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Sample records for facility location games

  1. Spatial interaction models facility location using game theory

    CERN Document Server

    D'Amato, Egidio; Pardalos, Panos

    2017-01-01

    Facility location theory develops the idea of locating one or more facilities by optimizing suitable criteria such as minimizing transportation cost, or capturing the largest market share. The contributions in this book focus an approach to facility location theory through game theoretical tools highlighting situations where a location decision is faced by several decision makers and leading to a game theoretical framework in non-cooperative and cooperative methods. Models and methods regarding the facility location via game theory are explored and applications are illustrated through economics, engineering, and physics. Mathematicians, engineers, economists and computer scientists working in theory, applications and computational aspects of facility location problems using game theory will find this book useful.

  2. On Pure and (approximate) Strong Equilibria of Facility Location Games

    DEFF Research Database (Denmark)

    Hansen, Thomas Dueholm; Telelis, Orestis A.

    2008-01-01

    We study social cost losses in Facility Location games, where n selfish agents install facilities over a network and connect to them, so as to forward their local demand (expressed by a non-negative weight per agent). Agents using the same facility share fairly its installation cost, but every ag......-approximate (e = 2.718...) strong equilibria and an upper bound of O(ln W) on SPoA (W is the sum of agents’ weights), which becomes tight Θ(ln n) for unweighted agents. Center for Algorithmic Game Theory, funded by the Carlsberg Foundation, Denmark.......We study social cost losses in Facility Location games, where n selfish agents install facilities over a network and connect to them, so as to forward their local demand (expressed by a non-negative weight per agent). Agents using the same facility share fairly its installation cost, but every...... networks we prove upper and lower bounds on PoS, while an O(ln n) upper bound implied by previous work is tight for non-metric networks. We also prove a constant upper bound for the SPoA of metric networks when strong equilibria exist. For the weighted game on general networks we prove existence of e...

  3. A Game Theoretical Model for Location of Terror Response Facilities under Capacitated Resources

    Directory of Open Access Journals (Sweden)

    Lingpeng Meng

    2013-01-01

    Full Text Available This paper is concerned with the effect of capacity constraints on the locations of terror response facilities. We assume that the state has limited resources, and multiple facilities may be involved in the response until the demand is satisfied consequently. We formulate a leader-follower game model between the state and the terrorist and prove the existence and uniqueness of the Nash equilibrium. An integer linear programming is proposed to obtain the equilibrium results when the facility number is fixed. The problem is demonstrated by a case study of the 19 districts of Shanghai, China.

  4. Location-based games

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    In this dissertation, it is explored which prerequisites are necessary in location-based games (LBGs) to make meaningful the meeting between players and spatiality with an emphasis on physical locations. Throughout the dissertation, it has been shown that LBGs affect players’ perception of and be......In this dissertation, it is explored which prerequisites are necessary in location-based games (LBGs) to make meaningful the meeting between players and spatiality with an emphasis on physical locations. Throughout the dissertation, it has been shown that LBGs affect players’ perception...... of and behavior in everyday spaces, as the games reside on the boundaries between the continuums of play and ordinary, authentic and fictional, and as they merge physical and digital media. These are termed the six dimensions of LBGs. LBGs let the player explore the boundaries between these dimensions...... experiences of being in the world and the creation of meaning. The theory on motivation defines what motivation consists of and how it relates to our actions. This theory has been combined with theories concerning play and play culture, digital media, (digital) games, (optimal) experiences, landscape...

  5. On (Group) Strategy-Proof Mechanisms without Payment for Facility Location Games

    DEFF Research Database (Denmark)

    Thang, Nguyen Kim

    2010-01-01

    in an allowable location that minimizes the utilitarian social cost — the sum of agents costs. A mechanism is strategyproof (SP) if no agent may misreport its locations and be better off; it is group-strategyproof (GSP) if no coalition of agents benefits by jointly misreporting their locations The requirement...

  6. Names for Games: Locating 2 × 2 Games

    Directory of Open Access Journals (Sweden)

    Bryan Randolph Bruns

    2015-10-01

    Full Text Available Prisoner’s Dilemma, Chicken, Stag Hunts, and other two-person two-move (2 × 2 models of strategic situations have played a central role in the development of game theory. The Robinson–Goforth topology of payoff swaps reveals a natural order in the payoff space of 2 × 2 games, visualized in their four-layer “periodic table” format that elegantly organizes the diversity of 2 × 2 games, showing relationships and potential transformations between neighboring games. This article presents additional visualizations of the topology, and a naming system for locating all 2 × 2 games as combinations of game payoff patterns from the symmetric ordinal 2 × 2 games. The symmetric ordinal games act as coordinates locating games in maps of the payoff space of 2 × 2 games, including not only asymmetric ordinal games and the complete set of games with ties, but also ordinal and normalized equivalents of all games with ratio or real-value payoffs. An efficient nomenclature can contribute to a systematic understanding of the diversity of elementary social situations; clarify relationships between social dilemmas and other joint preference structures; identify interesting games; show potential solutions available through transforming incentives; catalog the variety of models of 2 × 2 strategic situations available for experimentation, simulation, and analysis; and facilitate cumulative and comparative research in game theory.

  7. Modeling discrete competitive facility location

    CERN Document Server

    Karakitsiou, Athanasia

    2015-01-01

    This book presents an up-to-date review of modeling and optimization approaches for location problems along with a new bi-level programming methodology which captures the effect of competition of both producers and customers on facility location decisions. While many optimization approaches simplify location problems by assuming decision making in isolation, this monograph focuses on models which take into account the competitive environment in which such decisions are made. New insights in modeling, algorithmic and theoretical possibilities are opened by this approach and new applications are possible. Competition on equal term plus competition between market leader and followers are considered in this study, consequently bi-level optimization methodology is emphasized and further developed. This book provides insights regarding modeling complexity and algorithmic approaches to discrete competitive location problems. In traditional location modeling, assignment of customer demands to supply sources are made ...

  8. Uncapacitated facility location problems: contributions

    Directory of Open Access Journals (Sweden)

    Galvão Roberto Diéguez

    2004-01-01

    Full Text Available The objective of the present paper is to review my personal contributions in the field of uncapacitated facility location problems. These contributions took place throughout my academic career, from the time I was a Ph.D. student at Imperial College to the present day. They cover approximately 30 years, from 1973 to 2003; they address: algorithms developed for the p-median problem and for a general formulation of uncapacitated location problems; the study of dynamic location models; covering and hierarchical location problems; queuing-based probabilistic location models. The contributions encompass theoretical developments, computational algorithms and practical applications. All work took place in an academic environment, with the invaluable collaboration of colleagues (both in Brazil and abroad and research students at COPPE. Each section in the paper is dedicated to a topic that involves a personal contribution. Every one of them is placed within the context of the existing literature.

  9. Enriching location-based games with navigational game activities

    DEFF Research Database (Denmark)

    Nadarajah, Stephanie Githa; Overgaard, Benjamin Nicholas; Pedersen, Peder Walz

    2016-01-01

    Mobile location-based games are experiences that entertain its players by requiring interactions mainly at points of interest (POIs). Navigation between POIs often involve the use of either a physical or digital map, not taking advantage of the opportunity available to engage users in activities...

  10. Recycling Facilities - Land Recycling Cleanup Locations

    Data.gov (United States)

    NSGIC Education | GIS Inventory — Land Recycling Cleanup Location Land Recycling Cleanup Locations (LRCL) are divided into one or more sub-facilities categorized as media: Air, Contained Release or...

  11. Designing for social play in co-located mobile games

    DEFF Research Database (Denmark)

    Goddard, William; Garner, Jayden; Jensen, Mads Møller

    2016-01-01

    In this paper we explore how mobile devices and co-location in mobile contexts contribute social play in game design, addressing the limited understanding of social interactivity in mobile games. Using the Mechanics-Dynamics-Aesthetics (MDA) framework, we code four games illustrating effective use...... play from the perspectives of co-located mobile contexts in game design by identifying how mobility: (1) affords co-locating with other players in public spaces, (2) supports physical interactions using spatial context and players bodies, extending games beyond their formal system, (3) supports...... of mobile, social, and colocated elements. Subsequently, we analyse and discuss this data to identify generalisability in these games. In our discussion we identify how these findings address game design problems of designing collaborative games. Furthermore, we contribute to theory of designing for social...

  12. Figure 5, Biofuel refinery facility locations

    Data.gov (United States)

    U.S. Environmental Protection Agency — This workbook contains the locations and types of current and anticipated biofuel feedstock processing facilities assumed under the simulated scenarios. This dataset...

  13. Location - Managed Facility - St. Paul District (MVP)

    Data.gov (United States)

    Army Corps of Engineers, Department of the Army, Department of Defense — St. Paul District - US Army Corps of Engineers Managed Facility locations. District headquarters, Natural Resource, Recreation, Lock and Dam, and Regulatory offices...

  14. Robust facility location: Hedging against failures

    International Nuclear Information System (INIS)

    Hernandez, Ivan; Emmanuel Ramirez-Marquez, Jose; Rainwater, Chase; Pohl, Edward; Medal, Hugh

    2014-01-01

    While few companies would be willing to sacrifice day-to-day operations to hedge against disruptions, designing for robustness can yield solutions that perform well before and after failures have occurred. Through a multi-objective optimization approach this paper provides decision makers the option to trade-off total weighted distance before and after disruptions in the Facility Location Problem. Additionally, this approach allows decision makers to understand the impact on the opening of facilities on total distance and on system robustness (considering the system as the set of located facilities). This approach differs from previous studies in that hedging against failures is done without having to elicit facility failure probabilities concurrently without requiring the allocation of additional hardening/protections resources. The approach is applied to two datasets from the literature

  15. Facility Location with Double-peaked Preferences

    DEFF Research Database (Denmark)

    Filos-Ratsikas, Aris; Li, Minming; Zhang, Jie

    2015-01-01

    We study the problem of locating a single facility on a real line based on the reports of self-interested agents, when agents have double-peaked preferences, with the peaks being on opposite sides of their locations. We observe that double-peaked preferences capture real-life scenarios and thus...... complement the well-studied notion of single-peaked preferences. We mainly focus on the case where peaks are equidistant from the agents’ locations and discuss how our results extend to more general settings. We show that most of the results for single-peaked preferences do not directly apply to this setting...

  16. Mobile Game Based Learning: Designing a Mobile Location Based Game

    Science.gov (United States)

    Schadenbauer, Sandra

    Today’s students grow up with rapidly changing technology. They spend much of their spare time using computer games, mobile phones and other toys and tools of the digital age. These things are part of their lives. Now it’s time to redesign the educational system and to adjust it to today’s technological opportunities. The current system is out of date. It isn’t able to arouse interest in students. With new technology, schools are able to rebuild their educational system and to spark the student’s interest in learning and further education. Passive and disinterested children will be a thing of the past.

  17. Location selection criteria for supplementary motorway facilities

    Directory of Open Access Journals (Sweden)

    Malobabić Radomir

    2002-01-01

    Full Text Available Supplementary contents along motorways are rather important facilities for a safe and secure functioning of a substantial part of the road transport system. In the paper, it has been stressed that our practice has not dealt with this problem satisfactorily throughout the motorways design process and especially in the realization phase. Therefore, the solving of this major issue ought to be approached systematically and planning oriented so as to achieve an optimal effect of supplementary contents in the motorways’ exploitation. The role of these facilities is multifold. Some relate to a safer road functioning and some enable a more comfortable and secure traveling. To make them work as a system it is indispensable to set up location selection criteria and rules for the complementary facilities Respecting the adequate rhythm and function dominance is exceptionally important as well as establishing the traffic safety and applying high ecological standards.

  18. Game Location and Team Quality Effects on Performance Profiles in Professional Soccer

    Science.gov (United States)

    Lago-Peñas, Carlos; Lago-Ballesteros, Joaquin

    2011-01-01

    Home advantage in team sports has an important role in determining the outcome of a game. The aim of the present study was to identify the soccer game- related statistics that best discriminate home and visiting teams according to the team quality. The sample included all 380 games of the Spanish professional men’s league. The independent variables were game location (home or away) and the team quality. Teams were classified into four groups according to their final ranking at the end of the league. The game-related statistics registered were divided into three groups: (i) variables related to goals scored; (ii) variables related to offense and (iii) variables related to defense. A univariate (t-test and Mann-Whitney U) and multivariate (discriminant analysis) analysis of data was done. Results showed that home teams have significantly higher means for goal scored, total shots, shots on goal, attacking moves, box moves, crosses, offsides committed, assists, passes made, successful passes, dribbles made, successful dribbles, ball possession, and gains of possession, while visiting teams presented higher means for losses of possession and yellow cards. In addition, the findings of the current study confirm that game location and team quality are important in determining technical and tactical performances in matches. Teams described as superior and those described as inferior did not experience the same home advantage. Future research should consider the influence of other confounding variables such as weather conditions, game status and team form. Key points Home teams have significantly higher figures for attack indicators probably due to facilities familiarity and crowd effects. The teams’ game-related statistics profile varied according to game location and team quality. Teams described as superior and those described as inferior did not experience the same home advantage. PMID:24150619

  19. Game location and team quality effects on performance profiles in professional soccer.

    Science.gov (United States)

    Lago-Peñas, Carlos; Lago-Ballesteros, Joaquin

    2011-01-01

    Home advantage in team sports has an important role in determining the outcome of a game. The aim of the present study was to identify the soccer game- related statistics that best discriminate home and visiting teams according to the team quality. The sample included all 380 games of the Spanish professional men's league. The independent variables were game location (home or away) and the team quality. Teams were classified into four groups according to their final ranking at the end of the league. The game-related statistics registered were divided into three groups: (i) variables related to goals scored; (ii) variables related to offense and (iii) variables related to defense. A univariate (t-test and Mann-Whitney U) and multivariate (discriminant analysis) analysis of data was done. Results showed that home teams have significantly higher means for goal scored, total shots, shots on goal, attacking moves, box moves, crosses, offsides committed, assists, passes made, successful passes, dribbles made, successful dribbles, ball possession, and gains of possession, while visiting teams presented higher means for losses of possession and yellow cards. In addition, the findings of the current study confirm that game location and team quality are important in determining technical and tactical performances in matches. Teams described as superior and those described as inferior did not experience the same home advantage. Future research should consider the influence of other confounding variables such as weather conditions, game status and team form. Key pointsHome teams have significantly higher figures for attack indicators probably due to facilities familiarity and crowd effects.The teams' game-related statistics profile varied according to game location and team quality.Teams described as superior and those described as inferior did not experience the same home advantage.

  20. Issues in the Development of Location-Based Games

    Directory of Open Access Journals (Sweden)

    João Tiago Pinheiro Neto Jacob

    2011-01-01

    Full Text Available As new and more powerful mobile devices arrive, such as smartphones, tablets and PDAs, so do new ways of interaction emerge for the users and developers to explore. These devices allow for the creation of never-before-seen applications, using the broad range of inputs and sensors these devices integrate (such as accelerometers, light sensors, electronic compasses, GPS sensor among others, that allow for more ubiquous and personalized experiences. This paper explores issues that arise during the development and design phases of such games, as well as posible solutions for them. Finally we present, a framework for the development of location-based games that is sensible to these issues. This framework was created and tested thanks to a proof-of-concept location-based game (Geo-Wars.

  1. Hanging out in the game café : Contextualising co-located computer game play practices and experiences

    OpenAIRE

    Jonsson, Fatima

    2012-01-01

    What social practices are people involved when staying in a game café? What kind of social setting is the game café? What are the attitudes towards playing computer games at home and in public among parents? What are the media representations of co-located game playing in public? What are the sensory experiences of playing co-located game play in public? This dissertation gives a descriptive and analytical account of the contexts and meanings of playing co-located computer games in public set...

  2. A localization property for facility location problems with arbitrary norms

    DEFF Research Database (Denmark)

    Juel, Henrik; Love, Robert F.

