Open Access Journals (Sweden)

    Steven Wise

    2009-12-01

    Full Text Available Objective – To determine whether educational games can be designed that are both fun and effective in improving information seeking skills. Methods – Two skills that are known to be particularly difficult for students taking a required information literacy test were identified. These skills are the ability to identify citations and the ability to search databases with keywords. Educational games were designed to address these two skills. The first game, Citation Tic Tac Toe, placed commonly used bibliographic citations into a tick tac toe style grid. Students were required to play the Tic Tac Toe game and subsequently given citation identification exercises. The second game arranged key concepts related to search phrases in a Magnetic Keyword interface. Students were observed searching databases before and after playing the Magnetic Keyword game and their pre‐ and post‐play searches were analyzed.Results – Students who played the Tic Tac Toe game improved more from pretest to posttest than students who only took an online tutorial. In addition, students who played the Magnetic Keyword game demonstrated quicker database searching for their topics and expressed increased satisfaction with their results. Conclusions – Games can be created which have measurable educational outcomes and are fun. It is important, however, to establish the educational objective prior to beginning game design.

  15. 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.

  16. Interactive Block Games for Assessing Children's Cognitive Skills: Design and Preliminary Evaluation

    Directory of Open Access Journals (Sweden)

    Kiju Lee

    2018-05-01

    Full Text Available Background: This paper presents design and results from preliminary evaluation of Tangible Geometric Games (TAG-Games for cognitive assessment in young children. The TAG-Games technology employs a set of sensor-integrated cube blocks, called SIG-Blocks, and graphical user interfaces for test administration and real-time performance monitoring. TAG-Games were administered to children from 4 to 8 years of age for evaluating preliminary efficacy of this new technology-based approach.Methods: Five different sets of SIG-Blocks comprised of geometric shapes, segmented human faces, segmented animal faces, emoticons, and colors, were used for three types of TAG-Games, including Assembly, Shape Matching, and Sequence Memory. Computational task difficulty measures were defined for each game and used to generate items with varying difficulty. For preliminary evaluation, TAG-Games were tested on 40 children. To explore the clinical utility of the information assessed by TAG-Games, three subtests of the age-appropriate Wechsler tests (i.e., Block Design, Matrix Reasoning, and Picture Concept were also administered.Results: Internal consistency of TAG-Games was evaluated by the split-half reliability test. Weak to moderate correlations between Assembly and Block Design, Shape Matching and Matrix Reasoning, and Sequence Memory and Picture Concept were found. The computational measure of task complexity for each TAG-Game showed a significant correlation with participants' performance. In addition, age-correlations on TAG-Game scores were found, implying its potential use for assessing children's cognitive skills autonomously.

  17. The concept of sport initiation nowadays

    Directory of Open Access Journals (Sweden)

    Sixto González Víllora

    2009-01-01

    Full Text Available TIn this paper a wide analysis of bibliography related to the definition of sport initiation in the last decades is presented for this reason we have carried out a new view of the concept of games teaching in the early years from three points of view. First, teaching methods that have focused now on product, rather than on results. Second, teaching games concept has evolved from vertical to thematic approaches. Third, the context where sport is carried out, outlining leisure-health, education and competition-high performance. Finally we state that coexist as a result of linking this three points of view. One is more traditional, focusing games teaching on product, one sport and, in a certain way, on performance. On the other hand, second perspective is more focused on process, on thematic approaches and educational or leisure goals.

  18. 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.

  19. 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.

  20. Modelling Titanic and Clash of Clans Games: Theoretical Definition and Application in Current Social Systems

    Directory of Open Access Journals (Sweden)

    Jan Mertl

    2017-12-01

    Full Text Available This article develops research into Titanic games and the associated concepts anchored in game theory. It defines the conditions under which a Titanic game transitions into a Clash of Clans game and discusses the degree of punishment and its consequences for the nature of the game and the positions of the individual players. The game is analysed in significant detail, clearly showing what happens when diff erent strategies are chosen. At the same time, the article also looks at the context of social policy and social systems, where the application of the analysed games is very beneficial, and points to the example of the situation in the Czech health insurance system between 2000 and 2010. The identification of the proposed concepts and their possible existence in socio-economic reality enables us to substantially better see what games are being played or can be played, and as such to gain an understanding of what is happening. The article shows the diff erences between Titanic and Clash of Clans games and their possible application in current social systems.

  1. 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.

  2. Innovative design with learning reflexiveness for developing the Hamiltonian circuit learning games

    Directory of Open Access Journals (Sweden)

    Meng-Chien Yang

    2018-02-01

    Full Text Available In this study, we use a new proposed framework to develop the Hamiltonian circuit learning games for college students. The framework is for enhancing learners’ activities with learning reflexiveness. The design of these games is based on this framework to achieve the targeted learning outcomes. In recent years, the game-based learning is a very popular research topic. The Hamiltonian circuit is an important concepts for learning many computer science and electric engineering topics, such as IC design routing algorithm. The developed games use guiding rules to enable students to learn the Hamiltonian circuit in complicate graph problem. After the game, the learners are given a reviewing test which using the animation film for explaining the knowledge. This design concept is different from the previous studies. Through this new design, the outcome gets the better learning results under the effect of reflection. The students will have a deeper impression on the subject, and through self-learning and active thinking, in the game will have a deeper experience.

  3. The kids got game: Computer/video games, gender and learning outcomes in science classrooms

    Science.gov (United States)

    Anderson, Janice Lyn

    In recent years educators have begun to explore how to purposively design computer/video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and interest in technology, and engage students in learning through the use of a familiar medium (Squire, 2005; Shaffer, 2006; Gee, 2005). The purpose of this dissertation research is to specifically address the issue of student learning through the use of educational computer/video games. Using the Quest Atlantis computer game, this study involved a mixed model research strategy that allowed for both broad understandings of classroom practices and specific analysis of outcomes through the themes that emerged from the case studies of the gendered groups using the game. Specifically, this study examined how fifth-grade students learning about science concepts, such as water quality and ecosystems, unfolds over time as they participate in the Quest Atlantis computer game. Data sources included classroom observations and video, pre- and post-written assessments, pre- and post- student content interviews, student field notebooks, field reports and the field notes of the researcher. To make sense of how students learning unfolded, video was analyzed using a framework of interaction analysis and small group interactions (Jordan & Henderson, 1995; Webb, 1995). These coded units were then examined with respect to student artifacts and assessments and patterns of learning trajectories analyzed. The analysis revealed that overall, student learning outcomes improved from pre- to post-assessments for all students. While there were no observable gendered differences with respect to the test scores and content interviews, there were gendered differences with respect to game play. Implications for game design, use of external scaffolds, games as tools for learning and gendered findings are discussed.

  4. 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...

  5. Wana Warrior Game as Animal Rescue Campaign Media

    Directory of Open Access Journals (Sweden)

    Adit Rama Putra

    2017-10-01

    Full Text Available Indonesia is a nation which rich of biodiversity. Various vegetation and good supporting climate make Indonesia a comfortable homeland for some specieses. Deforestation and illegal hunting threatened some speciecess. Seeing that situation, there are many ways to avoid that , one of them is using game as the media.Wana Warrior is a game used as education media of animal saving. The concept of this game is using game as the medium for conveying the information through design and gameplay which attract the players and they can learn without they realize from the provided information. Using Agenda Setting theory, provided informations are selected important issues. So players are focused only on provided issues. The result of the research shows “Wana Warrior” game can educate people about animal biodiversity,  especially, in Indonesia.

  6. 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...

  7. 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)

  8. 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...

  9. 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…

  10. 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...

  11. An introduction to game-theoretic modelling

    CERN Document Server

    Mesterton-Gibbons, Mike

    2000-01-01

    This is an introduction to game theory and applications with an emphasis on self-discovery from the perspective of a mathematical modeller. The book deals in a unified manner with the central concepts of both classical and evolutionary game theory. The key ideas are illustrated throughout by a wide variety of well-chosen examples of both human and non-human behavior, including car pooling, price fixing, food sharing, sex allocation and competition for territories or oviposition sites. There are numerous exercises with solutions.

  12. Evaluating the efficacy of a chemistry video game

    Science.gov (United States)

    Shapiro, Marina

    A quasi-experimental design pre-test/post-test intervention study utilizing a within group analysis was conducted with 45 undergraduate college chemistry students that investigated the effect of implementing a game-based learning environment into an undergraduate college chemistry course in order to learn if serious educational games (SEGs) can be used to achieve knowledge gains of complex chemistry concepts and to achieve increase in students' positive attitude toward chemistry. To evaluate if students learn chemistry concepts by participating in a chemistry game-based learning environment, a one-way repeated measures analysis of variance (ANOVA) was conducted across three time points (pre-test, post-test, delayed post-test which were chemistry content exams). Results showed that there was an increase in exam scores over time. The results of the ANOVA indicated a statistically significant time effect. To evaluate if students' attitude towards chemistry increased as a result of participating in a chemistry game-based learning environment a paired samples t-test was conducted using a chemistry attitudinal survey by Mahdi (2014) as the pre- and post-test. Results of the paired-samples t-test indicated that there was no significant difference in pre-attitudinal scores and post-attitudinal scores.

  13. 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....

  14. Interpersonal dependency and online gaming addiction

    Science.gov (United States)

    Škařupová, Kateřina; Blinka, Lukas

    2016-01-01

    Background and aims The present study explores the relationship between social motivations and addiction to online gaming and if that possible connection can be explained by the personality traits responsible for social functioning. Methods We employ Bernstein’s concept of interpersonal dependency to distinguish healthy dependency, dysfunctional detachment, and destructive overdependence, and Charlton and Danforth’s conceptualisation of online gaming addiction and high engagement. An online questionnaire was administered to a self-nominated sample of 4,074 online gamers. Two regression models were constructed to separately explain gaming addiction and high engagement using social motivations to play, while controlling for age, gender, and time spent online. Results High scores on subscales measuring dysfunctional detachment and destructive overdependence were positively associated with online gaming addiction, while healthy dependency was negatively correlated with addiction scores. In contrast, the overall role of social motivation was negligible. Discussion People with healthy relationship profiles are less likely to develop problematic patterns of online gaming. High in-game engagement, although sharing some factors with addiction, was only poorly explained by the study variables, suggesting the mutual exclusiveness of addiction and engagement. PMID:26690326

  15. 77 FR 13656 - Call for Papers: National Symposium on Moving Target Research

    Science.gov (United States)

    2012-03-07

    ... a dynamic attack surface to an adversary, increasing the work factor necessary to successfully attack and exploit a cyber target. Throughout the federal government, research related to MT has been... improvement in the defense of cyber systems (a game changer),'' including how to develop better measures of...

  16. Fracking the Debate : Frame Shifts and Boundary Work in Dutch Decision Making on Shale Gas

    NARCIS (Netherlands)

    Metze, T.A.P.

    2014-01-01

    The meaning of hydraulic fracturing for shale gas is contested worldwide: is it an energy game changer, a transition fuel, or a technology that poses severe environmental problems? In the Netherlands, a policy controversy developed in which fracturing was reframed from ‘business as usual’ to a

  17. 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

  18. Towards exergaming commons: composing the exergame ontology for publishing open game data.

    Science.gov (United States)

    Bamparopoulos, Giorgos; Konstantinidis, Evdokimos; Bratsas, Charalampos; Bamidis, Panagiotis D

    2016-01-01

    It has been shown that exergames have multiple benefits for physical, mental and cognitive health. Only recently, however, researchers have started considering them as health monitoring tools, through collection and analysis of game metrics data. In light of this and initiatives like the Quantified Self, there is an emerging need to open the data produced by health games and their associated metrics in order for them to be evaluated by the research community in an attempt to quantify their potential health, cognitive and physiological benefits. We have developed an ontology that describes exergames using the Web Ontology Language (OWL); it is available at http://purl.org/net/exergame/ns#. After an investigation of key components of exergames, relevant ontologies were incorporated, while necessary classes and properties were defined to model these components. A JavaScript framework was also developed in order to apply the ontology to online exergames. Finally, a SPARQL Endpoint is provided to enable open data access to potential clients through the web. Exergame components include details for players, game sessions, as well as, data produced during these game-playing sessions. The description of the game includes elements such as goals, game controllers and presentation hardware used; what is more, concepts from already existing ontologies are reused/repurposed. Game sessions include information related to the player, the date and venue where the game was played, as well as, the results/scores that were produced/achieved. These games are subsequently played by 14 users in multiple game sessions and the results derived from these sessions are published in a triplestore as open data. We model concepts related to exergames by providing a standardized structure for reference and comparison. This is the first work that publishes data from actual exergame sessions on the web, facilitating the integration and analysis of the data, while allowing open data access through

  19. 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.

  20. 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.

  1. [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.

  2. What is a Game for Geometry Teaching

    DEFF Research Database (Denmark)

    Misfeldt, Morten; Gjedde, Lisa

    2015-01-01

    Game based Learning (GBL) has been promoted as a way to enhance science, technology, engineering and mathematics education, in several aspects. In this paper we aim at conceptualizing the creative, embodied and immersive potentials in the context of teaching geometry in primary school. We review...... two cases where the concept of “game” is related to the development of pupils’ creativity and innovation skills. One intervention is inviting pupils to become designers at a “game factory”, by using the digital mathematics tool GeoGebra. The second intervention uses mobile technology to have students...... participate in a collaborative game requiring them to take part in an embodied activity outside the classroom....

  3. 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…

  4. ‘Instant Karma’—Moral Decision Making Systems in Digital Games

    Directory of Open Access Journals (Sweden)

    Tobias Knoll

    2018-04-01

    Full Text Available Moral decision making systems have long been a popular and widely discussed part of computer games; especially in—but not limited to—role-playing games and other games with strong narrative elements. In this article, an attempt will be made to draw a connection between historic and recent concepts of karma and moral decision making systems in digital games, called ‘karma systems’. At the same time, a detailed analysis of one such system (that of Mass Effect 2 will be provided.

  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. Computer Programming Games and Gender Oriented Cultural Forms

    Science.gov (United States)

    AlSulaiman, Sarah Abdulmalik

    I present the design and evaluation of two games designed to help elementary and middle school students learn computer programming concepts. The first game was designed to be "gender neutral", aligning with might be described as a consensus opinion on best practices for computational learning environments. The second game, based on the cultural form of dress up dolls was deliberately designed to appeal to females. I recruited 70 participants in an international two-phase study to investigate the relationship between games, gender, attitudes towards computer programming, and learning. My findings suggest that while the two games were equally effective in terms of learning outcomes, I saw differences in motivation between players of the two games. Specifically, participants who reported a preference for female- oriented games were more motivated to learn about computer programming when they played a game that they perceived as designed for females. In addition, I describe how the two games seemed to encourage different types of social activity between players in a classroom setting. Based on these results, I reflect on the strategy of exclusively designing games and activities as "gender neutral", and suggest that employing cultural forms, including gendered ones, may help create a more productive experience for learners.

  7. 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…

  8. 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...

  9. 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

  10. Moral calculations game theory, logic, and human frailty

    CERN Document Server

    Mérő, László

    1998-01-01

    Are people ever rational? Consider this: You auction off a one-dollar bill to the highest bidder, but you set the rules so that the second highest bidder also has to pay the amount of his last bid, even though he gets nothing. Would people ever enter such an auction? Not only do they, but according to Martin Shubik, the game's inventor, the average winning bid (for a dollar, remember) is $3.40. Many winners report that they bid so high only because their opponent "went completely crazy." This game lies at the intersection of three subjects of eternal fascination: human psychology, morality, and John von Neumann's game theory. Hungarian game-theorist Laszlo Mero introduces us to the basics of game theory, including such concepts as zero-sum games, Prisoner's Dilemma and the origins of altruism; shows how game theory is applicable to fields ranging from physics to politics; and explores the role of rational thinking in the context of many different kinds of thinking. This fascinating, urbane book will interest ...

  11. Effects of micro transactions on video games industry

    Directory of Open Access Journals (Sweden)

    Tomić Nenad

    2017-01-01

    Full Text Available During the twentieth century, the entertainment industry recorded a steady revenue growth. The progress of information and communication technology (ICT influenced the creation of a new segment in the industry at the beginning of the 80s, known as the video game industry. During the first two decades, the dominant model of earning for video games publishers was sale of a full game, which means that users were obliged to pay in order to play the game (pay-to-play concept. In the past ten years, publishers have developed a new approach, which instead of selling entire game content at once tends to decompose the sale into several smaller transactions. The prices of these supplements are often calculated in the virtual currency that is considered to be the currency of video game, and not in one of convertible currencies, which creates additional confusion. The subject of the paper is to explain the essence of microtransactions as type of electronic payments created in the video games industry and to observe their role in the process of industry transformation.

  12. A Lexicographic Method for Matrix Games with Payoffs of Triangular Intuitionistic Fuzzy Numbers

    Directory of Open Access Journals (Sweden)

    Jiang-Xia Nan

    2010-09-01

    Full Text Available The intuitionistic fuzzy set (IF-set has not been applied to matrix game problems yet since it was introduced by K.T.Atanassov. The aim of this paper is to develop a methodology for solving matrix games with payoffs of triangular intuitionistic fuzzy numbers (TIFNs. Firstly the concept of TIFNs and their arithmetic operations and cut sets are introduced as well as the ranking order relations. Secondly the concept of solutions for matrix games with payoffs of TIFNs is defined. A lexicographic methodology is developed to determine the solutions of matrix games with payoffs of TIFNs for both Players through solving a pair of bi-objective linear programming models derived from two new auxiliary intuitionistic fuzzy programming models. The proposed method is illustrated with a numerical example.

  13. 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…

  14. Time Delay Measurements of Key Generation Process on Smart Cards

    Science.gov (United States)

    2015-03-01

    delve into the meat of the thesis, describing a java program written to test DOD CAC cards that have ECC algorithms implemented. Test data will be...WICOM.2009.5302782 Defense Enterprise Mobility – A game changer for the Department of Defense. (2012, Jan.). , DISA: DOD Mobility Program. Retrieved

  15. Optical rectification through an Al 2 O 3 based MIM passive rectenna at 28.3 THz

    KAUST Repository

    Jayaswal, Gaurav; Belkadi, A.; Meredov, Azat; Pelz, B.; Moddel, G.; Shamim, Atif

    2017-01-01

    Harevesting energy from waste heat which fluctuates between, approximately, 250 K and 1500 K, i.e., peaking at 2–11 μm, could be a game changer in terms of tapping on to renewable energy sources. However, research in this area has remained elusive

  16. The internet and business process outsourcing in East Africa : value chains and connectivity-based enterprises in Kenya and Rwanda

    NARCIS (Netherlands)

    Mann, L.E.; Graham, M.; Friederici, N.

    2014-01-01

    Internet connectivity is widely considered to be a game changer for knowledge economies of developing countries. The arrival of submarine fibre-optic underwater cables in East Africa in 2009 and 2010 is seen by many as a strong case in point. The fast evolution of the information and communication

  17. 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...