    1988-01-01

    In an earlier article (1983), the authors showed that, for facilities-location problems characterized by generalized distance norms and any even number of existing facilities, the optimal location of the new facility is at the intersection of the lines joining the pairs of facilities if these lin...

  3. Co-Located Collaborative Learning Video Game with Single Display Groupware

    Science.gov (United States)

    Infante, Cristian; Weitz, Juan; Reyes, Tomas; Nussbaum, Miguel; Gomez, Florencia; Radovic, Darinka

    2010-01-01

    Role Game is a co-located CSCL video game played by three students sitting at one machine sharing a single screen, each with their own input device. Inspired by video console games, Role Game enables students to learn by doing, acquiring social abilities and mastering subject matter in a context of co-located collaboration. After describing the…

  4. The solution of location problems with certain existing facility structures

    DEFF Research Database (Denmark)

    Juel, Henrik; Love, Robert F.

    1983-01-01

    It is known that in the Euclidean distance case, the optimal minisum location of a new facility in relation to four existing facilities is at the intersection of the two lines joining two pairs of the facilities. The authors extend this concept to minisum problems having any even number of existing...

  5. Solving the Bilevel Facility Location Problem under Preferences by a Stackelberg-Evolutionary Algorithm

    Directory of Open Access Journals (Sweden)

    José-Fernando Camacho-Vallejo

    2014-01-01

    Full Text Available This research highlights the use of game theory to solve the classical problem of the uncapacitated facility location optimization model with customer order preferences through a bilevel approach. The bilevel model provided herein consists of the classical facility location problem and an optimization of the customer preferences, which are the upper and lower level problems, respectively. Also, two reformulations of the bilevel model are presented, reducing it into a mixed-integer single-level problem. An evolutionary algorithm based on the equilibrium in a Stackelberg’s game is proposed to solve the bilevel model. Numerical experimentation is performed in this study and the results are compared to benchmarks from the existing literature on the subject in order to emphasize the benefits of the proposed approach in terms of solution quality and estimation time.

  6. Smart facility location planning using GIS technology & facility provision standards for pro-active planning of social facilities

    CSIR Research Space (South Africa)

    Green, Cheri

    2016-08-01

    Full Text Available www.csir.co.za Smart facility location planning using GIS technology & facility provision standards for pro- active planning of social facilities Cheri Green BRICS Smart Cites, Jaipur India 17-19 August 2016 Council for Scientific...

  7. The effect of avatar realism and location awareness on social presence in location-based mobile games

    OpenAIRE

    Amini Behbahani, Pooya

    2011-01-01

    Location-Based Games (LBGs) have been gaining both academic and industrial interest in the past few years. Utilizing location information, LBGs enable users to extend their social game-play from cyberspace to the real-world. However, sharing personal information particularly the physical location of users is likely to raise privacy concerns resulting in eroding players’ social experience. To further explore this issue, I investigated the impacts of two attributes of privacy, avatar realism an...

  8. Students as Game Designers vs. "Just" Players: Comparison of Two Different Approaches to Location-Based Games Implementation into School Curricula

    Science.gov (United States)

    Slussareff, Michaela; Bohácková, Petra

    2016-01-01

    This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…

  9. Congestion Service Facilities Location Problem with Promise of Response Time

    Directory of Open Access Journals (Sweden)

    Dandan Hu

    2013-01-01

    Full Text Available In many services, promise of specific response time is advertised as a commitment by the service providers for the customer satisfaction. Congestion on service facilities could delay the delivery of the services and hurts the overall satisfaction. In this paper, congestion service facilities location problem with promise of response time is studied, and a mixed integer nonlinear programming model is presented with budget constrained. The facilities are modeled as M/M/c queues. The decision variables of the model are the locations of the service facilities and the number of servers at each facility. The objective function is to maximize the demands served within specific response time promised by the service provider. To solve this problem, we propose an algorithm that combines greedy and genetic algorithms. In order to verify the proposed algorithm, a lot of computational experiments are tested. And the results demonstrate that response time has a significant impact on location decision.

  10. Uncapacitated facility location problem with self-serving demands

    African Journals Online (AJOL)

    satisfied by setting up a server there. We call these potential facility locations, demand- side. Note that a server established in a self-serving demand point, could only fulfill the requirements of this point. ...... methods of solving the uncapacitated plant location problem, Journal of Operations Management, 6(1), pp. 23–34.

  11. On a rational stopping rule for facilities location algorithms

    DEFF Research Database (Denmark)

    Juel, Henrik

    1984-01-01

    In the multifacility location problem, a number of new facilities are to be located so as to minimize a sum of weighted distances. Love and Yeong (1981) developed a lower bound on the optimal value for use in deciding when to stop an iterative solution procedure. The authors develop a stronger...

  12. Combined Simulated Annealing Algorithm for the Discrete Facility Location Problem

    Directory of Open Access Journals (Sweden)

    Jin Qin

    2012-01-01

    Full Text Available The combined simulated annealing (CSA algorithm was developed for the discrete facility location problem (DFLP in the paper. The method is a two-layer algorithm, in which the external subalgorithm optimizes the decision of the facility location decision while the internal subalgorithm optimizes the decision of the allocation of customer's demand under the determined location decision. The performance of the CSA is tested by 30 instances with different sizes. The computational results show that CSA works much better than the previous algorithm on DFLP and offers a new reasonable alternative solution method to it.

  13. Effects of game location, period, and quality of opposition in elite handball performances.

    Science.gov (United States)

    Oliveira, T; Gómez, M; Sampaio, J

    2012-06-01

    The aims of the present study were to identify (i) home advantage in elite handball according to the quality of opponent, (ii) the game periods where the teams score more goals, and (iii) the game statistics associated with the teams' success according to the game's location. The sample comprised 480 regular season games (2007-2009) from the Spanish Professional Handball League. The goals scored and shot effectiveness (6 m, 7 m, 9 m and fast breaks) were analyzed for each 5-min. game period in games between players of balanced and unbalanced quality. The home advantage was 64%, with higher values (71%) in balanced and lower values (55%) in unbalanced games. The 5-min. game periods in which teams scored more goals were the last 5-min. period of each half, especially in the second half. The effectiveness was only different in shots closer to the goal (6 m), which supports the territoriality theory of home advantage.

  14. Uncapacitated facility location problem with self-serving demands

    Directory of Open Access Journals (Sweden)

    E Monabbati

    2013-12-01

    Full Text Available In classical uncapacitated facility location problems (UFLP the goal is to satisfy requirements of some demand points by setting up some servers, among potential facility locations, such that the total cost including service costs and fixed costs are minimized. In this paper a generalization of UFLP is considered in which some demand points, called self-serving, could be served exclusively by a new server at that point. Numerical experiments show that near optimal solutions are achieved by the proposed method.

  15. Directions in locational conflict research: Voting on the location of nuclear waste disposal facilities

    International Nuclear Information System (INIS)

    Shelley, F.M.; Murauskas, G.T.

    1985-01-01

    It is clear from empirical evidence that currently significant locational conflicts concerning the siting of nuclear waste disposal facilities cannot be modeled under the standard noxious facility location paradigm that views locational conflict as conflict between regions. Rather, local populations are characterized by sharp disagreements as to whether the proposed facility is in fact salutary or noxious. Thus, conflict concerning nuclear waste disposal must be understood as a conflict among preferences and values, rather than among competing, areally defined interest groups. This has significant implications for the outcomes of political processes leading to siting decisions, as indicated in this paper. Whether intransivity occurs depends on the location and proportion of persons with different preference orderings concerning possible outcomes. Further research on this issue can and should be directed to further mathematical specification of these conditions along with empirical analysis where appropriate

  16. A Probabilistic, Facility-Centric Approach to Lightning Strike Location

    Science.gov (United States)

    Huddleston, Lisa L.; Roeder, William p.; Merceret, Francis J.

    2012-01-01

    A new probabilistic facility-centric approach to lightning strike location has been developed. This process uses the bivariate Gaussian distribution of probability density provided by the current lightning location error ellipse for the most likely location of a lightning stroke and integrates it to determine the probability that the stroke is inside any specified radius of any location, even if that location is not centered on or even with the location error ellipse. This technique is adapted from a method of calculating the probability of debris collisionith spacecraft. Such a technique is important in spaceport processing activities because it allows engineers to quantify the risk of induced current damage to critical electronics due to nearby lightning strokes. This technique was tested extensively and is now in use by space launch organizations at Kennedy Space Center and Cape Canaveral Air Force Station. Future applications could include forensic meteorology.

  17. The application of game theory and cognitive economy to analyze the problem of undesired location

    International Nuclear Information System (INIS)

    Villani, S.

    2008-01-01

    The analysts of the processes of public bodies decision - taking have long been discussing on the establishment of proper strategies to manage environmental conflicts - above all the so-called problems of undesired location of public works and facilities - efficiently (i.e. on a short-period basis so as to grant decision and agreement stability) and fairly (the parties' satisfaction is itself a further guarantee of decision and agreement stability). Each strategy, anyway, is still in progress, like a universe to create and explore. Therefore, in this paper, we will focus on the analysis of the problem and provide as well some theoretical proposals to arrange a new interpreting model of public bodies decision-taking processes based on the achievements of two new subject-matters: evolutionary game theory and cognitive economy. Both sciences share their investigation field with law and economic science. [it

  18. A spatial decision support system for special health facility location ...

    African Journals Online (AJOL)

    Access to healthcare is a determinant of the wellbeing of the people. Planning the location and distribution of health facilities to ensure efficiency and equity in the face of limited resources can be challenging, especially where the type of care requires expensive equipments and specialists. This study attempts to provide a ...

  19. 10 CFR 75.6 - Facility and location reporting.

    Science.gov (United States)

    2010-01-01

    ... 10 Energy 2 2010-01-01 2010-01-01 false Facility and location reporting. 75.6 Section 75.6 Energy... preparation of DOE/NRC Form-742. Inventory Change Reports 75.34 As specified by printed instructions for preparation of DOE/NRC Form-741 and Form-740M. Material Status Reports 75.35 As specified by printed...

  20. Probabilistic Analysis of Facility Location on Random Shortest Path Metrics

    NARCIS (Netherlands)

    Klootwijk, Stefan; Manthey, Bodo

    The facility location problem is an NP-hard optimization problem. Therefore, approximation algorithms are often used to solve large instances. Probabilistic analysis is a widely used tool to analyze such algorithms. Most research on probabilistic analysis of NP-hard optimization problems involving

  1. A hybrid nested partitions algorithm for banking facility location problems

    KAUST Repository

    Xia, Li

    2010-07-01

    The facility location problem has been studied in many industries including banking network, chain stores, and wireless network. Maximal covering location problem (MCLP) is a general model for this type of problems. Motivated by a real-world banking facility optimization project, we propose an enhanced MCLP model which captures the important features of this practical problem, namely, varied costs and revenues, multitype facilities, and flexible coverage functions. To solve this practical problem, we apply an existing hybrid nested partitions algorithm to the large-scale situation. We further use heuristic-based extensions to generate feasible solutions more efficiently. In addition, the upper bound of this problem is introduced to study the quality of solutions. Numerical results demonstrate the effectiveness and efficiency of our approach. © 2010 IEEE.

  2. Fast Flux Test Facility Asbestos Location Tracking Program

    International Nuclear Information System (INIS)

    REYNOLDS, J.A.

    1999-01-01

    Procedure Number HNF-PRO-408, revision 0, paragraph 1.0, ''Purpose,'' and paragraph 2.0, ''Requirements for Facility Management of Asbestos,'' relate building inspection and requirements for documentation of existing asbestos-containing building material (ACBM) per each building assessment. This documentation shall be available to all personnel (including contractor personnel) entering the facility at their request. Corrective action was required by 400 Area Integrated Annual Appraisal/Audit for Fiscal Year 1992 (IAA-92-0007) to provide this notification documentation. No formal method had been developed to communicate the location and nature of ACBM to maintenance personnel in the Fast Flux Test Facility (FFTF) 400 Area. The scope of this Data Package Document is to locate and evaluate any ACBM found at FFTF which constitutes a baseline. This includes all buildings within the protected area. These findings are compiled from earlier reports, numerous work packages and engineering evaluations of employee findings

  3. A game-theoretical model for selecting a site of non-preferred waste facilities

    International Nuclear Information System (INIS)

    Kim, Seong Ho; Kim, Tae Woon

    2006-01-01

    In the present work, a game-theoretic model (GTM) as a tool of conflict analysis is proposed for multiplayer multicriteria decision-making problems in a conflict situation. The developed GTM is used for obtaining the most possible resolutions in the conflict among multiple decision makers. The GTM is based on directed graph structure and solution concepts. To demonstrate the performance of the GTM, using a numerical example, the GTM is applied to an environmental conflict problem, especially a non-preferred waste disposal siting conflict available in the literature. It is found that with GTM the states in equilibrium can be recognized. The conflict under consideration is to select a site of non-preferred waste facilities. The government is to choose a site of installation for users of a toxic waste disposal facility. A certain time-point of interest is a period of time to select one of candidate sites that completely meet regular criteria of governmental body in charge of permitting a facility site. The facility siting conflict among multiple players (i.e., decision-makers, DMs) of concern is viewed as a multiple player-multiple criteria (MPMC) domain. For instance, three possible sites (i.e., site A, site B, and site C) to be selected by multiple players are characterized by the building cost, accessibility, and proximity to the residential area. Concerning the site A, the installation of a facility is not expensive, the accessible to a facility is easy, and the site A is located very near a residential area. Concerning site B, the facility is expensive to build, the facility is easily accessible, and the site is located near the residential area. Concerning site C, the installation cost is expensive, the accessibility is difficult, and the location of site is far from the residential area. In simple models, three main groups of players could be considered to be the government, users, and local residents. The government is to play a role as one of proponents or

  4. From Playing to Designing: Enhancing Educational Experiences with Location-Based Mobile Learning Games

    Science.gov (United States)

    Edmonds, Roger; Smith, Simon

    2017-01-01

    This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…

  5. Clustering based hybrid approach for facility location problem

    Directory of Open Access Journals (Sweden)

    Ashish Sharma

    2017-12-01

    Full Text Available The main objective of facility location problem is the utilization of the facility by maximum number of possible customers so that the profit is maximized. For instance, in some services like wireless sensor networks, Wi-Fi, repeaters, etc., where the service area is limited, some specific equipment is installed in such a way that it could be used by maximum number of users. Here, the number of users for a particular facility is optimized with the help of clustering technique. The study develops a model for facility allocation problem. For the solution algorithm, a hybrid approach which is based on clustering and mixed integer linear programming (MILP is proposed. The proposed method consists of two parts where in the first part, the K-means clustering technique is used and in the second part, for each cluster an MILP technique is implemented so that the facility which yields the maximum profit is obtained. Numerical examples for clustering and without clustering are presented. Analysis shows that due to clustering the average distance between facility and customer is significantly reduced.

  6. 75 FR 47618 - Final Environmental Impact Statement for the Proposed Enterprise Rancheria Gaming Facility and...

    Science.gov (United States)

    2010-08-06

    ... security area. The resort would include: an eight-story hotel with 170 rooms, a pool area, an exercise room... Proposed Enterprise Rancheria Gaming Facility and Hotel Fee-to-Trust Acquisition Project, Yuba County, CA... Impact Statement (FEIS) with the EPA for the Tribe's proposed Gaming Facility and Hotel Fee-to-Trust...

  7. GlowPhones: Designing for Proxemics Play with Low-Resolution Displays in Location-based Games

    DEFF Research Database (Denmark)

    Merritt, Timothy; Nielsen, Christine Linding; Jakobsen, Frederik Lund

    2017-01-01

    Location-based mobile games often utilize built-in sensors for supporting game experiences tied to the physical world, yet the visual user interface remains constrained to the small high-resolution screen. GlowPhones is a location-based mobile social game using low-resolution displays to augment ...

  8. Home advantage in the Brazilian soccer championship: effect of game location and team quality

    Directory of Open Access Journals (Sweden)

    Cristiano Diniz da Silva

    2010-02-01

    Full Text Available The objective of the present study was to evaluate home advantage in Brazilian soccer considering the interference of and interaction between game location and team quality in the percentage of wins and draws. Data from the Brazilian first-division soccer championship comprising a period of 10 years (1998-2007 were analyzed, for a total of 3,836 games. For club qualification the first deviation of the curve of Gauss was used in relation to the punctuation obtained. Clubs presenting a punctuation higher than this deviation were classified as high quality (HQ, clubs with an intermediate punctuation as average quality (AQ, and clubs with a lower puncutation as low quality (LQ. There was an effect of game location (p< 0.001; η2=0.88, with clubs playing at home winninng on average 25% more games. This effect was less pronounced for LQ teams compared to AQ and HQ teams (p< 0.001, a find-ing indicating a significant effect of team quality (η2=0.89. A significant, although of medium strength, interaction was observed between team quality and game location for the percentage of wins at home (p=0.023; η2=0.13. There was also a significant relationship between game location and team quality for draws (p< 0.001; η2=0.39, with no important influence of the individual factors. HQ teams presented fewer draws at home than away, while the opposite was observed for LQ clubs (p< 0.05. No difference between draws at home and away was observed for AQ teams. In conclusion, game location is an advantageous factor in Brazilian first-division soccer championship games, with this factor being more pronounced in the case of high quality teams.

  9. Location-Based Mobile Games and Sense of Place: An Ethnographic Study on Ingress

    OpenAIRE

    Tokgöz, Cemile

    2017-01-01

    Locative media, which consists of network, mobile devices, locational data and urban spaces, is an interdisciplinary research topic at the intersection of communication, urban sociology and ecological psychology. It merges digital information into physical places and functions as an interface between user and the urban space. Location-based social networks and location-based mobile games change the ways of seeing the place and create hybrid place experiences. Hybrid places which consist of ph...

  10. GAME LOCATION AND TEAM QUALITY EFFECTS ON PERFORMANCE PROFILES IN PROFESSIONAL SOCCER

    Directory of Open Access Journals (Sweden)

    Carlos Lago-Peñas

    2011-09-01

    Full Text Available Home advantage in team sports has an important role in determining the outcome of a game. The aim of the present study was to identify the soccer game- related statistics that best discriminate home and visiting teams according to the team quality. The sample included all 380 games of the Spanish professional men's league. The independent variables were game location (home or away and the team quality. Teams were classified into four groups according to their final ranking at the end of the league. The game-related statistics registered were divided into three groups: (i variables related to goals scored; (ii variables related to offense and (iii variables related to defense. A univariate (t-test and Mann-Whitney U and multivariate (discriminant analysis analysis of data was done. Results showed that home teams have significantly higher means for goal scored, total shots, shots on goal, attacking moves, box moves, crosses, offsides committed, assists, passes made, successful passes, dribbles made, successful dribbles, ball possession, and gains of possession, while visiting teams presented higher means for losses of possession and yellow cards. In addition, the findings of the current study confirm that game location and team quality are important in determining technical and tactical performances in matches. Teams described as superior and those described as inferior did not experience the same home advantage. Future research should consider the influence of other confounding variables such as weather conditions, game status and team form

  11. National Ignition Facility and Managing Location, Component, and State

    International Nuclear Information System (INIS)

    Foxworthy, C.; Fung, T.; Beeler, R.; Li, J.; Dugorepec, J.; Chang, C.

    2011-01-01

    The National Ignition Facility (NIF) at the Lawrence Livermore National Laboratory is a stadium-sized facility that contains a 192-beam, 1.8-Megajoule, 500-Terawatt, ultraviolet laser system coupled with a 10-meter diameter target chamber. There are over 6,200 Line Replaceable Units (LRUs) comprised of more than 104,000 serialized parts that make up the NIF. Each LRU is a modular unit typically composed of a mechanical housing, laser optics (glass, lenses, or mirrors), and utilities. To date, there are more than 120,000 data sets created to characterize the attributes of these parts. Greater than 51,000 Work Permits have been issued to install, maintain, and troubleshoot the components. One integrated system is used to manage these data, and more. The Location Component and State (LoCoS) system is a web application built using Java Enterprise Edition technologies and is accessed by over 1,200 users. It is either directly or indirectly involved with each aspect of NIF work activity, and interfaces with ten external systems including the Integrated Computer Control System (ICCS) and the Laser Performance Operations Model (LPOM). Besides providing business functionality, LoCoS also acts as the NIF enterprise service bus. In this role, numerous integration approaches had to be adopted including: file exchange, database sharing, queuing, and web services in order to accommodate various business, technical, and security requirements. Architecture and implementation decisions are discussed.

  12. National Ignition Facility and Managing Location, Component, and State

    Energy Technology Data Exchange (ETDEWEB)

    Foxworthy, C; Fung, T; Beeler, R; Li, J; Dugorepec, J; Chang, C

    2011-07-25

    The National Ignition Facility (NIF) at the Lawrence Livermore National Laboratory is a stadium-sized facility that contains a 192-beam, 1.8-Megajoule, 500-Terawatt, ultraviolet laser system coupled with a 10-meter diameter target chamber. There are over 6,200 Line Replaceable Units (LRUs) comprised of more than 104,000 serialized parts that make up the NIF. Each LRU is a modular unit typically composed of a mechanical housing, laser optics (glass, lenses, or mirrors), and utilities. To date, there are more than 120,000 data sets created to characterize the attributes of these parts. Greater than 51,000 Work Permits have been issued to install, maintain, and troubleshoot the components. One integrated system is used to manage these data, and more. The Location Component and State (LoCoS) system is a web application built using Java Enterprise Edition technologies and is accessed by over 1,200 users. It is either directly or indirectly involved with each aspect of NIF work activity, and interfaces with ten external systems including the Integrated Computer Control System (ICCS) and the Laser Performance Operations Model (LPOM). Besides providing business functionality, LoCoS also acts as the NIF enterprise service bus. In this role, numerous integration approaches had to be adopted including: file exchange, database sharing, queuing, and web services in order to accommodate various business, technical, and security requirements. Architecture and implementation decisions are discussed.

  13. THE TIPOLOGY OF PHYSICAL STRUCTURES OF PROGRAM FACILITIES FOR GAMES AND SPORT

    Directory of Open Access Journals (Sweden)

    Svetislav G. Popović

    2015-05-01

    Full Text Available This paper presents the analytical research of spatial facilities for games and sport in Montenegro with comparative indicators of solutions for these in the area of Europe. The categories of the following activities have been included through the typology – classification: children's games, games and sport in schools, free activities of extracurricular youths and adults, top sports and activities and exercises for medical therapeutic purposes.

  14. National Ignition Facility and managing location, component, and state

    International Nuclear Information System (INIS)

    Foxworthy, Cemil; Fung, Tracy; Beeler, Rich; Li, Joyce; Dugorepec, Jasna; Chang, Cathy

    2012-01-01

    Highlights: ► NIF in comprised of over 100k serialized parts that must be tracked and maintained. ► We discuss a web-based integrated parts management system designed for NIF. ► The parts database stores associated calibration data with effective dates. ► The system interfaces with the NIF control system and performance models. ► Work activity (Permits, Problem Logs, Work Orders) are managed by the system. - Abstract: The National Ignition Facility (NIF) at the Lawrence Livermore National Laboratory is a stadium-sized facility that contains a 192-beam, 1.8-MJ, 500-TW, ultraviolet laser system coupled with a 10-m diameter target chamber. There are over 6200 Line Replaceable Units (LRUs) comprised of more than 104,000 serialized parts that make up the NIF. Each LRU is a modular unit typically composed of a mechanical housing, laser optics (glass, lenses, or mirrors), and utilities. To date, there are more than 120,000 data sets created to characterize the attributes of these parts. Greater than 51,000 Work Permits have been issued to install, maintain, and troubleshoot the components. One integrated system is used to manage these data, and more. The Location Component and State (LoCoS) system is a web application built using Java Enterprise Edition technologies and is accessed by over 1200 users. It is either directly or indirectly involved with each aspect of NIF work activity, and interfaces with ten external systems including the Integrated Computer Control System (ICCS) and the Laser Performance Operations Model (LPOM). Besides providing business functionality, LoCoS also acts as the NIF enterprise service bus. In this role, numerous integration approaches had to be adopted including: file exchange, database sharing, queuing, and web services in order to accommodate various business, technical, and security requirements. Architecture and implementation decisions are discussed.

  15. 3D Space-Time Visualization of Player Behaviour in Pervasive Location-Based Games

    Directory of Open Access Journals (Sweden)

    Paul Coulton

    2008-01-01

    Full Text Available Location-based games not only offer new experiences for the players, but also present new challenges for researchers in terms of analyzing player behaviour. Whilst many ethnographical studies have presented useful qualitative insights into this area, there is the potential to both improve support for these studies and to provide more effective representations of the quantitative data that can often be extracted from the game itself in a manner that enables greater understanding. In this paper, we illustrate how combined spatial and temporal information can be represented using the human geographers' technique of space-time paths to provide 3D visualizations of a player's or players' movement. Our analysis of a particular location-based game shows how a richer understanding of overall game play is obtained and highlights the possibilities for using the technique for a whole range of location-based services to provide a more complete view of complexities of journeys. Further, we discuss how these techniques can be utilized more generally by ethnographers who study the behaviour of mobile actors.

  16. Location, location, location

    NARCIS (Netherlands)

    Anderson, S.P.; Goeree, J.K.; Ramer, R.

    1997-01-01

    We analyze the canonical location-then-price duopoly game with general log- concave consumer densities. A unique pure-strategy equilibrium to the two-stage game exists if the density is not "too asymmetric" and not "too concave." These criteria are satisfied by many commonly used densities.

  17. A locational gaming model with CO2 emission tax and limits

    International Nuclear Information System (INIS)

    Yu, Z.; Preckel, P.V.; Nderitu, G.; Sparrow, F.T.

    2001-01-01

    This paper presents a locational (spatial) gaming model with CO 2 emission and transmission capacity limits. It is developed for simulating strategic behavior of electricity producers in deregulated electricity markets. The model has multiple players, each maximizing their individual profit with a CO 2 emission tax included to reflect the societal cost of environment damages caused by CO 2 emission from different locations. In the paper, the multiple-producer profits are converted into a set of Lagrangian functions with power production and supply as the primary control variables, resulting in a set of unconstrained, individual profit maximization equations. The Karush-Kuhn-Tucker necessary conditions are then derived and solved simultaneously incorporating Cournot gaming strategy. Case studies show the successful application of the model. (author)

  18. The Player as Author: Exploring the Effects of Mobile Gaming and the Location-Aware Interface on Storytelling

    Directory of Open Access Journals (Sweden)

    Tim Hetland

    2012-02-01

    Full Text Available The mobile internet expands the immersive potential of storytelling by introducing electronic games powered by portable, location-aware interfaces. Mobile gaming has become the latest iteration in a decades-long evolution of electronic games that seek to empower the player not just as an avatar in a gameworld but also as a co-author of that gameworld, alongside the game’s original designers. Location-aware interfaces allow players to implicate places in the physical world as part of their gameworld (and vice versa for the first time. In addition to empowering the player as a co-author in the process of constructing a compelling gameworld, then, mobile games eschew linear narrative structures in favor of a cooperative storytelling process that is reliant in part on the player’s experience of place. While such an author-player “worldmaking” approach to storytelling is not new, mobile games evolve the process beyond what has yet been possible within the technical and physical constraints of the traditional video gaming format. Location-aware interfaces allow mobile games to extend the worldmaking process beyond the screen and into the physical world, co-opting the player’s sensory experiences of real-world places as potential storytelling tools. In our essay, we theorize the unique storytelling potential of mobile games while describing our experience attempting to harness that potential through the design and implementation of our hybrid-reality game University of Death.

  19. Social Capital Accumulation in Location-Based Mobile Game Playing: A Multiple-Process Approach.

    Science.gov (United States)

    Sung, Hei-Tung; Sigerson, Leif; Cheng, Cecilia

    2017-08-01

    In the summer of 2016, the widespread popularization of the game Pokémon Go brought the public's attention to the possible socialization benefits associated with location-based mobile games (LBMGs), yet no studies to date have investigated this issue. LBMGs deserve greater research attention because this type of game provides a unique gaming experience that encourages players to leave their homes and navigate around their neighborhood. This distinctive feature may promote more face-to-face interactions among LBMG players. Grounded in social capital theories, the present study compared the levels of both bridging and bonding social capital between LBMG and non-LBMG players. More important, we formulated a multiple-process model to explain the hypothesized psychological mechanisms underlying social capital accumulation among LBMG players. Participants were 349 U.S. participants (57 percent men; M age  = 32.40, SD age  = 7.92, age range = 19-66). Results supported the proposed model by revealing that face-to-face interaction was crucial to the accrual of both bridging and bonding social capital among LBMG players, through enhancing their levels of communication frequency and self-disclosure. The present findings have implications for the utilization of LBMG as a potential tool to promote face-to-face interactions and accumulate social capital.

  20. Merging digital and urban play spaces: Learning by playing and creating location-based games in secondary education

    NARCIS (Netherlands)

    Huizenga, J.; Admiraal, W.; ten Dam, G.; Gouscos, D.; Meimaris, M.

    2011-01-01

    With handhelds, it is possible to mix virtual with real-world data (i.e. locations and contexts) connecting virtual worlds to real life. Handheld games can be used to engage students with learning in their (school) environment. In a project called 'Games Atelier' innovative pedagogy was developed

  1. On models for continuous facility location with partial coverage

    DEFF Research Database (Denmark)

    Brimberg, Jack; Juel, Henrik; Körner, Mark-Christoph

    2014-01-01

    This paper presents a new concept of partial coverage distance, where demand points within a given threshold distance of a new facility are covered in the traditional sense, while non-covered demand points are penalized an amount proportional to their distance to the covered region. Two single...

  2. A simulation based research on chance constrained programming in robust facility location problem

    Directory of Open Access Journals (Sweden)

    Kaijun Leng

    2017-03-01

    Full Text Available Since facility location decisions problem include long-term character and potential parameter variations, it is important to consider uncertainty in its modeling. This paper examines robust facility location problem considering supply uncertainty, in which we assume the supply of the facility in the actual operation is not equal to the supply initially established, the supply is subject to random fluctuation. The chance constraints are introduced when formulating the robust facility location model to make sure the system operate properly with a certain probability while the supply fluctuates. The chance constraints are approximated safely by using Hoeffding’s inequality and the problem is transformed to a general deterministic linear programming. Furthermore, how the facility location cost change with confidence level is investigated through a numerical example. The sensitivity analysis is conducted for important parameters of the model and we get the main factors that affect the facility location cost.

  3. 77 FR 42621 - Irradiation Treatment; Location of Facilities in the Southern United States

    Science.gov (United States)

    2012-07-20

    .... APHIS-2009-0100] RIN 0579-AD35 Irradiation Treatment; Location of Facilities in the Southern United... amending the phytosanitary treatment regulations to provide generic criteria for new irradiation treatment facilities in the Southern States of the United States. This action will allow irradiation facilities to be...

  4. Approximation algorithms for facility location problems with a special class of subadditive cost functions

    NARCIS (Netherlands)

    Gabor, Adriana F.; van Ommeren, Jan C.W.

    2006-01-01

    In this article we focus on approximation algorithms for facility location problems with subadditive costs. As examples of such problems, we present three facility location problems with stochastic demand and exponential servers, respectively inventory. We present a $(1+\\varepsilon, 1)$-reduction of

  5. Performance indicators analysis at Brazilian and Italian women's volleyball leagues according to game location, game outcome, and set number.