  18. Narrative time in video games and films: from loop to travel in time

    Directory of Open Access Journals (Sweden)

    Lluís Anyó

    2015-09-01

    Full Text Available Within the broad framework of audiovisual theories, this paper deals with the analysis of narrative time in video games. Starting with the concept of participation time, which is taken from the interactive media, the now classic concepts of the narratology of film studies are applied to clarify the main mutual influences between the two media in relation to narrative time. Unlike the cinema, the narrative character of video games is not always clear. Generally, video games are always games and often also stories. Certainly, the playable character of these stories confers on them a few specific characteristics that need to be explored. Two aspects of narrative time are relevant here. Firstly, the loop as an elementary control structure of computer programming and as a characteristic narrative form of time structure in video games, and secondly, the paradox of travel in time in the discrepancy between the time order at the level of the story and at the level of the narrative.

  19. 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

  20. 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...

  1. Quantum computer games: quantum minesweeper

    Science.gov (United States)

    Gordon, Michal; Gordon, Goren

    2010-07-01

    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 minesweeper the goal of the game is to discover all the mines laid out on a board without triggering them, in the quantum version there are several classical boards in superposition. The goal is to know the exact quantum state, i.e. the precise layout of all the mines in all the superposed classical boards. The player can perform three types of measurement: a classical measurement that probabilistically collapses the superposition; a quantum interaction-free measurement that can detect a mine without triggering it; and an entanglement measurement that provides non-local information. The application of the concepts taught by quantum minesweeper to one-way quantum computing are also presented.

  2. 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

  3. 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.

  4. 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.

  5. 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...

  6. 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

  7. Game theory decisions, interaction and evolution

    CERN Document Server

    Webb, James N

    2007-01-01

    This introduction to game theory is written from a mathematical perspective. Its primary purpose is to be a first course for undergraduate students of mathematics, but it also contains material which will be of interest to advanced students or researchers in biology and economics. The outstanding feature of the book is that it provides a unified account of three types of decision problem: Situations involving a single decision-maker: in which a sequence of choices is to be made in "a game against nature". This introduces the basic ideas of optimality and decision processes. Classical game theory: in which the interactions of two or more decision-makers are considered. This leads to the concept of the Nash equilibrium. Evolutionary game theory: in which the changing structure of a population of interacting decision makers is considered. This leads to the ideas of evolutionarily stable strategies and replicator dynamics. An understanding of basic calculus and probability is assumed but no prior knowledge of gam...

  8. The theory of voting and equilibria in noncooperative games

    DEFF Research Database (Denmark)

    Sloth, Birgitte

    1993-01-01

    We consider the problem of modeling voting situations, seeking models and equilibrium concepts which are easier to incorporate in large sequential decision games than the models and solution concepts used by the "theory of voting." It is demonstrated that one can avoid using very refined solution...

  9. Learning Physics with Digital Game Simulations in Middle School Science

    Science.gov (United States)

    Anderson, Janice L.; Barnett, Mike

    2013-12-01

    The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called Supercharged! on middle school students' understanding of electromagnetic concepts compared to students who conducted a more traditional inquiry-oriented investigation of the same concepts. This study was a part of a larger design experiment examining the pedagogical potential of Supercharged! The control group learned through a series of guided inquiry methods while the experimental group played Supercharged! during the laboratory sections of the science course. There was significant difference, F(2,91) = 3.6, p hands-on activities are integrated, with each activity informing the other, could be a very powerful technique for supporting student scientific understanding. Further, our findings suggest that game designers should embed meta-cognitive activities such as reflective opportunities into educational video games in order to provide scaffolds for students and to reinforce that they are engaged in an educational learning experience.

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

    Science.gov (United States)

    Ozkul, Ahmet

    2012-01-01

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

  11. Support robots for playing games : the role of player-actor relationship

    NARCIS (Netherlands)

    Feijs, L.M.G.; Graaf, de M.J.; Faulkner, X.; Finlay, J.; Détienne, F.

    2002-01-01

    The impact of simple support robots on computer game play is studied. Two physical agents, outside the computer screen, provide additional feedback to the user. The study incorporates an analysis of the game play in terms of rewards and punishment. Concepts and a realisation of the agents (hardware

  12. 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...

  13. 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.

  14. Challenges of Health Games in the Social Network Environment.

    Science.gov (United States)

    Paredes, Hugo; Pinho, Anabela; Zagalo, Nelson

    2012-04-01

    Virtual communities and their benefits have been widely exploited to support patients, caregivers, families, and healthcare providers. The complexity of the social organization evolved the concept of virtual community to social networks, exploring the establishment of ties and relations between people. These technological platforms provide a way to keep up with one's connections network, through a set of communication and interaction tools. Games, as social interactive technologies, have great potential, ensuring a supportive community and thereby reducing social isolation. Serious social health games bring forward several research challenges. This article examines the potential benefits of the triad "health-serious games-social networks" and discusses some research challenges and opportunities of the liaison of serious health games and social networks.

  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. 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.

  17. 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.

  18. 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'…

  19. The Bio Bay Game: Three-Dimensional Learning of Biomagnification.

    Science.gov (United States)

    Jasti, Chandana; Lauren, Hillary; Wallon, Robert C; Hug, Barbara

    2016-01-01

    Pressing concerns about sustainability and the state of the environment amplify the need to teach students about the connections between ecosystem health, toxicology, and human health. Additionally, the Next Generation Science Standards call for three-dimensional science learning, which integrates disciplinary core ideas, scientific practices, and crosscutting concepts. The Bio Bay Game is a way to teach students about the biomagnification of toxicants across trophic levels while engaging them in three-dimensional learning. In the game, the class models the biomagnification of mercury in a simple aquatic food chain as they play the roles of anchovies, tuna, and humans. While playing, the class generates data, which they analyze after the game to graphically visualize the buildup of toxicants. Students also read and discuss two articles that draw connections to a real-world case. The activity ends with students applying their understanding to evaluate the game as a model of biomagnification. Throughout the activity, students practice modeling and data analysis and engage with the crosscutting concepts of patterns and cause and effect to develop an understanding of core ideas about the connections between humans and the environment.

  20. 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…

  1. Crystal Solar and NREL Team Up to Cut Costs | News | NREL

    Science.gov (United States)

    throughput and half the cost could be a game-changer, creating American jobs and stemming the flow of solar ," said NREL Principal Scientist Bhushan Sopori, who, along with Ullal and NREL's Steve Johnston NREL researchers Harin Ullal, left, Steve Johnston, and Bhushan Sopori were part of the team that won

  2. Fostering business and software ecosystems for large-scale uptake of IoT in food and farming

    NARCIS (Netherlands)

    Verdouw, C.N.; Wolfert, J.; Beers, G.; Sundmaeker, Harald; Chatzikostas, Grigoris

    2017-01-01

    The Internet of Things (IoT) is expected to be a real game changer that will drastically improve productivity and sustainability in food and farming. However, current IoT applications in this domain are still fragmentary and mainly used by a small group of early adopters. The Internet of Food and

  3. Social Media Participation and Local Politics: A Case Study of the Enschede Council in the Netherlands

    NARCIS (Netherlands)

    Effing, Robin; van Hillegersberg, Jos; Huibers, Theo W.C.; Wimmer, Maria A.; Tambouris, Efthimios; Macintosh, Ann

    2013-01-01

    Social media such as Facebook, Twitter and YouTube are often seen as political game changers. Yet little is known of the effects of social media on local politics. In this paper the Social Media Participation Model (SMPM) is introduced for studying the effects of social media on local political

  4. Social Media Participation and Local Politics : A Case Study of the Enschede Council in the Netherlands

    NARCIS (Netherlands)

    Effing, Robin; van Hillegersberg, Jos; Huibers, Theo W.C.; Wimmer, Maria A.; Tambouris, Efthimios; Macintosh, Ann

    Social media such as Facebook, Twitter and YouTube are often seen as political game changers. Yet little is known of the effects of social media on local politics. In this paper the Social Media Participation Model (SMPM) is introduced for studying the effects of social media on local political

  5. How Information Technology Can Enable 21st Century Schools

    Science.gov (United States)

    Kolderie, Ted; McDonald; Tim

    2009-01-01

    In recent years, the information technology (IT) revolution has transformed American industry--leading to new types of work processes and business organizations, and increased productivity and consumer innovations--but by and large, this game-changer has bypassed America's schools. Virtually all K-12 schools in the country are connected to the…

  6. Essays on Korean online game communities: A sense of place: Media and motivation in Korea by the Wang-tta effect; Order and chaos in an ethnography of Korean online game communities

    OpenAIRE

    Chee, Florence

    2005-01-01

    Essay 1 : This paper presents an ethnographic analysis of the different ways Korean game players establish community. I look at Korean PC game rooms as "third places,", and peer relations associated with online video gaming activities. A synthesis of the Korean concept "Wang-tta" and application of the TEDA Ethos protocol provides extra insight into the motivations to excel at digital games and one of the strong drivers of such community membership. Essay 2: This paper explores the dichotomy ...

  7. Using Game Theory and the Bible to Build Critical Thinking Skills

    Science.gov (United States)

    McCannon, Bryan C.

    2007-01-01

    The author describes a course designed to build the critical thinking skills of undergraduate economics students. The course introduces and uses game theory to study the Bible. Students gain experience using game theory to formalize events and, by drawing parallels between the Bible and common economic concepts, illustrate the pervasiveness of…

  8. A Toolkit of Systems Gaming Techniques

    Science.gov (United States)

    Finnigan, David; McCaughey, Jamie W.

    2017-04-01

    Decision-makers facing natural hazard crises need a broad set of cognitive tools to help them grapply with complexity. Systems gaming can act as a kind of 'flight simulator for decision making' enabling us to step through real life complex scenarios of the kind that beset us in natural disaster situations. Australian science-theatre ensemble Boho Interactive is collaborating with the Earth Observatory Singapore to develop an in-person systems game modelling an unfolding natural hazard crisis (volcanic unrest or an approaching typhoon) impacting an Asian city. Through a combination of interactive mechanisms drawn from boardgaming and participatory theatre, players will make decisions and assign resources in response to the unfolding crisis. In this performance, David Finnigan from Boho will illustrate some of the participatory techniques that Boho use to illustrate key concepts from complex systems science. These activities are part of a toolkit which can be adapted to fit a range of different contexts and scenarios. In this session, David will present short activities that demonstrate a range of systems principles including common-pool resource challenges (the Tragedy of the Commons), interconnectivity, unintended consequences, tipping points and phase transitions, and resilience. The interactive mechanisms for these games are all deliberately lo-fi rather than digital, for three reasons. First, the experience of a tactile, hands-on game is more immediate and engaging. It brings the focus of the participants into the room and facilitates engagement with the concepts and with each other, rather than with individual devices. Second, the mechanics of the game are laid bare. This is a valuable way to illustrate that complex systems are all around us, and are not merely the domain of hi-tech systems. Finally, these games can be used in a wide variety of contexts by removing computer hardware requirements and instead using materials and resources that are easily found in

  9. Game Movement as Enactive Focalization

    Directory of Open Access Journals (Sweden)

    Yotam Shibolet

    2018-01-01

    Full Text Available This paper integrates thought on game narrative and embodied cognition, in order to consider the significance of movement to the embodied narrative experience of games. If games are a mode of ‘environmental storytelling’, determining the player’s mobile situatedness within the gamespace is of crucial importance. The metaphor of game design as narrative architecture should be expanded to include te the design of movement dynamics, alongside geographical gamespace. I suggest a theoretical infrastructure that aims to enable further analysis of movement design’s role in this scope. The theory of enactive perception asserts that all perception is inherently negotiated through embodied understanding of moving within environment. According to this model, by giving meaning to perception, movement is also directly related to the structure of consciousness and thought. Cognitive definitions of ‘narrative’ that integrate embodiment are applied to argue it can relevantly account for part of thought’s role in enactive perception. Mieke Bal’s concept of focalization (1997 broaches narrative perspective by underscoring the constant “movement of the look”. For enactive perception, such mobility should be understood as inseparable from the movement of the body even when perspective could appear detached from embodiment. Therefore, I offer the supplementary concept of “enactive focalization” – narrative perception as interpreted through the interconnected dynamics or perspectival and physical movement. To exemplify my ideas and the potential of future research in this scope, I discuss the uniquely effective and affective movement dynamic design of Journey. This paper concludes by reflecting on enactive focalization in light of the increased utilization of embodiment in the contemporary digital media landscape.

  10. Computation of Stackelberg Equilibria of Finite Sequential Games

    DEFF Research Database (Denmark)

    Bosanski, Branislav; Branzei, Simina; Hansen, Kristoffer Arnsfelt

    2015-01-01

    The Stackelberg equilibrium is a solution concept that describes optimal strategies to commit to: Player~1 (the leader) first commits to a strategy that is publicly announced, then Player~2 (the follower) plays a best response to the leader's choice. We study Stackelberg equilibria in finite...... sequential (i.e., extensive-form) games and provide new exact algorithms, approximate algorithms, and hardness results for finding equilibria for several classes of such two-player games....

  11. [Applying Game-Based Learning in Nursing Education: Empathy Board Game Learning].

    Science.gov (United States)

    Lu, Chueh-Fen; Wu, Shu-Mei; Shu, Ying-Mei; Yeh, Mei-Yu

    2018-02-01

    Attending lectures and reading are two common approaches to acquiring knowledge, while repetitive practice is a common approach to acquiring skills. Nurturing proper attitudes in students is one of the greatest challenges for educators. Health professionals must incorporate empathy into their practice. Creative teaching strategies may offer a feasible approach to enhancing empathy-related competence. The present article focuses on analyzing current, empathy-related curriculums in nursing education in Taiwan, exploring the concepts of empathy and game-based learning, presenting the development of an empathy board game as a teaching aid, and, finally, evaluating the developed education application. Based on the learner-centered principle, this aid was designed with peer learning, allowing learners to influence the learning process, to simulate the various roles of clients, and to develop diverse interpersonal dialogues. The continuous learning loops were formed using the gamification mechanism and transformation, enabling students to connect and practice the three elements of empathy ability: emotion, cognition and expression. Via the game elements of competition, interaction, storytelling, real-time responses, concretizing feedback, integrated peer learning, and equality between teachers and students, students who play patient roles are able to perceive different levels of comfort, which encourages the development of insight into the meaning of empathy. Thereby, the goals of the empathy lesson is achievable within a creative game-based learning environment.

  12. Mean-Potential Law in Evolutionary Games

    Science.gov (United States)

    Nałecz-Jawecki, Paweł; Miekisz, Jacek

    2018-01-01

    The Letter presents a novel way to connect random walks, stochastic differential equations, and evolutionary game theory. We introduce a new concept of a potential function for discrete-space stochastic systems. It is based on a correspondence between one-dimensional stochastic differential equations and random walks, which may be exact not only in the continuous limit but also in finite-state spaces. Our method is useful for computation of fixation probabilities in discrete stochastic dynamical systems with two absorbing states. We apply it to evolutionary games, formulating two simple and intuitive criteria for evolutionary stability of pure Nash equilibria in finite populations. In particular, we show that the 1 /3 law of evolutionary games, introduced by Nowak et al. [Nature, 2004], follows from a more general mean-potential law.

  13. 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…

  14. The educational game design on relation and functionmaterials

    Science.gov (United States)

    Pramuditya, S. A.; Noto, M. S.; Syaefullah, D.

    2018-05-01

    Information technology development is certainly very helpful and important for life, especially for education. Media is always associated with technology. Media is considered important because as a tool in the learning process both inside and outside the classroom and can also be used in the framework of communication and interaction with teachers and students in the learning process. Smartphone technology is currently growing very rapidly, especially for Android platform. Game is one of the entertainment media that becomes an option to eliminate boring or just to spend a time. Educational games specifically designed to teach users a particular learning, developing concepts and understanding and guiding them in training their abilities and motivating them to play it. Game of mathematics education is a game inserted by mathematics learning content. This article discusses development research of designing educational game. The purpose of this research was to produce educational games on relation and function, which should be valid and practical. This research adapts the development model of ADDIE, restricted by analysis, design, and development. Data were collected from validation and practical sheets then were analysed descriptively. Based on the results of data analysis, our educational game was valid and practical.

  15. 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)

  16. 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…

  17. 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.

  18. Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes

    Science.gov (United States)

    Woo, Jeng-Chung

    2014-01-01

    Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…

  19. Video games and surgical ability: a literature review.

    Science.gov (United States)

    Lynch, Jeremy; Aughwane, Paul; Hammond, Toby M

    2010-01-01

    Surgical training is rapidly evolving because of reduced training hours and the reduction of training opportunities due to patient safety concerns. There is a popular conception that video game usage might be linked to improved operating ability especially those techniques involving endoscopic modalities. If true this might suggest future directions for training. A search was made of the MEDLINE databases for the MeSH term, "Video Games," combined with the terms "Surgical Procedures, Operative," "Endoscopy," "Robotics," "Education," "Learning," "Simulators," "Computer Simulation," "Psychomotor Performance," and "Surgery, Computer-Assisted,"encompassing all journal articles before November 2009. References of articles were searched for further studies. Twelve relevant journal articles were discovered. Video game usage has been studied in relationship to laparoscopic, gastrointestinal endoscopic, endovascular, and robotic surgery. Video game users acquire endoscopic but not robotic techniques quicker, and training on video games appears to improve performance. Copyright (c) 2010 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  20. 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

  1. 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

  2. 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

  3. 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

  4. Games as a Platform for Student Participation in Authentic Scientific Research

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Damgaard Hansen, Sidse; Planke, Tilo

    2014-01-01

    for student-research collaboration is to investigate if and how this type of game concept can strengthen authentic experimental practice and the creation of new knowledge in science education. Researchers and game developers tested the game in three separate high school classes (Class 1, 2, and 3). The tests...... were documented using video observations of students playing the game, qualitative interviews, and qualitative and quantitative questionnaires. The focus of the tests has been to study players' motivation and their experience of learning through participation in authentic scientific inquiry....... In questionnaires conducted in the two first test classes students found that the aspects of doing “real scientific research” and solving physics problems were the more interesting aspects of playing the game. However, designing a game that facilitates professional research collaboration while simultaneously...

  5. Level up! the guide to great video game design

    CERN Document Server

    Rogers, Scott

    2014-01-01

    Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren't sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to

  6. An Introduction to Gamification: Adding Game Elements for Engagement.

    Science.gov (United States)

    Brigham, Tara J

    2015-01-01

    Gamification is defined as the use of game design elements in a nongame context. While gamification is not a new concept, new dynamics are unfolding that may cause more businesses, educators, and librarians to consider the use of game-like elements into future endeavors. In addition to more generation Y or millennials entering higher education and the workplace, there has been a significant acceptance of routinely using smartphones and playing games. This column will explain what gamification is, provide an overview of the benefits and concerns surrounding gamification, and describe how and where it is currently being used.

  7. 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...

  8. Deducto and Color Deducto: Enhance Logical Reasoning through Educational Games

    Directory of Open Access Journals (Sweden)

    2010-09-01

    Full Text Available The objective of this paper is to present the various features of the educational games, Deducto and Color Deducto. With a firm belief that technology can bring about a revolution in education, these activities have been designed to help enhance the logical reasoning and analytical thinking of children. They have been developed in python with a focus on Sugar environment, OLPC XO’s software paradigm. They conform to Sugar's cardinal objective of learning through reasoning, critique and experimentation. Deducto focuses on helping children learn the art of deducing logic through pattern recognition. Color Deducto, a variant of Deducto, combines pattern recognition and concepts of Munsell Color System helping children get familiar with color system concepts in a playful manner. Besides the pre-defined levels of the games, the activities empower children to design their own levels and develop games on their own.