    Science.gov (United States)

    Campos, Fabio A D; Stanganélli, Luiz C R; Campos, Leandra C B; Pasquarelli, Bruno N; Gómez, Miguel-Angel

    2014-04-01

    This study was done to investigate the advantage of playing at home in elite women's volleyball leagues and the influence of performance indicators in the game score according to set number. The sample consisted of 240 games of the Brazilian Volleyball League (n = 132 games) and the Italian Volleyball League (n = 108 games) from the 2011-2012 season. The relationship of performance indicators (including serve, attack, block, and opponents' errors) with the game outcome (win or lose) was assessed. The results showed that there was a home advantage effect in women's volleyball leagues, with a higher prevalence of victory for the home teams in Brazilian and Italian leagues (58 and 56%, respectively). When related to the performance indicators and among the aspects that were most highly correlated with victory, the attack was the technical indicator that explained most of the results of volleyball games.

  6. Comparison of optimized algorithms in facility location allocation problems with different distance measures

    Science.gov (United States)

    Kumar, Rakesh; Chandrawat, Rajesh Kumar; Garg, B. P.; Joshi, Varun

    2017-07-01

    Opening the new firm or branch with desired execution is very relevant to facility location problem. Along the lines to locate the new ambulances and firehouses, the government desires to minimize average response time for emergencies from all residents of cities. So finding the best location is biggest challenge in day to day life. These type of problems were named as facility location problems. A lot of algorithms have been developed to handle these problems. In this paper, we review five algorithms that were applied to facility location problems. The significance of clustering in facility location problems is also presented. First we compare Fuzzy c-means clustering (FCM) algorithm with alternating heuristic (AH) algorithm, then with Particle Swarm Optimization (PSO) algorithms using different type of distance function. The data was clustered with the help of FCM and then we apply median model and min-max problem model on that data. After finding optimized locations using these algorithms we find the distance from optimized location point to the demanded point with different distance techniques and compare the results. At last, we design a general example to validate the feasibility of the five algorithms for facilities location optimization, and authenticate the advantages and drawbacks of them.

  7. A heuristic approach to handle capacitated facility location problem evaluated using clustering internal evaluation

    Science.gov (United States)

    Sutanto, G. R.; Kim, S.; Kim, D.; Sutanto, H.

    2018-03-01

    One of the problems in dealing with capacitated facility location problem (CFLP) is occurred because of the difference between the capacity numbers of facilities and the number of customers that needs to be served. A facility with small capacity may result in uncovered customers. These customers need to be re-allocated to another facility that still has available capacity. Therefore, an approach is proposed to handle CFLP by using k-means clustering algorithm to handle customers’ allocation. And then, if customers’ re-allocation is needed, is decided by the overall average distance between customers and the facilities. This new approach is benchmarked to the existing approach by Liao and Guo which also use k-means clustering algorithm as a base idea to decide the facilities location and customers’ allocation. Both of these approaches are benchmarked by using three clustering evaluation methods with connectedness, compactness, and separations factors.

  8. An iterated tabu search heuristic for the Single Source Capacitated Facility Location Problem

    DEFF Research Database (Denmark)

    Ho, Sin C.

    2015-01-01

    This paper discusses the Single Source Capacitated Facility Location Problem (SSCFLP) where the problem consists in determining a subset of capacitated facilities to be opened in order to satisfy the customers’ demands such that total costs are minimized. The paper presents an iterated tabu searc...... competitive with other metaheuristic approaches for solving the SSCFLP....

  9. Correction and development of psychomotor function of deaf children of midchildhood by facilities of mobile games.

    Directory of Open Access Journals (Sweden)

    Іvahnenko A.A.

    2011-03-01

    Full Text Available The problem of correction and development of psychomotor sphere of deaf children of midchildhood is considered by facilities of physical education, in particular by mobile games. The analysis of publications of research workers is resulted in relation to the problem of development of psychomotor function of deaf children in a theory and practice of correction work. In theory is grounded value of mobile games as effective mean of development of psychomotor sphere of deaf lower boys. The necessity of application of the specially adapted mobile games is set in the process of correction-pedagogical work with the deaf children of midchildhood. The pedagogical looking is presented after the features of playing activity of deaf children of 1-4 classes.

  10. Gaming

    OpenAIRE

    Camilleri, Cassi

    2014-01-01

    In ancient times games played an integral role in society. Whilst in today’s hyperlinked world, games have evolved into complex, sophisticated mechanisms that enthral millions. http://www.um.edu.mt/think/the-school-of-games/

  11. A reliable facility location design model with site-dependent disruption in the imperfect information context

    Science.gov (United States)

    Yun, Lifen; Wang, Xifu; Fan, Hongqiang; Li, Xiaopeng

    2017-01-01

    This paper proposes a reliable facility location design model under imperfect information with site-dependent disruptions; i.e., each facility is subject to a unique disruption probability that varies across the space. In the imperfect information contexts, customers adopt a realistic “trial-and-error” strategy to visit facilities; i.e., they visit a number of pre-assigned facilities sequentially until they arrive at the first operational facility or give up looking for the service. This proposed model aims to balance initial facility investment and expected long-term operational cost by finding the optimal facility locations. A nonlinear integer programming model is proposed to describe this problem. We apply a linearization technique to reduce the difficulty of solving the proposed model. A number of problem instances are studied to illustrate the performance of the proposed model. The results indicate that our proposed model can reveal a number of interesting insights into the facility location design with site-dependent disruptions, including the benefit of backup facilities and system robustness against variation of the loss-of-service penalty. PMID:28486564

  12. New spatial clustering-based models for optimal urban facility location considering geographical obstacles

    Science.gov (United States)

    Javadi, Maryam; Shahrabi, Jamal

    2014-03-01

    The problems of facility location and the allocation of demand points to facilities are crucial research issues in spatial data analysis and urban planning. It is very important for an organization or governments to best locate its resources and facilities and efficiently manage resources to ensure that all demand points are covered and all the needs are met. Most of the recent studies, which focused on solving facility location problems by performing spatial clustering, have used the Euclidean distance between two points as the dissimilarity function. Natural obstacles, such as mountains and rivers, can have drastic impacts on the distance that needs to be traveled between two geographical locations. While calculating the distance between various supply chain entities (including facilities and demand points), it is necessary to take such obstacles into account to obtain better and more realistic results regarding location-allocation. In this article, new models were presented for location of urban facilities while considering geographical obstacles at the same time. In these models, three new distance functions were proposed. The first function was based on the analysis of shortest path in linear network, which was called SPD function. The other two functions, namely PD and P2D, were based on the algorithms that deal with robot geometry and route-based robot navigation in the presence of obstacles. The models were implemented in ArcGIS Desktop 9.2 software using the visual basic programming language. These models were evaluated using synthetic and real data sets. The overall performance was evaluated based on the sum of distance from demand points to their corresponding facilities. Because of the distance between the demand points and facilities becoming more realistic in the proposed functions, results indicated desired quality of the proposed models in terms of quality of allocating points to centers and logistic cost. Obtained results show promising

  13. Location-based technology and game-based learning in secondary education: learning about medieval Amsterdam

    NARCIS (Netherlands)

    Admiraal, W.; Akkerman, S.; Huizenga, J.; van Zeijts, H.

    2009-01-01

    Mobile games in education are excellent ways to combine situated, active and constructive learning with fun. In the mobile city game Frequency 1550 teams -of four students each- step into the game's world. With help of the Internet, smart phones and GPS technology, Amsterdam changes into a medieval

  14. A hybrid algorithm for stochastic single-source capacitated facility location problem with service level requirements

    Directory of Open Access Journals (Sweden)

    Hosseinali Salemi

    2016-04-01

    Full Text Available Facility location models are observed in many diverse areas such as communication networks, transportation, and distribution systems planning. They play significant role in supply chain and operations management and are one of the main well-known topics in strategic agenda of contemporary manufacturing and service companies accompanied by long-lasting effects. We define a new approach for solving stochastic single source capacitated facility location problem (SSSCFLP. Customers with stochastic demand are assigned to set of capacitated facilities that are selected to serve them. It is demonstrated that problem can be transformed to deterministic Single Source Capacitated Facility Location Problem (SSCFLP for Poisson demand distribution. A hybrid algorithm which combines Lagrangian heuristic with adjusted mixture of Ant colony and Genetic optimization is proposed to find lower and upper bounds for this problem. Computational results of various instances with distinct properties indicate that proposed solving approach is efficient.

  15. The adequacy of the facility and the location of waste collection

    Science.gov (United States)

    Ulrich-Supovec, Marjana

    2017-07-01

    The purpose of this article is to summarise some provisions of the legislation applicable in the territory of the Republic of Slovenia that have to be complied with when selecting facilities intended for waste collection. In addition to equipment, the adequacy of such facility also depends on its site. Not only waste management legislation and environment protection legislation, but also legislation governing water, nature preservation and conservation, natural and cultural heritage and mining legislation stipulate the possibility of using facilities where collectors can sort and store waste before depositing it for subsequent management. This paper presents location examples where various factors exclude the possibility of using facilities as waste collection centres.

  16. Characteristics of mammography facility locations and stage of breast cancer at diagnosis in Chicago.

    Science.gov (United States)

    Tarlov, Elizabeth; Zenk, Shannon N; Campbell, Richard T; Warnecke, Richard B; Block, Richard

    2009-03-01

    In the United States, despite substantial investment in public health initiatives to promote early detection of breast cancer through screening mammography, the proportion of female breast cancers that have advanced beyond the localized stage by the time of diagnosis remains high. Our objective in this exploratory study was to investigate whether stage of breast cancer at diagnosis among Chicago residents is associated with characteristics of the neighborhoods in which proximate mammography facilities are located. Those characteristics may influence likelihood of utilizing the service routinely and partly explain differences in stage at diagnosis. We used a retrospective cohort design and combined 3 years of data from the Illinois State Cancer Registry (ISCR) with information on locations of mammography facilities, public transportation service, crime, and area demographic and economic characteristics. Using a Geographic Information System (GIS), we identified the five facilities located nearest to each case's residence. Estimates of the association between characteristics of mammography facility locations and breast cancer stage at diagnosis were obtained using the partial proportional odds regression model. We found that the number of homicides in areas in which the nearest mammography facilities were located was associated with increased odds of later stage diagnosis. This effect was independent of age, race, and residential area education and income. We found no effect on stage of distance, public transportation service, or measures of neighborhood social similarity. The "spatial dynamics" of health may involve geographies beyond the immediate neighborhood. The results of our study suggest that areas in which the nearest mammography facilities are located may be one such geography. We hope that this study will spark research interest in the impact of health service locations on utilization.

  17. A minisum model with forbidden regions for locating a semi-desirable facility in the plane

    DEFF Research Database (Denmark)

    Juel, Henrik; Brimberg, Jack

    1998-01-01

    -desirable facility that accounts for the service costs by a standard minisum objective with arbitrary travel distance function. The social costs are imputed by specifying around each demand point or population center a convex forbidden region, also defined by an arbitrary distance metric, in which the new facility...... may not be located. A general solution algorithm is suggested, and the methodology is applied to circular forbidden regions and special travel distance functions....

  18. A minisum model with forbidden regions for locating a semi-desirable facility in the plane

    DEFF Research Database (Denmark)

    Brimberg, Jack; Juel, Henrik

    -desirable facility which accounts for the service costs by a standard minisum objective with arbitrary travel distance function. The social costs are imputed by specifying around each demand point or population center a convex forbidden region, also defined by an arbitrary distance metric, in which the new facility...... may not be located. A general solution algorithm is suggested, and the methodology applied to circular forbidden regions and special travel distance functions....

  19. 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

  20. 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

  1. Cuckoo search via Levy flights applied to uncapacitated facility location problem

    Science.gov (United States)

    Mesa, Armacheska; Castromayor, Kris; Garillos-Manliguez, Cinmayii; Calag, Vicente

    2017-11-01

    Facility location problem (FLP) is a mathematical way to optimally locate facilities within a set of candidates to satisfy the requirements of a given set of clients. This study addressed the uncapacitated FLP as it assures that the capacity of every selected facility is finite. Thus, even if the demand is not known, which often is the case, in reality, organizations may still be able to take strategic decisions such as locating the facilities. There are different approaches relevant to the uncapacitated FLP. Here, the cuckoo search via Lévy flight (CS-LF) was used to solve the problem. Though hybrid methods produce better results, this study employed CS-LF to determine first its potential in finding solutions for the problem, particularly when applied to a real-world problem. The method was applied to the data set obtained from a department store in Davao City, Philippines. Results showed that applying CS-LF yielded better facility locations compared to particle swarm optimization and other existing algorithms. Although these results showed that CS-LF is a promising method to solve this particular problem, further studies on other FLP are recommended to establish a strong foundation of the capability of CS-LF in solving FLP.

  2. A Simulated Annealing Methodology to Multiproduct Capacitated Facility Location with Stochastic Demand

    Directory of Open Access Journals (Sweden)

    Jin Qin

    2015-01-01

    Full Text Available A stochastic multiproduct capacitated facility location problem involving a single supplier and multiple customers is investigated. Due to the stochastic demands, a reasonable amount of safety stock must be kept in the facilities to achieve suitable service levels, which results in increased inventory cost. Based on the assumption of normal distributed for all the stochastic demands, a nonlinear mixed-integer programming model is proposed, whose objective is to minimize the total cost, including transportation cost, inventory cost, operation cost, and setup cost. A combined simulated annealing (CSA algorithm is presented to solve the model, in which the outer layer subalgorithm optimizes the facility location decision and the inner layer subalgorithm optimizes the demand allocation based on the determined facility location decision. The results obtained with this approach shown that the CSA is a robust and practical approach for solving a multiple product problem, which generates the suboptimal facility location decision and inventory policies. Meanwhile, we also found that the transportation cost and the demand deviation have the strongest influence on the optimal decision compared to the others.

  3. An Approximation Algorithm for the Facility Location Problem with Lexicographic Minimax Objective

    Directory of Open Access Journals (Sweden)

    Ľuboš Buzna

    2014-01-01

    Full Text Available We present a new approximation algorithm to the discrete facility location problem providing solutions that are close to the lexicographic minimax optimum. The lexicographic minimax optimum is a concept that allows to find equitable location of facilities serving a large number of customers. The algorithm is independent of general purpose solvers and instead uses algorithms originally designed to solve the p-median problem. By numerical experiments, we demonstrate that our algorithm allows increasing the size of solvable problems and provides high-quality solutions. The algorithm found an optimal solution for all tested instances where we could compare the results with the exact algorithm.

  4. Exploring the Potential of a Location Based Augmented Reality Game for Language Learning

    Science.gov (United States)

    Richardson, Donald

    2016-01-01

    This paper adds to the small but growing body of research into the potential of augmented reality games for teaching and learning English as a foreign language (EFL). It explores the extent to which such games enhance the language learning experience of advanced level EFL learners. The author draws on his work developing "Mission not really…

  5. Review of the Physical Science Facility Stack Air Sampling Probe Locations

    Energy Technology Data Exchange (ETDEWEB)

    Glissmeyer, John A.

    2007-09-30

    This letter report reviews compliance of the current design of the Physical Science Facility (PSF) stack air sampling locations with the ANSI/HPS N13.1-1999 standard. The review was based on performance criteria used for locating air sampling probes, the design documents provided and available information on systems previously tested for compliance with the criteria. Recommendations are presented for ways to bring the design into compliance with the requirements for the sampling probe placement.

  6. Locations and attributes of utility-scale solar power facilities in Colorado and New Mexico, 2011

    Science.gov (United States)

    Ignizio, Drew A.; Carr, Natasha B.

    2012-01-01

    The data series consists of polygonal boundaries for utility-scale solar power facilities (both photovoltaic and concentrating solar power) located within Colorado and New Mexico as of December 2011. Attributes captured for each facility include the following: facility name, size/production capacity (in MW), type of solar technology employed, location, state, operational status, year the facility came online, and source identification information. Facility locations and perimeters were derived from 1-meter true-color aerial photographs (2011) produced by the National Agriculture Imagery Program (NAIP); the photographs have a positional accuracy of about ±5 meters (accessed from the NAIP GIS service: http://gis.apfo.usda.gov/arcgis/services). Solar facility perimeters represent the full extent of each solar facility site, unless otherwise noted. When visible, linear features such as fences or road lines were used to delineate the full extent of the solar facility. All related equipment including buildings, power substations, and other associated infrastructure were included within the solar facility. If solar infrastructure was indistinguishable from adjacent infrastructure, or if solar panels were installed on existing building tops, only the solar collecting equipment was digitized. The "Polygon" field indicates whether the "equipment footprint" or the full "site outline" was digitized. The spatial accuracy of features that represent site perimeters or an equipment footprint is estimated at +/- 10 meters. Facilities under construction or not fully visible in the NAIP imagery at the time of digitization (December 2011) are represented by an approximate site outline based on the best available information and documenting materials. The spatial accuracy of these facilities cannot be estimated without more up-to-date imagery – users are advised to consult more recent imagery as it becomes available. The "Status" field provides information about the operational

  7. A Proposal of a Genetic Algorithm for Uncapacitated Facility Location Problem

    Science.gov (United States)

    Tohyama, Hiroaki; Ida, Kenichi; Matsueda, Jun

    Uncapacitated Facility Location Problem (UFLP) is a fundamental optimization problem about the selection of locations where some facilities in which the same service is supplied are placed. Since it is shown that UFLP is NP-hard, it is thought that there exists no hope in finding a polynomial time algorithm through which an optimal solution is always obtained. In this paper, we propose a genetic algorithm for solving UFLP. In UFLP, according to the ratio for the cost for facilities placement and the cost for which the users use the facility, the number of facility placement locations can be expected, roughly. Therefore, the partial solution space that seems there is a good solution can be expected to some extent based on the classification index. By using the mutation with the operation which searches the partial solution space where it can be expected that there is a good solution, the proposed method can search the whole space of solutions efficiently. The effectiveness is shown by a numerical experiment where our method is compared with existing methods.

  8. Facility Location Modeling in Multi-Echelon Distribution System: A Case Study of Indonesian Liquefied Petroleum Gas Supply Chain

    Directory of Open Access Journals (Sweden)

    Ilyas Masudin

    2013-04-01

    Full Text Available This paper presents model of Indonesian LPG supply chain by opening new facilities (new echelon taking into account the current facilities. The objective is to investigate the relation between distribution costs such as transportation, inventory cost and facility location in Indonesian multi-echelon LPG supply chain. Fixed-charged capacitated facility location problem is used to determine the optimal solution of the proposed model. In the sensitivity analysis, it is reported that the trade-offs between facility locations and distribution costs are exist. Results report that as the number of facility increases, total transportation and inventory cost also increase.

  9. A simultaneous facility location and vehicle routing problem arising in health care logistics in the Netherlands

    NARCIS (Netherlands)

    Veenstra, Marjolein; Roodbergen, Kees Jan; Coelho, Leandro C.; Zhu, Stuart X.

    2018-01-01

    This paper introduces a simultaneous facility location and vehicle routing problem that arises in health care logistics in the Netherlands. In this problem, the delivery of medication from a local pharmacy can occur via lockers, from where patients that are within the coverage distance of a locker

  10. Location Optimization of Urban Mining Facilities with Maximal Covering Model in GIS: A Case of China

    NARCIS (Netherlands)

    Xue, Yanyan; Wen, Zongguo; Ji, Xiaoli; Bressers, Johannes T.A.; Zhang, Chenkai

    Urban mining offers an efficient supply of resources because of rich mines and low environmental impacts. Location selection and optimization for urban mining facilities is more complicated than for natural mines, given that it may vary according to the urban population, consumption habits, and

  11. 77 FR 60715 - Information Collection Activities: Oil-Spill Response Requirements for Facilities Located Seaward...

    Science.gov (United States)

    2012-10-04

    ... requested to meet w/BSEE to discuss storm recovery strategies/pollution. 46(c) Notify BSEE & responsible... Facilities Located Seaward of the Coast Line; Submitted for Office of Management and Budget (OMB) Review... Pollution Control Act, as amended by the Oil Pollution Act of 1990 (OPA), requires that a spill-response...

  12. 77 FR 58470 - Irradiation Treatment; Location of Facilities in the Southern United States; Technical Amendment

    Science.gov (United States)

    2012-09-21

    .... APHIS-2009-0100] RIN 0579-AD35 Irradiation Treatment; Location of Facilities in the Southern United... things, allow for irradiation treatment of mangoes from India upon arrival in the mainland United States... 20, 2012, we amended the regulations in Sec. 319.56-46 to allow for irradiation treatment of mangoes...

  13. A simple dual ascent algorithm for the multilevel facility location problem

    NARCIS (Netherlands)

    Bumb, A.F.; Kern, Walter

    2001-01-01

    We present a simple dual ascent method for the multilevel facility location problem which finds a solution within $6$ times the optimum for the uncapacitated case and within $12$ times the optimum for the capacitated one. The algorithm is deterministic and based on the primal-dual technique.

  14. Strategic closed-loop facility location problem with carbon market trading

    DEFF Research Database (Denmark)

    Diabat, A.; Abdallah, T.; Al-Refaie, A.

    2013-01-01

    facility location problem with a trading price of carbon emissions and a cost of procurement. The company might either incur costs if the carbon cap, normally assigned by regulatory agencies, is lower than the total emissions, or gain profit if the carbon cap is higher than the total emissions. A numerical...

  15. 18 CFR 292.208 - Special requirements for hydroelectric small power production facilities located at a new dam or...

    Science.gov (United States)

    2010-04-01

    ... for hydroelectric small power production facilities located at a new dam or diversion. 292.208 Section... requirements for hydroelectric small power production facilities located at a new dam or diversion. (a) A hydroelectric small power production facility that impounds or diverts the water of a natural watercourse by...

  16. The adequacy of the facility and the location of waste collection

    Directory of Open Access Journals (Sweden)

    Ulrich-Supovec Marjana

    2017-07-01

    Full Text Available The purpose of this article is to summarise some provisions of the legislation applicable in the territory of the Republic of Slovenia that have to be complied with when selecting facilities intended for waste collection. In addition to equipment, the adequacy of such facility also depends on its site. Not only waste management legislation and environment protection legislation, but also legislation governing water, nature preservation and conservation, natural and cultural heritage and mining legislation stipulate the possibility of using facilities where collectors can sort and store waste before depositing it for subsequent management. This paper presents location examples where various factors exclude the possibility of using facilities as waste collection centres.

  17. An Integrated Approach for Reliable Facility Location/Network Design Problem with Link Disruption

    Directory of Open Access Journals (Sweden)

    Davood Shishebori

    2015-05-01

    Full Text Available Proposing a robust designed facility location is one of the most effective ways to hedge against unexpected disruptions and failures in a transportation network system. This paper considers the combined facility location/network design problem with regard to transportation link disruptions and develops a mixed integer linear programming formulation to model it. With respect to the probability of link disruptions, the objective function of the model minimizes the total costs, including location costs, link construction costs and also the expected transportation costs. An efficient hybrid algorithm based on LP relaxation and variable neighbourhood search metaheuristic is developed in order to solve the mathematical model. Numerical results demonstrate that the proposed hybrid algorithm has suitable efficiency in terms of duration of solution time and determining excellent solution quality.

  18. Inferring Groups of Objects, Preferred Routes, and Facility Locations from Trajectories

    DEFF Research Database (Denmark)

    Ceikute, Vaida

    on empirical studies with real route usage data and an existing online routing service. Finally, we use GPS trajectories as customer flows in a modern formulation of the facility location problem. We propose a practical framework that, given a road network, a set of trajectories, and a set of existing...... (i) infer groups of objects traveling together, (ii) determine routes preferred by local drivers, and (iii) identify attractive facility locations. First, we present framework that efficiently supports online discovery of groups of moving objects that travel together. We adopt a sampling......In today’s society, GPS-enabled devices are used widely. A broad range of location-based services (LBS) allow users to receive and share information related to their positions. Thus, it is possible to accumulate GPS data, and it is expected that the amount of available GPS data will increase very...

  19. Impacts of facility size and location decisions on ethanol production cost

    International Nuclear Information System (INIS)

    Kocoloski, Matt; Michael Griffin, W.; Scott Matthews, H.

    2011-01-01

    Cellulosic ethanol has been identified as a promising alternative to fossil fuels to provide energy for the transportation sector. One of the obstacles cellulosic ethanol must overcome in order to contribute to transportation energy demand is the infrastructure required to produce and distribute the fuel. Given a nascent cellulosic ethanol industry, locating cellulosic ethanol refineries and creating the accompanying infrastructure is essentially a greenfield problem that may benefit greatly from quantitative analysis. This study models cellulosic ethanol infrastructure investment using a mixed integer program (MIP) that locates ethanol refineries and connects these refineries to the biomass supplies and ethanol demands in a way that minimizes the total cost. For the single- and multi-state regions examined in this study, larger facilities can decrease ethanol costs by $0.20-0.30 per gallon, and placing these facilities in locations that minimize feedstock and product transportation costs can decrease ethanol costs by up to $0.25 per gallon compared to uninformed placement that could result from influences such as local subsidies to encourage economic development. To best benefit society, policies should allow for incentives that encourage these low-cost production scenarios and avoid politically motivated siting of plants. - Research highlights: → Mixed-integer programming can be used to model ethanol infrastructure investment. → Large cellulosic ethanol facilities can decrease production cost by $0.20/gallon. → Optimized facility placement can save $0.25/gallon.

  20. The siting game: A NIMBY primer. [Sites for waste management facilities: Not in my backyard

    Energy Technology Data Exchange (ETDEWEB)

    Gibbs, L.M.; Lipsett, B. (Citizen' s Clearinghouse for Hazardous Waste, Falls Church, VA (United States))

    If it's a David-and-Goliath type struggle, then it's difficult to distinguish David from Goliath. For in the battle to site waste-management facilities, local opposition groups are virtually winning every time. A major reason for their victories is the coaching they get from people like the authors, who lead the Citizen's Clearinghouse for Hazardous Waste in Falls Church, Virginia. The clearinghouse provides opposition groups across the country with proven strategies for defeating proposals for landfills, incinerators, and hazardous-waste sites. For each move made by the advocates, the authors suggest a counter move in the high-stakes game of public persuasion. The underlying theme of siting strategies has been to bribe, confuse, or otherwise dupe the public into accepting disposal facilities.

  1. A Simulated Annealing Approach for the Composite Facility Location and Resource Allocation Problem: A Study of Strategic Positioning of US Air Force Munitions

    National Research Council Canada - National Science Library

    Bell, John

    2003-01-01

    .... This model is a combination facility location model and inventory allocation model which is aimed at simultaneously determining where to locate facilities and how to position inventory quantities...

  2. Policies to deal with reactionary factors in the location of nuclear power facilities

    International Nuclear Information System (INIS)

    Lee, Yong Soo

    2000-01-01

    Energy is very important for daily life. But the prevailing fossil fuels are almost running out and moore over, the global warming caused by fossil fuel threatens all lives on the earth. Yet in reality, there are almost no choices to take the place fossil fuels beside nuclear energy. Nuclear energy is the only practical new energy resource that can be produced in Korea, which possesses nearly no energy resources and imports 98% do its energy supplies annually. Fortunately the rate of self-reliance of Korean nuclear technology is up to 95%, which is almost at top level in the world. However, many people think that nuclear energy is dangerous and uneconomical, thus social tension and dispute often a rises regarding nuclear energy, To minimize these discords, those in charge of the facility should provide an acceptable strategy to the publics, especially concerning the location of the facility. The strategy should include the followings: (1) The publics should participate in the planning stage of the nuclear facility, not only symbolically but also practically, and all information should be opened to publics so that cost-effectiveness and safety of the facility can be evaluated. (2) For the people who lose their land, home and work, an appropriate compensation should be considered from the planning stage. (3) The person in charge of the facility has to show that people in neighborhood of the facility enjoy better life than before and should help people to recognize it. (4) Continuous campaign enhancing public understanding of the need and safety for nuclear facility must be implemented. (5) South Korea's nuclear facilities could be set up in North Korea as the relationships between two Koreas improve. (author)

  3. An assessment of air sampling location for stack monitoring in nuclear facility

    Energy Technology Data Exchange (ETDEWEB)

    Lee, Jung Bok [University of Science and Technology, Daejeon (Korea, Republic of); Kim, Tae Hyoung; Lee, Jong Il; Kim, Bong Hwan [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of)

    2017-06-15

    In this study, air sampling locations in the stack of the Advanced Fuel Science Building (AFSB) at the Korea Atomic Energy Research Institute (KAERI) were assessed according to the ANSI/HPS N13.1-1999 specification. The velocity profile, flow angle and 10 μm aerosol particle profile at the cross-section as functions of stack height L and stack diameter D (L/D) were assessed according to the sampling location criteria using COMSOL. The criteria for the velocity profile were found to be met at 5 L/D or more for the height, and the criteria for the average flow angle were met at all locations through this assessment. The criteria for the particle profile were met at 5 L/D and 9 L/D. However, the particle profile at the cross-section of each sampling location was found to be non-uniform. In order to establish uniformity of the particle profile, a static mixer and a perimeter ring were modeled, after which the degrees of effectiveness of these components were compared. Modeling using the static mixer indicated that the sampling locations that met the criteria for the particle profile were 5-10 L/D. When modeling using the perimeter ring, the sampling locations that met the criteria for particle profile were 5 L/D and 7-10 L/D. The criteria for the velocity profile and the average flow angle were also met at the sampling locations that met the criteria for the particle profile. The methodologies used in this study can also be applied during assessments of air sampling locations when monitoring stacks at new nuclear facilities as well as existing nuclear facilities.

  4. Advantages of co-located spent fuel reprocessing, repository and underground reactor facilities

    International Nuclear Information System (INIS)

    Mahar, James M.; Kunze, Jay F.; Wes Myers, Carl; Loveland, Ryan

    2007-01-01

    The purpose of this work is to extend the discussion of potential advantages of the underground nuclear park (UNP) concept by making specific concept design and cost estimate comparisons for both present Generation III types of reactors and for some of the modular Gen IV or the GNEP modular concept. For the present Gen III types, we propose co-locating reprocessing and (re)fabrication facilities along with disposal facilities in the underground park. The goal is to determine the site costs and facility construction costs of such a complex which incorporates the advantages of a closed fuel cycle, nuclear waste repository, and ultimate decommissioning activities all within the UNP. Modular power generation units are also well-suited for placement underground and have the added advantage of construction using current and future tunnel boring machine technology. (authors)

  5. An improved Lagrangian relaxation and dual ascent approach to facility location problems

    DEFF Research Database (Denmark)

    Jörnsten, Kurt; Klose, Andreas

    2016-01-01

    in finding an optimal solution to a mixed integer program than a “solver” applied to the initial MIP formulation, provided that “small” optimal multiplier values can be found in a few iterations. Recently, a simplification of the semi-Lagrangian relaxation scheme has been suggested in the literature...... not be reduced to the same extent as in the case of ordinary semi-Lagrangian relaxation. Hence, an effective method for optimizing the Lagrangian dual function is of utmost importance for obtaining a computational advantage from the simplified Lagrangian dual function. In this paper, we suggest a new dual ascent...... method for optimizing both the semi-Lagrangian dual function as well as its simplified form for the case of a generic discrete facility location problem and apply the method to the uncapacitated facility location problem. Our computational results show that the method generally only requires a very few...