  9. Editorial: AABFJ Volume 11, Issue 4, 2017

    OpenAIRE

    Elvia Shauki; Harun Harun; Habib Khan

    2017-01-01

    The current edition of the journal publishes a special issue of best papers of the 6th International Accounting Conference on the topic of “the growth game changer: how accounting works in digital era”. The conference was held by Indonesian University (Universities Indonesia) in Jogjakarta from 7 to 9th August 2017.

  10. 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

  11. The Game of Social Life: An Assessment of a Multidimensional Poverty Simulation

    Science.gov (United States)

    Bramesfeld, Kosha D.; Good, Arla

    2015-01-01

    This article presents the development of a new simulation activity, the Game of Social Life. The activity introduces students to concepts of social stratification based on multiple dimensions of poverty, including inequalities related to housing, education, occupational status, social power, and health outcomes. The game was administered to…

  12. Using experimental game theory to transit human values to ethical AI

    OpenAIRE

    Wang, Yijia; Wan, Yan; Wang, Zhijian

    2017-01-01

    Knowing the reflection of game theory and ethics, we develop a mathematical representation to bridge the gap between the concepts in moral philosophy (e.g., Kantian and Utilitarian) and AI ethics industry technology standard (e.g., IEEE P7000 standard series for Ethical AI). As an application, we demonstrate how human value can be obtained from the experimental game theory (e.g., trust game experiment) so as to build an ethical AI. Moreover, an approach to test the ethics (rightness or wrongn...

  13. 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.

  14. Fear of (Serious) Digital Games and Game-Based Learning?: Causes, Consequences and a Possible Countermeasure

    Science.gov (United States)

    Bosche, Wolfgang; Kattner, Florian

    2011-01-01

    Digital games and their power as a tool for acquiring knowledge, training skills and changing behavior are--for some laymen--associated with rather negative concepts, and are thought to pose a general health risk. This paper shortly reviews and evaluates the scientific evidence for both positive and negative outcomes. It describes how particularly…

  15. Simulation of producers behaviour in the electricity market by evolutionary games

    Energy Technology Data Exchange (ETDEWEB)

    Menniti, Daniele; Pinnarelli, Anna; Sorrentino, Nicola [Department of Electronic, Computer and System Science, University of Calabria (Italy)

    2008-03-15

    Simulation of the electricity market participant's behaviour is important for producers and consumers to determine their bidding strategies and for regulating the market rules. In literature, for this aim a lot of papers suggest to use the well-known theory of non-cooperative games and the concept of Nash equilibrium. Unfortunately they cannot be applied in an easy way when a multi-players game has to be considered to simulate the operation of the electricity market. In this paper, the authors suggest to use the new theory of evolutionary games and the concept of near Nash equilibrium to simulate the electricity market in the presence of more than two producers. In particular, an opportune genetic algorithm has been developed; from the results reported in the paper, it is clear that this algorithm can be usefully utilised. (author)

  16. Game Channels for Trustless Off-Chain Interactions in Decentralized Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Daniel Kraft

    2016-12-01

    Full Text Available Blockchains can be used to build multi-player online games and virtual worlds that require no central server. This concept is pioneered by Huntercoin, but it leads to large growth of the blockchain and heavy resource requirements. In this paper, we present a new protocol inspired by payment channels and sidechains that allows for trustless off-chain interactions of players in private turn-based games. They are usually performed without requiring space in the public blockchain, but if a dispute arises, the public network can be used to resolve the conflict. We also analyze the resulting security guarantees and describe possible extensions to games with shared turns and for near real-time interaction. Our proposed concept can be used to scale Huntercoin to very large or even infinite worlds and to enable almost real-time interactions between players.

  17. Simulation of producers behaviour in the electricity market by evolutionary games

    International Nuclear Information System (INIS)

    Menniti, Daniele; Pinnarelli, Anna; Sorrentino, Nicola

    2008-01-01

    Simulation of the electricity market participant's behaviour is important for producers and consumers to determine their bidding strategies and for regulating the market rules. In literature, for this aim a lot of papers suggest to use the well-known theory of non-cooperative games and the concept of Nash equilibrium. Unfortunately they cannot be applied in an easy way when a multi-players game has to be considered to simulate the operation of the electricity market. In this paper, the authors suggest to use the new theory of evolutionary games and the concept of near Nash equilibrium to simulate the electricity market in the presence of more than two producers. In particular, an opportune genetic algorithm has been developed; from the results reported in the paper, it is clear that this algorithm can be usefully utilised. (author)

  18. 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.

  19. The bounds of reason game theory and the unification of the behavioral sciences

    CERN Document Server

    Gintis, Herbert

    2014-01-01

    Game theory is central to understanding human behavior and relevant to all of the behavioral sciences-from biology and economics, to anthropology and political science. However, as The Bounds of Reason demonstrates, game theory alone cannot fully explain human behavior and should instead complement other key concepts championed by the behavioral disciplines. Herbert Gintis shows that just as game theory without broader social theory is merely technical bravado, so social theory without game theory is a handicapped enterprise. This edition has been thoroughly revised and updated. Reinvigorati

  20. Science and mathematics teaching through local games in preschools of Botswana

    Directory of Open Access Journals (Sweden)

    Kabita Bose

    2016-11-01

    Full Text Available This article presents a study regarding preschool teachers’ skills and competencies in teaching science and mathematics. The aim of the project was twofold; one to find out the preschool teachers’ knowledge about mathematics and science concepts and then to develop support material to empower them with skills and competencies to teach these concepts in preschools. A qualitative approach was adopted, and a case study method was used. Data were collected through two workshops and focus group discussions with preschool teachers. The study revealed that the preschool teachers had content knowledge, but lacked pedagogical knowledge that is crucial in teaching of preschool children, and they provided science and mathematics experiences in preschools scarcely. A resource book of 33 local games and rhymes thus was developed as a support material to empower the teachers with skills and competencies to use play to teach science and mathematics in preschools. The resource book developed consists of 33 local games/rhymes and is packaged with the games’ illustrations, steps and rules followed in the games, science and mathematics concepts and competencies that could be taught to children, along with probing questions that would help in teaching of science and mathematics concepts to children.

  1. The student with a thousand faces: from the ethics in video games to becoming a citizen

    Science.gov (United States)

    Muñoz, Yupanqui J.; El-Hani, Charbel N.

    2012-12-01

    Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and technopoly, and focus on how these concepts demand that we deepen our understanding of the ethics of video games. We address here how the construction of identities within video games involves othering process, that is, processes through which, when signifying and identifying `Ourselves', we create and marginalize `Others'. Moreover, we discuss how video games can play an important role in the legitimation of the technopoly, understood as a totalitarian regime related to science, technology and their place in our societies. Under these two concepts, understanding the ethics of video games goes beyond the controversy about their violence. The main focus of discussion should lie in how the ethics of video games is related to their part in the formation of the players' citizenship. Examining several examples of electronic games, we consider how video games provide a rich experience in which the player has the opportunity to develop a practical wisdom ( phronesis), which can lead her to be a virtuous being. However, they can be also harmful to the moral experiences of the subjects when they show unethical contents related to othering processes that are not so clearly and openly condemned as violence, as in the cases of sexism, racism or xenophobia. Rather than leading us to conclude that video games needed to be banned or censored, this argument makes us highlight their role in the (science) education of critical, socially responsible, ethical, and politically active citizens, precisely because they encompass othering processes and science, technology, and society relationships.

  2. 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.

  3. Reimagining Game Design: Exploring the Design of Constructible Authentic Representations for Science Reasoning

    Science.gov (United States)

    Holbert, Nathan Ryan

    Video games have recently become a popular space for educational design due to their interactive and engaging nature and the ubiquity of the gaming experience among youth. Though many researchers argue video games can provide opportunities for learning, educational game design has focused on the classroom rather than the informal settings where games are typically played. Educational games have been moderately successful at achieving learning gains on standardized items, but have failed to show improvements on related but distal problems. In this dissertation I develop and assess a new design principle, called constructible authentic representations for creating informal gaming experiences that players will actively draw on when reasoning in formal and real world contexts. These games provide players with opportunities to engage in meaningful construction with components that integrate relevant concepts to create in-game representations that visually and epistemologically align with related tools and representations utilized in the target domain. In the first phase of the dissertation, I observed children playing popular video games to better understand what in-game representations children attend to and how interactions with these representations contribute to intuitive ideas of encountered STEM content. Results from this study fed into the iterative design of two prototype video games, FormulaT Racing and Particles!, intending to give players useful knowledge resources for reasoning about kinematics and the particulate nature of matter respectively. Designed games encourage players to utilize and refine intuitive ideas about target content through the construction of domain relevant representations. To assess the effectiveness of these designs I conducted two studies of children ages 7-14 playing prototype games in informal settings. An analysis of pre- and post-game clinical interviews, domain specific tasks, and video and logging data of gameplay suggests

  4. Approaching the relationship between religion and science through language games

    Directory of Open Access Journals (Sweden)

    Daniela Stanciulescu

    2015-11-01

    Full Text Available Generally, applying Wittgenstein phrase “language games” into the science and religion relationship, reflects the futility of attempting to identify the truth beyond linguistic communities in which each of them takes part. Starting from the idea that through semantic assumption of some concepts, specific to a particular language game by another language game, the principles of comprehension can be violated, the postmodernist thinkers consider necessary the compartmentalization of the two types of discourses, scientific and religious. Therefore, the statements should be regarded as moves in a game. Each category of utterance operate according to some rules, without which there can be no “language game” and whose change, even minor, leads to changing the whole game.