  6. A subgradient-based branch-and-bound algorithm for the capacitated facility location problem

    DEFF Research Database (Denmark)

    Görtz, Simon; Klose, Andreas

    This paper presents a simple branch-and-bound method based on Lagrangean relaxation and subgradient optimization for solving large instances of the capacitated facility location problem (CFLP) to optimality. In order to guess a primal solution to the Lagrangean dual, we average solutions to the L......This paper presents a simple branch-and-bound method based on Lagrangean relaxation and subgradient optimization for solving large instances of the capacitated facility location problem (CFLP) to optimality. In order to guess a primal solution to the Lagrangean dual, we average solutions...... to the Lagrangean subproblem. Branching decisions are then based on this estimated (fractional) primal solution. Extensive numerical results reveal that the method is much more faster and robust than other state-of-the-art methods for solving the CFLP exactly....

  7. Stochastic Multi-Commodity Facility Location Based on a New Scenario Generation Technique

    Science.gov (United States)

    Mahootchi, M.; Fattahi, M.; Khakbazan, E.

    2011-11-01

    This paper extends two models for stochastic multi-commodity facility location problem. The problem is formulated as two-stage stochastic programming. As a main point of this study, a new algorithm is applied to efficiently generate scenarios for uncertain correlated customers' demands. This algorithm uses Latin Hypercube Sampling (LHS) and a scenario reduction approach. The relation between customer satisfaction level and cost are considered in model I. The risk measure using Conditional Value-at-Risk (CVaR) is embedded into the optimization model II. Here, the structure of the network contains three facility layers including plants, distribution centers, and retailers. The first stage decisions are the number, locations, and the capacity of distribution centers. In the second stage, the decisions are the amount of productions, the volume of transportation between plants and customers.

  8. A simple but usually fast branch-and-bound algorithm for the capacitated facility location problem

    DEFF Research Database (Denmark)

    Görtz, Simon; Klose, Andreas

    2012-01-01

    This paper presents a simple branch-and-bound method based on Lagrangean relaxation and subgradient optimization for solving large instances of the capacitated facility location problem (CFLP) to optimality. To guess a primal solution to the Lagrangean dual, we average solutions to the Lagrangean...... subproblem. Branching decisions are then based on this estimated (fractional) primal solution. Extensive numerical results reveal that the method is much faster and more robust than other state-of-the-art methods for solving the CFLP exactly....

  9. Management of Small Quantity of Nuclear Material at Locations Outside Facilities in Korea

    International Nuclear Information System (INIS)

    Park, Seung Sik; Kim, Ki Hyun

    2016-01-01

    Small quantity of nuclear material (SQNM) is prescribed to be less than specified minimum quantities of nuclear material in a facility. SQNM is used at the locations called locations outside facilities (LOFs). LOFs are used to control the locations and installations that store nuclear materials under one effective Kg, respectively. Holders of SQNM don't need to require a license for use or possession of Uranium or Thorium exclusively for non-nuclear activities, or neither report them to the System of Accounting for and Control of nuclear material (SSAC) under specified quantities according to the Atomic Safety Law. Well defined safeguards law is fundamental to the effective control of nuclear material, facilities and nuclear related activities. In the current nuclear safety legislation, there are some exceptive clauses. Users of SQNM don't need to require a license for use or possession of Uranium or Thorium exclusively for non-nuclear activities, or not report them to the national authority below specified amount

  10. Gaming

    OpenAIRE

    Chircop, David

    2014-01-01

    Over the last two decades a relatively new sort of board gaming has emerged which you might not have heard about. ‘Hobby’ or ‘modern’ board gaming is sweeping across the world. http://www.um.edu.mt/think/rise-of-the-ancients/

  11. 25 CFR 502.22 - Construction and maintenance of the gaming facility, and the operation of that gaming is...

    Science.gov (United States)

    2010-04-01

    ... health and safety standards adopted by the tribe in light of climate, geography, and other local... the public health and safety. 502.22 Section 502.22 Indians NATIONAL INDIAN GAMING COMMISSION... protects the environment and the public health and safety. Construction and maintenance of the gaming...

  12. 18 CFR 292.209 - Exceptions from requirements for hydroelectric small power production facilities located at a new...

    Science.gov (United States)

    2010-04-01

    ... requirements for hydroelectric small power production facilities located at a new dam or diversion. 292.209... Exceptions from requirements for hydroelectric small power production facilities located at a new dam or... the Federal Power Act, at which non-Federal hydroelectric development is permissible; or (2) An...

  13. A facility location model for municipal solid waste management system under uncertain environment.

    Science.gov (United States)

    Yadav, Vinay; Bhurjee, A K; Karmakar, Subhankar; Dikshit, A K

    2017-12-15

    In municipal solid waste management system, decision makers have to develop an insight into the processes namely, waste generation, collection, transportation, processing, and disposal methods. Many parameters (e.g., waste generation rate, functioning costs of facilities, transportation cost, and revenues) in this system are associated with uncertainties. Often, these uncertainties of parameters need to be modeled under a situation of data scarcity for generating probability distribution function or membership function for stochastic mathematical programming or fuzzy mathematical programming respectively, with only information of extreme variations. Moreover, if uncertainties are ignored, then the problems like insufficient capacities of waste management facilities or improper utilization of available funds may be raised. To tackle uncertainties of these parameters in a more efficient manner an algorithm, based on interval analysis, has been developed. This algorithm is applied to find optimal solutions for a facility location model, which is formulated to select economically best locations of transfer stations in a hypothetical urban center. Transfer stations are an integral part of contemporary municipal solid waste management systems, and economic siting of transfer stations ensures financial sustainability of this system. The model is written in a mathematical programming language AMPL with KNITRO as a solver. The developed model selects five economically best locations out of ten potential locations with an optimum overall cost of [394,836, 757,440] Rs. 1 /day ([5906, 11,331] USD/day) approximately. Further, the requirement of uncertainty modeling is explained based on the results of sensitivity analysis. Copyright © 2017 Elsevier B.V. All rights reserved.

  14. methodological and technical aspects to be considered in the location of physical recreational sports facilities

    Directory of Open Access Journals (Sweden)

    Jesús I. Benítez Llanes

    2012-03-01

    Full Text Available Sometimes we wonder. Why practitioners of recreational physical activities do not make systematic use of a particular sports facility ?, Why some sports facility remains almost always empty? Why it is continued unnecessarily reversed large sums of material resources for maintenance? For the simple reason that sports facilities were from the beginning that were not well conceived and designed architecturally, where among other things, not sporting habits and population size of the place properly examined. Similarly, we have witnessed criteria issued regarding the performance of a specific sports field, far from contributing to the extension and improvement of the practice of recreational physical and sports activities in its various manifestations, its null or poor continuous maintenance contributing negatively to limit the sporting life and lacerate mental and physical welfare of the inhabitants of the environment. Justifications that led the author of this research to the development of methodological technical aspects regarding the location of recreational physical sports infrastructure, content which also form part of the subject and / or curricular unit "Spaces and Sports Facilities" currently teaches future professionals and managers of Physical Culture for the last two academic years at the University of the Sciences of Physical Culture and Sport Nancy Uranga Romagoza in Pinar del Río Cuba and the Iberoamerican University of Sport in Venezuela.

  15. Minimum Risk Facility Location-Allocation Problem with Type-2 Fuzzy Variables

    Directory of Open Access Journals (Sweden)

    Xuejie Bai

    2014-01-01

    Full Text Available Facility location decision is basically viewed as a long-term strategy, so the inherited uncertainty of main parameters ought to be taken into account in order to make models applicable. In this paper, we examine the impact of uncertain transportation costs and customers’ demands on the choice of optimal location decisions and allocation plans. This leads to the formulation of the facility location-allocation (FLA problem as a fuzzy minimum risk programming, in which the uncertain parameters are assumed to be characterized by type-2 fuzzy variables with known type-2 possibility distributions. Since the inherent complexity of type-2 fuzzy FLA may be troublesome, existing methods are no longer effective in handling the proposed problems directly. We first derive the critical value formula for possibility value-at-risk reduced fuzzy variable of type-2 triangular fuzzy variable. On the basis of formula obtained, we can convert original fuzzy FLA model into its equivalent parametric mixed integer programming form, which can be solved by conventional numerical algorithms or general-purpose software. Taking use of structural characteristics of the equivalent optimization, we design a parameter decomposition method. Finally, a numerical example is presented to highlight the significance of the fuzzy FLA model. The computational results show the credibility and superiority of the proposed parametric optimization method.

  16. An improved cut-and-solve algorithm for the single-source capacitated facility location problem

    DEFF Research Database (Denmark)

    Gadegaard, Sune Lauth; Klose, Andreas; Nielsen, Lars Relund

    2017-01-01

    In this paper, we present an improved cut-and-solve algorithm for the single-source capacitated facility location problem. The algorithm consists of three phases. The first phase strengthens the integer program by a cutting plane algorithm to obtain a tight lower bound. The second phase uses a two......-level local branching heuristic to find an upper bound, and if optimality has not yet been established, the third phase uses the cut-and-solve framework to close the optimality gap. Extensive computational results are reported, showing that the proposed algorithm runs 10–80 times faster on average compared...

  17. Parameter meta-optimization of metaheuristics of solving specific NP-hard facility location problem

    Science.gov (United States)

    Skakov, E. S.; Malysh, V. N.

    2018-03-01

    The aim of the work is to create an evolutionary method for optimizing the values of the control parameters of metaheuristics of solving the NP-hard facility location problem. A system analysis of the tuning process of optimization algorithms parameters is carried out. The problem of finding the parameters of a metaheuristic algorithm is formulated as a meta-optimization problem. Evolutionary metaheuristic has been chosen to perform the task of meta-optimization. Thus, the approach proposed in this work can be called “meta-metaheuristic”. Computational experiment proving the effectiveness of the procedure of tuning the control parameters of metaheuristics has been performed.

  18. An Application Of Facility Location Models With Hotspot Analysis For Optimal Location Of Abattoir Bio-Energy Plant In Anambra State Of Nigeria

    Directory of Open Access Journals (Sweden)

    E. C. Chukwuma

    2015-08-01

    Full Text Available Poor waste management strategy in abattoir in the the study area has needs a major attention considering it negative impacts on man land and water. Sitting of centralized biogas plant in a strategic location in the state would be the major means of combating the environmental challenges of increase in abattoir waste generation as result of population explosion in the state. This study investigates optimal location for sitting central abattoir waste treatment facility in Anambra State of Nigeria using facility location models with hotspot analysis in GIS environment. The result of the study shows that Using centre of gravity model the central location was estimated to be at Xc Yc 6.900953016 6.110157865. Based on inadequacy of the model hotspot analysis operation was done the hotspot analysis delineated clusters of abattoirs significantly higher in bio-wastes production than the overall study area. The hotspot analysis shows that the West regions of the study area has many abattoir that is classified as hotspot abattoirs. Using the hotspot abattoirs as proposed sites for load-distance model three abattoirs were identified as proposed sites- Obosi slaugher house Nkpor Private slaughter house and Oye-olise Ogbunike slaugher house. Their load distance values are 17250.40058 16299.24005 and 18210.14631 respectively. The optimal location for construction of central abattoir bio-waste treatment facility based on the application of these location facility models and hotspot analysis is Nkpor private slaughter house or its environs.

  19. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

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

  20. Home advantage in the Brazilian soccer championship: effect of game location and team quality DOI:10.5007/1980-0037.2010v12n2p148

    Directory of Open Access Journals (Sweden)

    Cristiano Diniz da Silva

    2010-07-01

    Full Text Available The objective of the present study was to evaluate home advantage in Brazilian soccer considering the interference of and interaction between game location and team quality in the percentage of wins and draws. Data from the Brazilian first-division soccer championship comprising a period of 10 years (1998-2007 were analyzed, for a total of 3,836 games. For club qualification the first deviation of the curve of Gauss was used in relation to the punctuation obtained. Clubs presenting a punctuation higher than this deviation were classified as high quality (HQ, clubs with an intermediate punctuation as average quality (AQ, and clubs with a lower puncutation as low quality (LQ. There was an effect of game location (p< 0.001; η2=0.88, with clubs playing at home winninng on average 25% more games. This effect was less pronounced for LQ teams compared to AQ and HQ teams (p< 0.001, a find-ing indicating a significant effect of team quality (η2=0.89. A significant, although of medium strength, interaction was observed between team quality and game location for the percentage of wins at home (p=0.023; η2=0.13. There was also a significant relationship between game location and team quality for draws (p< 0.001; η2=0.39, with no important influence of the individual factors. HQ teams presented fewer draws at home than away, while the opposite was observed for LQ clubs (p< 0.05. No difference between draws at home and away was observed for AQ teams. In conclusion, game location is an advantageous factor in Brazilian first-division soccer championship games, with this factor being more pronounced in the case of high quality teams.

  1. The spatial and urban planning concerns related to nuclear facilities locations: Case study of the Vinča Institute location

    Directory of Open Access Journals (Sweden)

    Stefanović Nebojša D.

    2017-01-01

    Full Text Available The spatial and urban planning is one of the key instruments for the planned formation and development of locations for nuclear facilities, especially in terms of meeting the strict spatial conditionality, as well as in terms of the formation of protection zones in their surroundings. This paper systemizes the international criteria and requirements for the locations of nuclear facilities and analyses the spatial distribution of nuclear facilities in the surrounding countries of the Republic of Serbia. The research was conducted on the example of the location of the Vinča Institute of Nuclear Sciences, within which the fulfilment of spatial requirements, treatment of the location in the existing spatial and urban plans and relationship between other functions in the surrounding area were analysed. The paper proves the starting hypothesis that the general requirements related to both the spatial development of nuclear facilities locations and the protection from radiation have not been met in the Vinča location and its surroundings. It was determined that the spatial and urban plans encompassing the area of Vinča do not contain sufficiently specific planning solutions and that, as such, they do not provide a sufficient planning basis for meeting the necessary requirements and obligations regarding the protection from radiation. The paper also gives recommendations for further spatial development and protection of the Vinča location and its surroundings. The research condcted in this paper indicates the importance and priority of further research so that the necessary planning solutions for further development of the complex in Vinča and for the formation of protection zones could be defined through creating a new planning documentation. In addition, the paper particularly highlights the need for conducting a research to identify a location for permanent disposal of radioactive waste. It also indicates the necessity of considering the aspects

  2. 30 CFR 254.54 - Spill prevention for facilities located in State waters seaward of the coast line.

    Science.gov (United States)

    2010-07-01

    ... SERVICE, DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED... of the steps you are taking to prevent spills of oil or mitigate a substantial threat of such a...

  3. A branch-and-price algorithm for the capacitated facility location problem

    DEFF Research Database (Denmark)

    Klose, Andreas; Görtz, Simon

    2007-01-01

    The capacitated facility location problem (CFLP) is a well-known combinatorial optimization problem with applications in distribution and production planning. It consists in selecting plant sites from a finite set of potential sites and in allocating customer demands in such a way as to minimize...... operating and transportation costs. A number of solution approaches based on Lagrangean relaxation and subgradient optimization has been proposed for this problem. Subgradient optimization does not provide a primal (fractional) optimal solution to the corresponding master problem. However, in order...... to compute optimal solutions to large or difficult problem instances by means of a branch-and-bound procedure information about such a primal fractional solution can be advantageous. In this paper, a (stabilized) column generation method is, therefore, employed in order to solve a corresponding master...

  4. Game-Theoretic Model of Incentivizing Privacy-Aware Users to Consent to Location Tracking

    OpenAIRE

    Panaousis, Emmanouil; Laszka, Aron; Pohl, Johannes; Noack, Andreas; Alpcan, Tansu

    2016-01-01

    Nowadays, mobile users have a vast number of applications and services at their disposal. Each of these might impose some privacy threats on users' "Personally Identifiable Information" (PII). Location privacy is a crucial part of PII, and as such, privacy-aware users wish to maximize it. This privacy can be, for instance, threatened by a company, which collects users' traces and shares them with third parties. To maximize their location privacy, users can decide to get offline so that the co...

  5. Intrigue at the Museum: Facilitating Engagement and Learning through a Location-Based Mobile Game

    Science.gov (United States)

    Xhembulla, Jetmir; Rubino, Irene; Barberis, Claudia; Malnati, Giovanni

    2014-01-01

    The use of portable devices to explore informal learning environments has recently exposed museums to a mobile learning (m-learning) scenario. In particular, location-based mobile applications that take into account not only a specific physical venue, but also the personal and social context can be valuable resources to enhance the visitor…

  6. GENETIC ALGORITHM SOLUTION FOR MULTI-PERIOD TWO-ECHELON INTEGRATED COMPETITIVE/UNCOMPETITIVE FACILITY LOCATION PROBLEM

    OpenAIRE

    XUE-FENG WANG; XIAO-MING SUN; YANG FANG

    2008-01-01

    This paper addresses the multi-period two-echelon integrated competitive/uncompetitive facility location problem in a distribution system design that involves locating regional distribution centers (RDCs) and stores, and determining the best strategy for distributing the commodities from a central distribution center (CDC) to RDCs and from RDCs to stores. The goal is to determine the optimal numbers, locations and capacities of RDCs and stores so as to maximize the total profit of the distrib...

  7. A simulation-based robust biofuel facility location model for an integrated bio-energy logistics network

    Directory of Open Access Journals (Sweden)

    Jae-Dong Hong

    2014-10-01

    Full Text Available Purpose: The purpose of this paper is to propose a simulation-based robust biofuel facility location model for solving an integrated bio-energy logistics network (IBLN problem, where biomass yield is often uncertain or difficult to determine.Design/methodology/approach: The IBLN considered in this paper consists of four different facilities: farm or harvest site (HS, collection facility (CF, biorefinery (BR, and blending station (BS. Authors propose a mixed integer quadratic modeling approach to simultaneously determine the optimal CF and BR locations and corresponding biomass and bio-energy transportation plans. The authors randomly generate biomass yield of each HS and find the optimal locations of CFs and BRs for each generated biomass yield, and select the robust locations of CFs and BRs to show the effects of biomass yield uncertainty on the optimality of CF and BR locations. Case studies using data from the State of South Carolina in the United State are conducted to demonstrate the developed model’s capability to better handle the impact of uncertainty of biomass yield.Findings: The results illustrate that the robust location model for BRs and CFs works very well in terms of the total logistics costs. The proposed model would help decision-makers find the most robust locations for biorefineries and collection facilities, which usually require huge investments, and would assist potential investors in identifying the least cost or important facilities to invest in the biomass and bio-energy industry.Originality/value: An optimal biofuel facility location model is formulated for the case of deterministic biomass yield. To improve the robustness of the model for cases with probabilistic biomass yield, the model is evaluated by a simulation approach using case studies. The proposed model and robustness concept would be a very useful tool that helps potential biofuel investors minimize their investment risk.

  8. Variation in Hospice Services by Location of Care: Nursing Home Versus Assisted Living Facility Versus Home.

    Science.gov (United States)

    Unroe, Kathleen T; Bernard, Brittany; Stump, Timothy E; Tu, Wanzhu; Callahan, Christopher M

    2017-07-01

    To describe differences in hospice services for patients living at home, in nursing homes or in assisted living facilities, including the overall number and duration of visits by different hospice care providers across varying lengths of stay. Retrospective cohort study using hospice patient electronic medical record data. Large, national hospice provider. Data from 32,605 hospice patients who received routine hospice care from 2009 to 2014 were analyzed. Descriptive statistics were calculated for utilization measures for each type of provider and by location of care. Frequency and duration of service contacts were standardized to a 1 week period and pairwise comparisons were used to detect differences in care provided between the three settings. Minimal differences were found in overall intensity of service contacts across settings, however, the mix of services were different for patients living at home versus nursing home versus assisted living facility. Overall, more nurse care was provided at the beginning and end of the hospice episode; intensity of aide care services was higher in the middle portion of the hospice episode. Nearly 43% of the sample had hospice stays less than 2 weeks and up to 20% had stays greater than 6 months. There are significant differences between characteristics of hospice patients in different settings, as well as the mix of services they receive. Medicare hospice payment methodology was revised starting in 2016. While the new payment structure is in greater alignment with the U shape distribution of services, it will be important to evaluate the impact of the new payment methodology on length of stay and mix of services by different providers across settings of care. © 2017, Copyright the Authors Journal compilation © 2017, The American Geriatrics Society.

  9. Generic Design, Technical Guidelines and Optimal Location of Tsetse Fly Mass-Rearing Facilities. Working Material

    International Nuclear Information System (INIS)

    2004-01-01

    of these AW-IPM based efforts to create T and T free zones. It is, therefore, foreseeable that the demand for good quality sterile tsetse fly males will increase. This is already resulting in proposals to establish additional tsetse fly mass-rearing facilities in Africa. AW-IPM programmes against T and T involving a SIT component will require high investments at an early stage of programme implementation, particularly for the mass-rearing facilities. In order to realize optimum efficacy and efficiency, these programmes must be carefully planned and implemented in a consistent and flexible manner over sufficiently large areas and a rather long time frame. Decisions on the geographic location and design of rearing facilities must be objective, and based on sound assessment criteria. A meeting of expert consultants was convened in Vienna, Austria October 11-15, 2004 under the auspices of FAO/IAEA, in an effort to assist countries in planning the geographic location and in designing large tsetse fly mass-rearing facilities. With regards to assessing the suitability of (proposed) tsetse mass-rearing locations, the meeting identified a number of critical, important and desirable criteria under four (4) main categories, namely Site Characteristics, Climate and Environment, Manpower and Infrastructure and Social and Political supports. A worksheet was developed to summarize scores reached for the identified criteria, in order to ensure that the assessments are objective and verifiable. The meeting also elaborated on the concept of tsetse factory design, based on considerations regarding the involved rooms, their functions, ergonomic flow of the production process and other relevant factors. Required support services were identified and specifics were provided on aspects like controlled environment system design, desired room conditions and occupancy, air filtration and distribution and electricity supply. The consultants' recommendations underline that meeting and this

  10. Methods for detecting and locating leaks in containment facilities using electrical potential data and electrical resistance tomographic imaging techniques

    Science.gov (United States)

    Daily, William D.; Laine, Daren L.; Laine, Edwin F.

    1997-01-01

    Methods are provided for detecting and locating leaks in liners used as barriers in the construction of landfills, surface impoundments, water reservoirs, tanks, and the like. Electrodes are placed in the ground around the periphery of the facility, in the leak detection zone located between two liners if present, and/or within the containment facility. Electrical resistivity data is collected using these electrodes. This data is used to map the electrical resistivity distribution beneath the containment liner between two liners in a double-lined facility. In an alternative embodiment, an electrode placed within the lined facility is driven to an electrical potential with respect to another electrode placed at a distance from the lined facility (mise-a-la-masse). Voltage differences are then measured between various combinations of additional electrodes placed in the soil on the periphery of the facility, the leak detection zone, or within the facility. A leak of liquid though the liner material will result in an electrical potential distribution that can be measured at the electrodes. The leak position is located by determining the coordinates of an electrical current source pole that best fits the measured potentials with the constraints of the known or assumed resistivity distribution.

  11. Mine-detection test facilities at TNO-FEL test location "Waalsdorp"

    NARCIS (Netherlands)

    Rhebergen, J.B.; Zwamborn, A.P.M.

    1998-01-01

    As part of the TNO-FEL Ultra-Wide-Band Ground-Penetrating-Radar (UWB-GPR) project, a test facility for controlled GPR experiments was planned. Construction of this sand-box test facility has recently been completed. At the same site another test facility, for evaluating various commercial of the

  12. Results of operation and current safety performance of nuclear facilities located in the Russian Federation

    Science.gov (United States)

    Kuznetsov, V. M.; Khvostova, M. S.

    2016-12-01

    After the NPP radiation accidents in Russia and Japan, a safety statu of Russian nuclear power plants causes concern. A repeated life time extension of power unit reactor plants, designed at the dawn of the nuclear power engineering in the Soviet Union, power augmentation of the plants to 104-109%, operation of power units in a daily power mode in the range of 100-70-100%, the use of untypical for NPP remixed nuclear fuel without a careful study of the results of its application (at least after two operating periods of the research nuclear installations), the aging of operating personnel, and many other management actions of the State Corporation "Rosatom", should attract the attention of the Federal Service for Ecological, Technical and Atomic Supervision (RosTekhNadzor), but this doesn't happen. The paper considers safety issues of nuclear power plants operating in the Russian Federation. The authors collected statistical information on violations in NPP operation over the past 25 years, which shows that even after repeated relaxation over this period of time of safety regulation requirements in nuclear industry and highly expensive NPP modernization, the latter have not become more safe, and the statistics confirms this. At a lower utilization factor high-power pressure-tube reactors RBMK-1000, compared to light water reactors VVER-440 and 1000, have a greater number of violations and that after annual overhauls. A number of direct and root causes of NPP mulfunctions is still high and remains stable for decades. The paper reveals bottlenecks in ensuring nuclear and radiation safety of nuclear facilities. Main outstanding issues on the storage of spent nuclear fuel are defined. Information on emissions and discharges of radioactive substances, as well as fullness of storages of solid and liquid radioactive waste, located at the NPP sites are presented. Russian NPPs stress test results are submitted, as well as data on the coming removal from operation of NPP

  13. Assessment Of Market Facilities And Locational Effects On Adjoining Neighborhoods In Nigerian Urban Centers Empirical Evidence From Akure Nigeria

    Directory of Open Access Journals (Sweden)

    Adeyinka S. A.

    2015-08-01

    Full Text Available There is the need for people to buy and sell and transact their businesses in a way that life can go on normally. This study examined the markets facilities level and locational effects on adjoining neighbourhoods in Akure Township. Both primary and secondary data types were employed in the study primary data were collected through the administration of questionnaire on traders and patronsbuyers in the markets and residents of adjoining neighbourhoods and personal observation. Secondary data were collected from government publications. Data collected were analysed using descriptive statistical methods which included frequency counts and Likerts scale to analyse the satisfaction of traders and patrons on the facilities in the markets and severity of locational effects on residents of adjoining neighbourhoods. Findings from the study showed that facilities such as parking spaces fire extinguishers circulation spaces within the markets trading spaces safe area for children perimeter fencing and loading and off-loading bay were inadequately provided. While on-street display of goods traffic congestion air pollution on-street parking due to inadequate parking spaces were the severely perceived locational effects. The study concluded that facilities in the markets were inadequate and that markets constitute nuisances to the adjoining areas. It hereby recommends that markets in the study area be provided with the required level of facilities to prevent future urban problems.

  14. Planning the location of facilities to implement a reverse logistic system of post-consumer packaging using a location mathematical model.

    Science.gov (United States)

    Couto, Maria Claudia Lima; Lange, Liséte Celina; Rosa, Rodrigo de Alvarenga; Couto, Paula Rogeria Lima

    2017-12-01

    The implementation of reverse logistics systems (RLS) for post-consumer products provides environmental and economic benefits, since it increases recycling potential. However, RLS implantation and consolidation still face problems. The main shortcomings are the high costs and the low expectation of broad implementation worldwide. This paper presents two mathematical models to decide the number and the location of screening centers (SCs) and valorization centers (VCs) to implement reverse logistics of post-consumer packages, defining the optimum territorial arrangements (OTAs), allowing the inclusion of small and medium size municipalities. The paper aims to fill a gap in the literature on RLS location facilities that not only aim at revenue optimization, but also the participation of the population, the involvement of pickers and the service universalization. The results showed that implementation of VCs can lead to revenue/cost ratio higher than 100%. The results of this study can supply companies and government agencies with a global view on the parameters that influence RLS sustainability and help them make decisions about the location of these facilities and the best reverse flows with the social inclusion of pickers and serving the population of small and medium-sized municipalities.

  15. 30 CFR 947.827 - Special performance standards-coal processing plants and support facilities not located at or...

    Science.gov (United States)

    2010-07-01

    ... mining and reclamation operations which include the operation of coal processing plants and support... plants and support facilities not located at or near the minesite or not within the permit area for a mine. 947.827 Section 947.827 Mineral Resources OFFICE OF SURFACE MINING RECLAMATION AND ENFORCEMENT...

  16. 30 CFR 912.827 - Special performance standards-coal processing plants and support facilities not located at or...

    Science.gov (United States)

    2010-07-01

    ... mining and reclamation operations which includes the operation of coal processing plants and support... plants and support facilities not located at or near the minesite or not within the permit area for a mine. 912.827 Section 912.827 Mineral Resources OFFICE OF SURFACE MINING RECLAMATION AND ENFORCEMENT...

  17. 30 CFR 922.827 - Special performance standards-coal processing plants and support facilities not located at or...

    Science.gov (United States)

    2010-07-01

    ... mining and reclamation operations which include the operation of coal processing plants and support... plants and support facilities not located at or near the minesite or not within the permit area for a mine. 922.827 Section 922.827 Mineral Resources OFFICE OF SURFACE MINING RECLAMATION AND ENFORCEMENT...

  18. 30 CFR 937.827 - Special performance standards-coal processing plants and support facilities not located at or...

    Science.gov (United States)

    2010-07-01

    ... mining and reclamation operations which include the operation of coal processing plants and support... plants and support facilities not located at or near the minesite or not within the permit area for a mine. 937.827 Section 937.827 Mineral Resources OFFICE OF SURFACE MINING RECLAMATION AND ENFORCEMENT...

  19. 30 CFR 910.827 - Special performance standards-coal processing plants and support facilities not located at or...

    Science.gov (United States)

    2010-07-01

    ... mining and reclamation operations which includes the operation of coal processing plants and support... plants and support facilities not located at or near the minesite or not within the permit area for a mine. 910.827 Section 910.827 Mineral Resources OFFICE OF SURFACE MINING RECLAMATION AND ENFORCEMENT...

  20. The HEP Game : Simulator Game of Particle Detector & HEP Laboratory Facilities REPORT - Nathaniel Chandra Harjanto - Indonesia- CERN Summer Studentship 2013

    CERN Document Server

    Harjanto, Nathaniel Chandra

    2013-01-01

    Since the discovery of Higgs boson on 4 July 2012, CERN has increased its Outreach aspect to allow more people to gain knowledge about particle physics and the researches related to it especially in CERN. As part of CERN’s Outreach effort to spread the knowledge throughout the world, we work on a collaboration project between ATLAS and LHCb experiments to make a multi-platform game to educate players about particle physics and CERN also let them have fun at the same time so the education process is a lot more effective. The knowledge of Particle Physics is incomprehensible for most people such as children, teenagers, and people in general who are not being specifically a particle physicist. Therefore, there is a need to promote and spread the knowledge on particle physics throughout the world, and CERN as the world leading institution in particle physics research plays an essential role. Particle physics is not a simple matter that is easily understood by most people, thus the challenge is to make an educat...

  1. The HEP Game : Simulator Game of Particle Detector & HEP Laboratory Facilities POSTER - Nathaniel Chandra Harjanto - Indonesia- CERN Summer Studentship 2013

    CERN Document Server

    Harjanto, Nathaniel Chandra

    2013-01-01

    Since the discovery of Higgs boson on 4 July 2012, CERN has increased its Outreach aspect to allow more people to gain knowledge about particle physics and the researches related to it especially in CERN. As part of CERN’s Outreach effort to spread the knowledge throughout the world, we work on a collaboration project between ATLAS and LHCb experiments to make a multi-platform game to educate players about particle physics and CERN also let them have fun at the same time so the education process is a lot more effective. The knowledge of Particle Physics is incomprehensible for most people such as children, teenagers, and people in general who are not being specifically a particle physicist. Therefore, there is a need to promote and spread the knowledge on particle physics throughout the world, and CERN as the world leading institution in particle physics research plays an essential role. Particle physics is not a simple matter that is easily understood by most people, thus the challenge is to make an educat...