  5. Assembling a game development scene? Uncovering Finland’s largest demo party

    Directory of Open Access Journals (Sweden)

    Heikki Tyni

    2014-03-01

    Full Text Available The study takes look at Assembly, a large-scale LAN and demo party founded in 1992 and organized annually in Helsinki, Finland. Assembly is used as a case study to explore the relationship between computer hobbyism – including gaming, demoscene and other related activities – and professional game development. Drawing from expert interviews, a visitor query and news coverage we ask what kind of functions Assembly has played for the scene in general, and on the formation and fostering of the Finnish game industry in particular. The conceptual contribution of the paper is constructed around the interrelated concepts of scene, technicity and gaming capital.

  6. 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.

  7. Going "open" with mesoscopy: a new dimension on multi-view imaging.

    Science.gov (United States)

    Gualda, Emilio; Moreno, Nuno; Tomancak, Pavel; Martins, Gabriel G

    2014-03-01

    OpenSPIM and OpenSpinMicroscopy emerged as open access platforms for Light Sheet and Optical Projection Imaging, often called as optical mesoscopy techniques. Both projects can be easily reproduced using comprehensive online instructions that should foster the implementation and further development of optical imaging techniques with sample rotation control. This additional dimension in an open system offers the possibility to make multi-view microscopy easily modified and will complement the emerging commercial solutions. Furthermore, it is deeply based on other open platforms such as MicroManager and Arduino, enabling development of tailored setups for very specific biological questions. In our perspective, the open access principle of OpenSPIM and OpenSpinMicroscopy is a game-changer, helping the concepts of light sheet and optical projection tomography (OPT) to enter the mainstream of biological imaging.

  8. [Clinical characteristics of computer game and internet addiction in persons seeking treatment in an outpatient clinic for computer game addiction].

    Science.gov (United States)

    Beutel, Manfred E; Hoch, Christina; Wölfling, Klaus; Müller, Kai W

    2011-01-01

    Since March 2008 we have offered outpatient treatment for computer game and internet addiction. This article presents the assessment and clinical characterization of the first cohort of one year. The reasons for seeking help (phone consultations, N=346) as well as sociodemographic and psychometric characteristics (N=131) (assessment of computer game addiction; SCL-90R) are presented. Consultation was initiated mainly by relatives--mostly the mothers (86%); 48% report achievement failure and social isolation, lack of control (38%) and conflicts within the family (33%). Two-thirds of the mainly male (96%) patients (N=131) with an average age of 22 (range 13-47) years met the criteria for pathological computer gaming, characterized by an excessive number of hours and preoccupation with gaming, high distress, and unemployment. Symptoms resemble those of other addiction disorders. The consequences for disorder-specific treatment concepts and research are discussed.

  9. Displacement Convexity for First-Order Mean-Field Games

    KAUST Repository

    Seneci, Tommaso

    2018-05-01

    In this thesis, we consider the planning problem for first-order mean-field games (MFG). These games degenerate into optimal transport when there is no coupling between players. Our aim is to extend the concept of displacement convexity from optimal transport to MFGs. This extension gives new estimates for solutions of MFGs. First, we introduce the Monge-Kantorovich problem and examine related results on rearrangement maps. Next, we present the concept of displacement convexity. Then, we derive first-order MFGs, which are given by a system of a Hamilton-Jacobi equation coupled with a transport equation. Finally, we identify a large class of functions, that depend on solutions of MFGs, which are convex in time. Among these, we find several norms. This convexity gives bounds for the density of solutions of the planning problem.

  10. Facilitating Preschoolers' Scientific Knowledge Construction via Computer Games Regarding Light and Shadow: The Effect of the Prediction-Observation-Explanation (POE) Strategy

    Science.gov (United States)

    Hsu, Chung-Yuan; Tsai, Chin-Chung; Liang, Jyh-Chong

    2011-10-01

    Educational researchers have suggested that computer games have a profound influence on students' motivation, knowledge construction, and learning performance, but little empirical research has targeted preschoolers. Thus, the purpose of the present study was to investigate the effects of implementing a computer game that integrates the prediction-observation-explanation (POE) strategy (White and Gunstone in Probing understanding. Routledge, New York, 1992) on facilitating preschoolers' acquisition of scientific concepts regarding light and shadow. The children's alternative conceptions were explored as well. Fifty participants were randomly assigned into either an experimental group that played a computer game integrating the POE model or a control group that played a non-POE computer game. By assessing the students' conceptual understanding through interviews, this study revealed that the students in the experimental group significantly outperformed their counterparts in the concepts regarding "shadow formation in daylight" and "shadow orientation." However, children in both groups, after playing the games, still expressed some alternative conceptions such as "Shadows always appear behind a person" and "Shadows should be on the same side as the sun."

  11. A Playful Programming Products Vs. Programming Concepts Matrix

    DEFF Research Database (Denmark)

    Allsopp, Benjamin Brink

    2017-01-01

    to computer program: playful programming. This research also describes a project to bring together different stakeholders (developers, educators, parents and researchers) with a common vocabulary for describing, developing, teaching with and comparing these playful programming products and develops a model......A number of Danish primary schools are involved in pilot studies where 1st to 9th grade students work with Scratch and Lego MindStorms in STEM subjects. These games may become part of the curriculum at these schools. Recent research identifies a category of games and toys that support learning...... to provide educators and researchers involved in pilot studies with an overview of which programming concepts various playful programming products exercise (a playful programming products vs. programming concepts matrix). We also add additional concept specializations and expand on the descriptions...

  12. A Systemic-Constructivist Approach to the Facilitation and Debriefing of Simulations and Games

    Science.gov (United States)

    Kriz, Willy Christian

    2010-01-01

    This article introduces some basic concepts of a systemic-constructivist perspective. These show that gaming simulation corresponds closely to a systemic-constructivist approach to learning and instruction. Some quality aspects of facilitating and debriefing simulation games are described from a systemic-constructivist point of view. Finally, a…

  13. Mathematical programming in multiperson cooperative games

    Energy Technology Data Exchange (ETDEWEB)

    Lucas, W.

    1994-12-31

    Many fundamental solution notions in mathematical economics relate to mathematical programming. This includes various types of equilibrium points for the noncooperative (strategic) competitions, as well as the core for the cooperative (coalitional) models. This talk concerns alternate cooperative solution concepts such as various nucleoli points and other proposed fairness outcomes. These concepts become of particular interest for those cases when the core is an empty set. Recent results on these alternate solutions for classes of assignment games will be presented.

  14. 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…

  15. 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)

  16. 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.

  17. SIDH: A Game-Based Architecture for a Training Simulator

    Directory of Open Access Journals (Sweden)

    P. Backlund

    2009-01-01

    Full Text Available Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system.

  18. Perceived game realism: a test of three alternative models.

    Science.gov (United States)

    Ribbens, Wannes

    2013-01-01

    Perceived realism is considered a key concept in explaining the mental processing of media messages and the societal impact of media. Despite its importance, little is known about its conceptualization and dimensional structure, especially with regard to digital games. The aim of this study was to test a six-factor model of perceived game realism comprised of simulational realism, freedom of choice, perceptual pervasiveness, social realism, authenticity, and character involvement and to assess it against an alternative single- and five-factor model. Data were collected from 380 male digital game users who judged the realism of the first-person shooter Half-Life 2 based upon their previous experience with the game. Confirmatory factor analysis was applied to investigate which model fits the data best. The results support the six-factor model over the single- and five-factor solutions. The study contributes to our knowledge of perceived game realism by further developing its conceptualization and measurement.

  19. Testing the Impact of a Pre-Instructional Digital Game on Middle-Grade Students' Understanding of Photosynthesis

    Science.gov (United States)

    Culp, Katherine McMillan; Martin, Wendy; Clements, Margaret; Lewis Presser, Ashley

    2015-01-01

    Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked, cluster randomized controlled trial design to test the impact of a digital game, played as homework…

  20. Peril-sensitive sunglasses, superheroes in miniature, and pink polka-dot boxers: Artifact and collectible video game feelies, play, and the paratextual gaming experience

    Directory of Open Access Journals (Sweden)

    Ian M. Peters

    2014-06-01

    Full Text Available Material artifacts included in video game packaging, referred to in the industry as feelies, operate as media paratexts that are both extensions of and separate from the video games that inspired them. Although most discourses on video game feelies are centered on 1980s text-based adventure games, feelies have continually been included in contemporary games, albeit primarily in collector's or special editions. To explore the diversity of feelies and how they are able to generate their own texts away from the digital game itself, I identify two specific types of feelies: artifact feelies, which are life-size reproductions of objects from within the game space, and collectible feelies, which serve as extensions of the game space into the physical realm but tend to include objects more frequently associated with fan collecting activities. Taking an interdisciplinary approach that includes material culture studies and media studies, I show how feelies allow scholars to gain further insight into how screen media operate away from the screens themselves, how the accumulation of material objects in the digital age encourages us to reevaluate our notions of the material and the immaterial, and how the concept of play is crucial to understanding how these objects are reappropriated in ways that move beyond their originally intended use.

  1. Social architecture and the emergence of power laws in online social games

    OpenAIRE

    Kirman, Ben; Collovà, Francesco; Davide, Fabrizio; Ferrari, Eva; Freeman, Jonathan; Lawson, Shaun; Linehan, Conor; Ravaja, Niklas

    2011-01-01

    This paper explores the concept of the “social architecture” of games, and tests the theory that it is possible to analyse game mechanics based on the effect they have on the social behaviour of the players. Using tools from Social Network Analysis, these studies confirm that social activity in games reliably follows a power distribution: a few players are responsible for a disproportionate amount of social interactions. Based on this, the scaling exponent is highlighted as a simple measur...

  2. Games in the classroom: the market of lemons

    Directory of Open Access Journals (Sweden)

    Luis Alejandro Palacio García

    2017-05-01

    Full Text Available Classroom games are a pedagogical tool for the appropriation of concepts and enrich traditional microeconomic classes with the methodology of experimental economics. This article presents an example of participatory research that seeks to collaboratively change the learning process. We propose the lemons-market game: an experimental protocol, programed for laboratory sessions, that motivates students to debate about adverse selection due to information asymmetries, that is, about the extent to which good-quality goods are expelled from the market by inferior-quality goods (lemons.

  3. The mindful gamer: Diagrammatical strategies on the bio-political plane of digital gaming culture

    NARCIS (Netherlands)

    Kolonias, N.

    2015-01-01

    This thesis explores the historical development of digital gaming in the post-Fordist condition of cognitive capitalism. By utilising concepts from the fields of neurology, media philosophy and the Buddhist epistemology of the mind it studies the biopoilitcal aspects of gaming culture by looking at

  4. Behavior learning in differential games and reorientation maneuvers

    Science.gov (United States)

    Satak, Neha

    The purpose of this dissertation is to apply behavior learning concepts to incomplete- information continuous time games. Realistic game scenarios are often incomplete-information games in which the players withhold information. A player may not know its opponent's objectives and strategies prior to the start of the game. This lack of information can limit the player's ability to play optimally. If the player can observe the opponent's actions, it can better optimize its achievements by taking corrective actions. In this research, a framework to learn an opponent's behavior and take corrective actions is developed. The framework will allow a player to observe the opponent's actions and formulate behavior models. The developed behavior model can then be utilized to find the best actions for the player that optimizes the player's objective function. In addition, the framework proposes that the player plays a safe strategy at the beginning of the game. A safe strategy is defined in this research as a strategy that guarantees a minimum pay-off to the player independent of the other player's actions. During the initial part of the game, the player will play the safe strategy until it learns the opponent's behavior. Two methods to develop behavior models that differ in the formulation of the behavior model are proposed. The first method is the Cost-Strategy Recognition (CSR) method in which the player formulates an objective function and a strategy for the opponent. The opponent is presumed to be rational and therefore will play to optimize its objective function. The strategy of the opponent is dependent on the information available to the opponent about other players in the game. A strategy formulation presumes a certain level of information available to the opponent. The previous observations of the opponent's actions are used to estimate the parameters of the formulated behavior model. The estimated behavior model predicts the opponent's future actions. The second

  5. 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…

  6. 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

  7. 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.

  8. Raising the Bar for Teaching

    Science.gov (United States)

    Mehta, Jal; Doctor, Joe

    2013-01-01

    The past year has seen the emergence of a broad consensus on raising the standards for entering the teaching profession. The NEA, AFT, and Council of Chief State School Officers all have said they want higher entry standards. Such an exam would be modeled after other professions and is a potential game changer. If sufficiently rigorous, the exam…

  9. Editorial: AABFJ Volume 11, Issue 4, 2017

    Directory of Open Access Journals (Sweden)

    Elvia Shauki

    2017-12-01

    Full Text Available The current edition of the journal publishes a special issue of best papers of the 6th International Accounting Conference on the topic of “the growth game changer: how accounting works in digital era”. The conference was held by Indonesian University (Universities Indonesia in Jogjakarta from 7 to 9th August 2017.

  10. Do warning signs on electronic gaming machines influence irrational cognitions?

    Science.gov (United States)

    Monaghan, Sally; Blaszczynski, Alex; Nower, Lia

    2009-08-01

    Electronic gaming machines are popular among problem gamblers; in response, governments have introduced "responsible gaming" legislation incorporating the mandatory display of warning signs on or near electronic gaming machines. These signs are designed to correct irrational and erroneous beliefs through the provision of accurate information on probabilities of winning and the concept of randomness. There is minimal empirical data evaluating the effectiveness of such signs. In this study, 93 undergraduate students were randomly allocated to standard and informative messages displayed on an electronic gaming machine during play in a laboratory setting. Results revealed that a majority of participants incorrectly estimated gambling odds and reported irrational gambling-related cognitions prior to play. In addition, there were no significant between-group differences, and few participants recalled the content of messages or modified their gambling-related cognitions. Signs placed on electronic gaming machines may not modify irrational beliefs or alter gambling behaviour.

  11. Remote Experiments and Online Games: How to Merge them?

    Directory of Open Access Journals (Sweden)

    Olga Dziabenko

    2011-04-01

    Full Text Available Online games fulfill the basic requirements of learning environments and can provide engaging learning experience for students. The remote experimentations bring to STEM (science, technology, engineering and mathematics students the ability to practice configuration, deployment, and troubleshooting scenarios in real-life environment on real equipment. These two teaching methodologies are well known, developed and described in the literature. However, the concepts of integration of the remote experimentations and the game setting are yet to be developed. This paper discusses the guidelines for such integrations. The emphasis is made on the educational game design and the flow as a positive impact on learning and attitude of the players. Besides the challenges of balancing attractive elements (graphics, sounds and educational objectives, the design of the games related to remote laboratories needs to be adjusted to contemporary technological conditions.

  12. Healthy Gaming - Video Game Design to promote Health.

    Science.gov (United States)

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  13. Self-concept, self-esteem, gender, race, and information technology use.

    Science.gov (United States)

    Jackson, Linda A; Zhao, Yong; Witt, Edward A; Fitzgerald, Hiram E; von Eye, Alexander; Harold, Rena

    2009-08-01

    This research addressed two fundamental questions regarding self-concept, self-esteem, gender, race, and information technology use. First, is technology use related to dimensions of self-concept and/or to self-esteem? Second, are there gender and/or race differences in self-concept, self-esteem, and technology use? Five hundred youth, average age 12 years old, one third African American and two thirds Caucasian American, completed multidimensional measures of self-concept, the Rosenberg Self-Esteem scale, and measures of frequency of Internet use, Internet use for communication (e-mail and instant messaging), video game playing, and cell phone use. Findings indicated that technology use predicted dimensions of self-concept and self-esteem, with video game playing having a negative influence and Internet use having a positive influence on self-concept dimensions. Gender differences were observed on several self-concept dimensions, but contrary to expectations, girls did not score higher than boys in social self-concept. Only one race difference was observed: African Americans had lower behavioral self-concept than did Caucasian Americans. Implications of the benefits and liabilities of youth's current and projected technology use are discussed.

  14. Using Video Games to Support Pre-Service Elementary Teachers Learning of Basic Physics Principles

    Science.gov (United States)

    Anderson, Janice; Barnett, Michael

    2011-08-01

    The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with pre-service elementary teachers. To this end we explored the impact of using a game called Supercharged! on pre-service teachers' understanding of electromagnetic concepts compared to students who conducted a more traditional inquiry oriented investigation of the same concepts. This study was a part of a larger design experiment examining the pedagogical potential of Supercharged! the control group learned through a series of guided inquiry methods while the experimental group played Supercharged! during the laboratory sections of the science course. There was significant difference F(2,134) = 4.8, p video games can lead to positive learning outcomes, as demonstrated by the increase in test scores from pre- to post-assessment. Additionally, this study also suggests that a complementary approach, in which video games and hands-on activities are integrated, with each activity informing the other, could be a very powerful technique for supporting student scientific understanding. Further, our findings suggest that video game designers should embed meta-cognitive activities such as reflective opportunities into educational video games to provide scaffolds for students and to reinforce that they are engaged in an educational learning experience.

  15. Simulating Serious Games: A Discrete-Time Computational Model Based on Cognitive Flow Theory

    Science.gov (United States)

    Westera, Wim

    2018-01-01

    This paper presents a computational model for simulating how people learn from serious games. While avoiding the combinatorial explosion of a games micro-states, the model offers a meso-level pathfinding approach, which is guided by cognitive flow theory and various concepts from learning sciences. It extends a basic, existing model by exposing…

  16. Relationships between electronic game play, obesity, and psychosocial functioning in young men.

    Science.gov (United States)

    Wack, Elizabeth; Tantleff-Dunn, Stacey

    2009-04-01

    Most estimates suggest that American youth are spending a large amount of time playing video and computer games, spurring researchers to examine the impact this media has on various aspects of health and psychosocial functioning. The current study investigated relationships between frequency of electronic game play and obesity, the social/emotional context of electronic game play, and academic performance among 219 college-aged males. Current game players reported a weekly average of 9.73 hours of game play, with almost 10% of current players reporting an average of 35 hours of play per week. Results indicated that frequency of play was not significantly related to body mass index or grade point average. However, there was a significant positive correlation between frequency of play and self-reported frequency of playing when bored, lonely, or stressed. As opposed to the general conception of electronic gaming as detrimental to functioning, the results suggest that gaming among college-aged men may provide a healthy source of socialization, relaxation, and coping.

  17. Exogenous empirical-evidence equilibria in perfect-monitoring repeated games yield correlated equilibria

    KAUST Repository

    Dudebout, Nicolas; Shamma, Jeff S.

    2014-01-01

    This paper proves that exogenous empirical-evidence equilibria (xEEEs) in perfect-monitoring repeated games induce correlated equilibria of the associated one-shot game. An empirical-evidence equilibrium (EEE) is a solution concept for stochastic games. At equilibrium, agents' strategies are optimal with respect to models of their opponents. These models satisfy a consistency condition with respect to the actual behavior of the opponents. As such, EEEs replace the full-rationality requirement of Nash equilibria by a consistency-based bounded-rationality one. In this paper, the framework of empirical evidence is summarized, with an emphasis on perfect-monitoring repeated games. A less constraining notion of consistency is introduced. The fact that an xEEE in a perfect-monitoring repeated game induces a correlated equilibrium on the underlying one-shot game is proven. This result and the new notion of consistency are illustrated on the hawk-dove game. Finally, a method to build specific correlated equilibria from xEEEs is derived.

  18. Exogenous empirical-evidence equilibria in perfect-monitoring repeated games yield correlated equilibria

    KAUST Repository

    Dudebout, Nicolas

    2014-12-15

    This paper proves that exogenous empirical-evidence equilibria (xEEEs) in perfect-monitoring repeated games induce correlated equilibria of the associated one-shot game. An empirical-evidence equilibrium (EEE) is a solution concept for stochastic games. At equilibrium, agents\\' strategies are optimal with respect to models of their opponents. These models satisfy a consistency condition with respect to the actual behavior of the opponents. As such, EEEs replace the full-rationality requirement of Nash equilibria by a consistency-based bounded-rationality one. In this paper, the framework of empirical evidence is summarized, with an emphasis on perfect-monitoring repeated games. A less constraining notion of consistency is introduced. The fact that an xEEE in a perfect-monitoring repeated game induces a correlated equilibrium on the underlying one-shot game is proven. This result and the new notion of consistency are illustrated on the hawk-dove game. Finally, a method to build specific correlated equilibria from xEEEs is derived.

  19. Designing and Evaluating Conative Game-Based Learning Scenarios

    DEFF Research Database (Denmark)

    Schønau-Fog, Henrik

    2014-01-01

    It is an essential prerequisite to design for motivation in game-based learning applications, tools and activities. However, how is it possible to design and evaluate motivational game-based learning scenarios in a systematic process-oriented manner based on conation and player engagement? While...... of ‘continuation desire’ such as interfacing with the scenario, exploration and socialising. This paper aims to combine the concepts of Player Engagement, Conation and Continuation Desire by focusing on the conative aspects which are the essential drivers for the desire to continue any learning activity......-based learning scenarios....

  20. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  1. A weak scientific basis for gaming disorder

    DEFF Research Database (Denmark)

    van Rooij, Antonius; Ferguson, Chris; Nielsen, Rune Kristian Lundedal

    2018-01-01

    We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe...... that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving from research construct to formal disorder requires a much stronger evidence base than we currently have. The burden of evidence and the clinical utility should...... general behavioral addictions concept, the exploration of non-addiction approaches, and the unbiased exploration of clinical approaches that treat potentially underlying issues, such as depressive mood or social anxiety first. We acknowledge there could be benefits to formalizing gaming disorder, many...

  2. Game theory, conditional preferences, and social influence.

    Science.gov (United States)

    Stirling, Wynn C; Felin, Teppo

    2013-01-01

    Neoclassical noncooperative game theory is based on a simple, yet powerful synthesis of mathematical and logical concepts: unconditional and immutable preference orderings and individual rationality. Although this structure has proven useful for characterizing competitive multi-player behavior, its applicability to scenarios involving complex social relationships is problematic. In this paper we directly address this limitation by the introduction of a conditional preference structure that permits players to modulate their preference orderings as functions of the preferences of other players. Embedding this expanded preference structure in a formal and graphical framework provides a systematic approach for characterizing a complex society. The result is an influence network that allows conditional preferences to propagate through the community, resulting in an emergent social model which characterizes all of the social relationships that exist and which leads to solution concepts that account for both group and individual interests. The Ultimatum game is presented as an example of how social influence can be modeled with conditional preferences.

  3. Designing Game “Belajar Hanacaraka” As A Javanese Script Learning Media

    Directory of Open Access Journals (Sweden)

    Yonathan Happy Setiawan

    2018-01-01

    Full Text Available This paper discusses the design of games used as a medium of learning. The learning material is about Javanese script, which is taught from elementary to high school. Although it has been taught since elementary school, but not many students have mastered this material. The method of delivering the material used by the lecturers is usually by lecturing so that students become tired and bored, because they are forced to remember without understanding the basic concepts. The lack of an attractive and modern learning tool becomes another obstacle to the difficulty of studying the Javanese script. Games usually used as entertainment, now can be used for learning. Through the game, the learning process becomes more fun. Therefore it will be designed an educational game used for learning Javanese script. But to design the right educational game, research is needed. With the presence of this game is expected players can learn Javanese script material while playing.

  4. Analytical derivation: An epistemic game for solving mathematically based physics problems

    Science.gov (United States)

    Bajracharya, Rabindra R.; Thompson, John R.

    2016-06-01

    Problem solving, which often involves multiple steps, is an integral part of physics learning and teaching. Using the perspective of the epistemic game, we documented a specific game that is commonly pursued by students while solving mathematically based physics problems: the analytical derivation game. This game involves deriving an equation through symbolic manipulations and routine mathematical operations, usually without any physical interpretation of the processes. This game often creates cognitive obstacles in students, preventing them from using alternative resources or better approaches during problem solving. We conducted hour-long, semi-structured, individual interviews with fourteen introductory physics students. Students were asked to solve four "pseudophysics" problems containing algebraic and graphical representations. The problems required the application of the fundamental theorem of calculus (FTC), which is one of the most frequently used mathematical concepts in physics problem solving. We show that the analytical derivation game is necessary, but not sufficient, to solve mathematically based physics problems, specifically those involving graphical representations.

  5. 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

  6. 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

  7. 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.

  8. 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

  9. 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

  10. Play, Create, Share? Console Gaming, Player Production and Agency

    Directory of Open Access Journals (Sweden)

    Olli Sotamaa

    2010-07-01

    Full Text Available Digital games have been frequently used to illustrate the new organisational frameworks that are based on persuading users to carry out tasks and assignments not traditionally associated with them. However coined, ‘user-innovation’ (von Hippel, 2005, ‘crowdsourcing’ (Howe, 2008 or ‘pro-am revolution’ (Leadbeater and Miller, 2004, contemporary examples of this phenomena always include digital games. A closer look at the recent open innovation manifestos reveals that the oft-cited examples come almost entirely from PC games while console games remain mostly non-existent in these texts. It is clear that PC and console games differ both in use and in the cultures they create (Taylor, 2007. Equally, the technological and economic backgrounds of the market sectors have their differences (Kerr, 2006.The concept of LittleBigPlanet, a console game inherently dependent on player production, challenges the neat binary of some much cited arguments about tethered appliances. The first set of research questions rises from this observation. What are the technical and economic constraints and affordances the console as a platform uses to position the productive activities of players? How do these differ from the forms of player production typical of PC gaming (see Sotamaa, 2007a; and Sotamaa, 2007b?

  11. 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

  12. DNA Re-EvolutioN: a game for learning molecular genetics and evolution.

    Science.gov (United States)

    Miralles, Laura; Moran, Paloma; Dopico, Eduardo; Garcia-Vazquez, Eva

    2013-01-01

    Evolution is a main concept in biology, but not many students understand how it works. In this article we introduce the game DNA Re-EvolutioN as an active learning tool that uses genetic concepts (DNA structure, transcription and translation, mutations, natural selection, etc.) as playing rules. Students will learn about molecular evolution while playing a game that mixes up theory and entertainment. The game can be easily adapted to different educational levels. The main goal of this play is to arrive at the end of the game with the longest protein. Students play with pawns and dices, a board containing hypothetical events (mutations, selection) that happen to molecules, "Evolution cards" with indications for DNA mutations, prototypes of a DNA and a mRNA chain with colored "nucleotides" (plasticine balls), and small pieces simulating t-RNA with aminoacids that will serve to construct a "protein" based on the DNA chain. Students will understand how changes in DNA affect the final protein product and may be subjected to positive or negative selection, using a didactic tool funnier than classical theory lectures and easier than molecular laboratory experiments: a flexible and feasible game to learn and enjoy molecular evolution at no-cost. The game was tested by majors and non-majors in genetics from 13 different countries and evaluated with pre- and post-tests obtaining very positive results. © 2013 by The International Union of Biochemistry and Molecular Biology.

  13. 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.

  14. Educational Design for Learning Games with a focus on the teacher’s roles

    DEFF Research Database (Denmark)

    Sørensen, Birgitte Holm; Meyer, Bente Tobiesen

    2010-01-01

    of the educational design of game-based learning. In the paper we shall conceptualize these texts as paratexts, following Genette’s terminology. In the paper we shall present an on-going development of an educational design concept for learning games with a focus on how teachers are and can be included in the design...

  15. 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

  16. A Web-Based Lean Simulation Game for Office Operations: Training the Other Side of a Lean Enterprise

    Science.gov (United States)

    Kuriger, Glenn W.; Wan, Huang-da; Mirehei, S. Moussa; Tamma, Saumya; Chen, F. Frank

    2010-01-01

    This research proposes a Web-based version of a lean office simulation game (WeBLOG). The game is designed to be used to train lean concepts to office and administrative personnel. This group belongs to the frequently forgotten side of a lean enterprise. Over four phases, the game presents the following seven lean tools: one-piece flow,…

  17. Research on Information Sharing Mechanism of Network Organization Based on Evolutionary Game

    Science.gov (United States)

    Wang, Lin; Liu, Gaozhi

    2018-02-01

    This article first elaborates the concept and effect of network organization, and the ability to share information is analyzed, secondly introduces the evolutionary game theory, network organization for information sharing all kinds of limitations, establishes the evolutionary game model, analyzes the dynamic evolution of network organization of information sharing, through reasoning and evolution. The network information sharing by the initial state and two sides of the game payoff matrix of excess profits and information is the information sharing of cost and risk sharing are the influence of network organization node information sharing decision.

  18. 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.

  19. Use of Ecological Gestures in Soccer Games Running on Mobile Devices

    Directory of Open Access Journals (Sweden)

    Valere Plantevin

    2014-10-01

    Full Text Available The strong integration of “intelligent mobile devices” into modern societies offers a great potential for a wide spread distribution of mobile serious games. As in the case of Virtual Reality based systems, in order to be useful and efficient, these serious games need to be validated ecologically. In this context, this paper addresses the use of ecological interactions for a mobile serious game. We exploit a wearable insole in order to let users interact with a virtual soccer game via real-world soccer movements. We analyzed the concept of ecological interactions. The system used for recognition of ecological gestures is also detailed. A primary study showed that proposed system can be exploited for real time gesture recognition on a mobile device.

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

    Science.gov (United States)

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

    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 smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183