  2. The HEP Game : Simulator Game of Particle Detector & HEP Laboratory Facilities PRESENTATION - Nathaniel Chandra Harjanto - Indonesia- CERN Summer Studentship 2013

    CERN Document Server

    Harjanto, Nathaniel Chandra

    2013-01-01

    Since the discovery of Higgs boson on 4 July 2012, CERN has increased its Outreach aspect to allow more people to gain knowledge about particle physics and the researches related to it especially in CERN. As part of CERN’s Outreach effort to spread the knowledge throughout the world, we work on a collaboration project between ATLAS and LHCb experiments to make a multi-platform game to educate players about particle physics and CERN also let them have fun at the same time so the education process is a lot more effective. The knowledge of Particle Physics is incomprehensible for most people such as children, teenagers, and people in general who are not being specifically a particle physicist. Therefore, there is a need to promote and spread the knowledge on particle physics throughout the world, and CERN as the world leading institution in particle physics research plays an essential role. Particle physics is not a simple matter that is easily understood by most people, thus the challenge is to make an educat...

  3. Assisted Living Facilities, Locations of Assisted Living Facilities identifed visually and placed on the Medical Multi-Hazard Mitigation layer., Published in 2006, 1:1200 (1in=100ft) scale, Noble County Government.

    Data.gov (United States)

    NSGIC Local Govt | GIS Inventory — Assisted Living Facilities dataset current as of 2006. Locations of Assisted Living Facilities identifed visually and placed on the Medical Multi-Hazard Mitigation...

  4. Sports Facilities, Shopping Centers or Homes: What Locations are Important for Adults' Physical Activity? A Cross-Sectional Study.

    Science.gov (United States)

    Jansen, Marijke; Ettema, Dick; Pierik, Frank; Dijst, Martin

    2016-03-04

    Physical activity (PA) is influenced by the built environment. However, little is known about the types of built environment where adults spend their time, and at what levels of PA they engage in those environments. Understanding the effect of the built environment on PA requires insight into PA behavior at different types of locations (e.g., home, work, shopping centers, and sports facilities). Therefore, this study describes where adults aged 45-65 years were active with moderate-to-vigorous intensity (MVPA), and examines associations of socio-demographic factors and neighborhood with MVPA at these locations. Participants' (N = 308) PA was measured for seven days using accelerometers and GPS-devices. Adults spent most minutes of MVPA at home and work. Highest MVPA-ratios of total time spent at a location were achieved in sports facilities and during transport. Neighborhood characteristics and socio-demographic factors such as work status, health status and household structure, had significant effects on MVPA at various locations and on total MVPA. Understanding PA behavior at various locations may provide insights that allow professionals in different domains (e.g., health, landscaping, urban planning) to develop strategies to stimulate PA.

  5. Sports Facilities, Shopping Centers or Homes: What Locations are Important for Adults’ Physical Activity? A Cross-Sectional Study

    Directory of Open Access Journals (Sweden)

    Marijke Jansen

    2016-03-01

    Full Text Available Physical activity (PA is influenced by the built environment. However, little is known about the types of built environment where adults spend their time, and at what levels of PA they engage in those environments. Understanding the effect of the built environment on PA requires insight into PA behavior at different types of locations (e.g., home, work, shopping centers, and sports facilities. Therefore, this study describes where adults aged 45–65 years were active with moderate-to-vigorous intensity (MVPA, and examines associations of socio-demographic factors and neighborhood with MVPA at these locations. Participants’ (N = 308 PA was measured for seven days using accelerometers and GPS-devices. Adults spent most minutes of MVPA at home and work. Highest MVPA-ratios of total time spent at a location were achieved in sports facilities and during transport. Neighborhood characteristics and socio-demographic factors such as work status, health status and household structure, had significant effects on MVPA at various locations and on total MVPA. Understanding PA behavior at various locations may provide insights that allow professionals in different domains (e.g., health, landscaping, urban planning to develop strategies to stimulate PA.

  6. Sports Facilities, Shopping Centers or Homes: What Locations are Important for Adults’ Physical Activity? A Cross-Sectional Study

    Science.gov (United States)

    Jansen, Marijke; Ettema, Dick; Pierik, Frank; Dijst, Martin

    2016-01-01

    Physical activity (PA) is influenced by the built environment. However, little is known about the types of built environment where adults spend their time, and at what levels of PA they engage in those environments. Understanding the effect of the built environment on PA requires insight into PA behavior at different types of locations (e.g., home, work, shopping centers, and sports facilities). Therefore, this study describes where adults aged 45–65 years were active with moderate-to-vigorous intensity (MVPA), and examines associations of socio-demographic factors and neighborhood with MVPA at these locations. Participants’ (N = 308) PA was measured for seven days using accelerometers and GPS-devices. Adults spent most minutes of MVPA at home and work. Highest MVPA-ratios of total time spent at a location were achieved in sports facilities and during transport. Neighborhood characteristics and socio-demographic factors such as work status, health status and household structure, had significant effects on MVPA at various locations and on total MVPA. Understanding PA behavior at various locations may provide insights that allow professionals in different domains (e.g., health, landscaping, urban planning) to develop strategies to stimulate PA. PMID:26959041

  7. Facility location of organ procurement organisations in Indian health care supply chain management

    Directory of Open Access Journals (Sweden)

    Rajmohan, M.

    2017-05-01

    Full Text Available In health care supply chain management, particularly in the area of organ transplantation, organ procurement and the transplantation network play an important role. The organ procurement organisation (OPO should coordinate so that organs are prepared and transported to the recipients when donors become available. The scarcity of organ supply leads to life-challenging issues for the organ recipient. In this research, the importance of the location of OPOs to coordinate with the transplant centres in India is considered, and a solution is provided by facilitating the identification of locations where organs can be procured and distributed to the nearest transplant location. The location of the distribution centres of organs are identified, based on the p-median model. This model minimises the weighted distance of the organ recipients. Initially, the demand or the population density of organ recipients with respect to particular location is recognised. Then, based on the p-median model, the location of OPOs is effectively identified. Experimental analysis proves that the proposed model performs well in facilitating the location of OPOs. The robustness of the proposed work is validated using a sensitivity analysis of the differences in the selection of OPOs when the estimated demand for organs varies.

  8. A Novel Pareto-Based Meta-Heuristic Algorithm to Optimize Multi-Facility Location-Allocation Problem

    OpenAIRE

    Vahid Hajipour; Samira V. Noshafagh; Reza Tavakkoli-Moghaddam

    2013-01-01

    This article proposes a novel Pareto-based multiobjective meta-heuristic algorithm named non-dominated ranking genetic algorithm (NRGA) to solve multi-facility location-allocation problem. In NRGA, a fitness value representing rank is assigned to each individual of the population. Moreover, two features ranked based roulette wheel selection including select the fronts and choose solutions from the fronts, are utilized. The proposed solving methodology is validated using s...

  9. Department of Energy’s ARM Climate Research Facility External Data Center Operations Plan Located At Brookhaven National Laboratory

    Energy Technology Data Exchange (ETDEWEB)

    Cialella, A. [Brookhaven National Lab. (BNL), Upton, NY (United States); Gregory, L. [Brookhaven National Lab. (BNL), Upton, NY (United States); Lazar, K. [Brookhaven National Lab. (BNL), Upton, NY (United States); Liang, M. [Brookhaven National Lab. (BNL), Upton, NY (United States); Ma, L. [Brookhaven National Lab. (BNL), Upton, NY (United States); Tilp, A. [Brookhaven National Lab. (BNL), Upton, NY (United States); Wagener, R. [Brookhaven National Lab. (BNL), Upton, NY (United States)

    2015-05-01

    The External Data Center (XDC) Operations Plan describes the activities performed to manage the XDC, located at Brookhaven National Laboratory (BNL), for the Department of Energy’s Atmospheric Radiation Measurement (ARM) Climate Research Facility. It includes all ARM infrastructure activities performed by the Data Management and Software Engineering Group (DMSE) at BNL. This plan establishes a baseline of expectation within the ARM Operations Management for the group managing the XDC.

  10. Innovative Solid State Lighting Replacements for Industrial and Test Facility Locations, Phase II

    Data.gov (United States)

    National Aeronautics and Space Administration — The proposed effort will develop a solid-state LED replacement lamp for rocket engine test stand lighting and more general hazardous-location lighting. The LED...

  11. MRS/IS facility co-located with a repository: preconceptual design and life-cycle cost estimates

    Energy Technology Data Exchange (ETDEWEB)

    Smith, R.I.; Nesbitt, J.F.

    1982-11-01

    A program is described to examine the various alternatives for monitored retrievable storage (MRS) and interim storage (IS) of spent nuclear fuel, solidified high-level waste (HLW), and transuranic (TRU) waste until appropriate geologic repository/repositories are available. The objectives of this study are: (1) to develop a preconceptual design for an MRS/IS facility that would become the principal surface facility for a deep geologic repository when the repository is opened, (2) to examine various issues such as transportation of wastes, licensing of the facility, and environmental concerns associated with operation of such a facility, and (3) to estimate the life cycle costs of the facility when operated in response to a set of scenarios which define the quantities and types of waste requiring storage in specific time periods, which generally span the years from 1990 until 2016. The life cycle costs estimated in this study include: the capital expenditures for structures, casks and/or drywells, storage areas and pads, and transfer equipment; the cost of staff labor, supplies, and services; and the incremental cost of transporting the waste materials from the site of origin to the MRS/IS facility. Three scenarios are examined to develop estimates of life cycle costs of the MRS/IS facility. In the first scenario, HLW canisters are stored, starting in 1990, until the co-located repository is opened in the year 1998. Additional reprocessing plants and repositories are placed in service at various intervals. In the second scenario, spent fuel is stored, starting in 1990, because the reprocessing plants are delayed in starting operations by 10 years, but no HLW is stored because the repositories open on schedule. In the third scenario, HLW is stored, starting in 1990, because the repositories are delayed 10 years, but the reprocessing plants open on schedule.

  12. MRS/IS facility co-located with a repository: preconceptual design and life-cycle cost estimates

    International Nuclear Information System (INIS)

    Smith, R.I.; Nesbitt, J.F.

    1982-11-01

    A program is described to examine the various alternatives for monitored retrievable storage (MRS) and interim storage (IS) of spent nuclear fuel, solidified high-level waste (HLW), and transuranic (TRU) waste until appropriate geologic repository/repositories are available. The objectives of this study are: (1) to develop a preconceptual design for an MRS/IS facility that would become the principal surface facility for a deep geologic repository when the repository is opened, (2) to examine various issues such as transportation of wastes, licensing of the facility, and environmental concerns associated with operation of such a facility, and (3) to estimate the life cycle costs of the facility when operated in response to a set of scenarios which define the quantities and types of waste requiring storage in specific time periods, which generally span the years from 1990 until 2016. The life cycle costs estimated in this study include: the capital expenditures for structures, casks and/or drywells, storage areas and pads, and transfer equipment; the cost of staff labor, supplies, and services; and the incremental cost of transporting the waste materials from the site of origin to the MRS/IS facility. Three scenarios are examined to develop estimates of life cycle costs of the MRS/IS facility. In the first scenario, HLW canisters are stored, starting in 1990, until the co-located repository is opened in the year 1998. Additional reprocessing plants and repositories are placed in service at various intervals. In the second scenario, spent fuel is stored, starting in 1990, because the reprocessing plants are delayed in starting operations by 10 years, but no HLW is stored because the repositories open on schedule. In the third scenario, HLW is stored, starting in 1990, because the repositories are delayed 10 years, but the reprocessing plants open on schedule

  13. A facility location model for socio-environmentally responsible decision-making

    OpenAIRE

    Ansbro, Dominic; Wang, Qing

    2013-01-01

    The consideration of external costs is becoming more important in supply network design, as companies are under increasing pressure to reduce the environmental and social impacts of their operations. This paper presents a single time period, single-product mixed integer linear programming formulation, which considers such external costs, as well as the impact of waste disposal. The model presented considers a network of suppliers, manufacturing facilities, customers, scrap recyclers, general ...

  14. Smart facility location planning for Smart Cities: using GIS technology and facility provision standards for pro-active planning of social facilities to support smart growth

    CSIR Research Space (South Africa)

    Green, Chéri

    2016-08-01

    Full Text Available Africa Submission to: Preparing for Smart Cities- Concept Planning Governance Civics BRICS Conference 2016 17-19 August 2016 Jaipur, India Session 5: Resource Mobilisation and Capacity Building- Finance and Human Resources Abstract... of the BRICS countries with respect to social facility planning and standards. The next section discusses the Cape Town case study and ends with a conclusion and future considerations. 1.2 Developmental issues in the South African city Prior...

  15. The Influence of Heritage Sites as Filming Locations on Tourists’ Decisions to Visit Sites and Their Perceptions of Them. Case Study: Game of Thrones

    Directory of Open Access Journals (Sweden)

    Emily Bowyer

    2017-10-01

    Full Text Available This paper provides an overview of the authors’ master thesis and addresses the effects of World Heritage Sites and heritage sites which are used as filming locations on visitor perceptions of a site and their decision to visit a site. Film-induced tourism is becoming increasingly popular and it is important to assess its impacts on World Heritage Sites and heritage sites used as locations. The integration of the different aspects of heritage and filming at a site including elements and the communication between all the different parties involved are also addressed. The case study used is the popular television series Game of Thrones focusing on various locations in Northern Ireland and Dubrovnik, Croatia. The paper aims to provide a starting platform for future research on heritage sites used as filming locations and the possible impacts that this may have.

  16. Multi-criteria Decision Support System (DSS) for optimal locations of Soil Aquifer Treatment (SAT) facilities.

    Science.gov (United States)

    Tsangaratos, P; Kallioras, A; Pizpikis, Th; Vasileiou, E; Ilia, I; Pliakas, F

    2017-12-15

    Managed Aquifer Recharge is a wide-spread well-established groundwater engineering method which is largely seen as sound and sustainable solution to water scarcity hydrologically sensitive areas, such as the Circum Mediterranean. The process of site selection for the installation of a MAR facility is of paramount importance for the feasibility and effectiveness of the project itself, especially when the facility will include the use of waters of impaired quality as a recharge source, as in the case of Soil-Aquifer-Treatment systems. The main objective of this study is to present the developed framework of a multi-criteria Decision Support System (DSS) that integrates within a dynamic platform the main groundwater engineering parameters associated with MAR applications together with the general geographical features which determine the effectiveness of such a project. The proposed system will provide an advanced coupled DSS-GIS tool capable of handling local MAR-related issues -such as hydrogeology, topography, soil, climate etc., and spatially distributed variables -such as societal, economic, administrative, legislative etc., with special reference to Soil-Aquifer-Treatment technologies. Copyright © 2017 Elsevier B.V. All rights reserved.

  17. Putting yourself in someone else's shoes: The impact of a location-based, collaborative roleplaying game on behaviour

    NARCIS (Netherlands)

    Schmitz, Birgit; Schuffelen, Petra; Kreijns, Karel; Klemke, Roland; Specht, Marcus

    2018-01-01

    The goal of this study was to probe the effectiveness of a mobile game-based learning approach in modifying behavioural outcomes and competence. The experiment was set against the background of low rates of laymen providing CPR during sudden cardiac arrests. A post-test control group design

  18. A Novel Hierarchical Model to Locate Health Care Facilities with Fuzzy Demand Solved by Harmony Search Algorithm

    Directory of Open Access Journals (Sweden)

    Mehdi Alinaghian

    2014-08-01

    Full Text Available In the field of health losses resulting from failure to establish the facilities in a suitable location and the required number, beyond the cost and quality of service will result in an increase in mortality and the spread of diseases. So the facility location models have special importance in this area. In this paper, a successively inclusive hierarchical model for location of health centers in term of the transfer of patients from a lower level to a higher level of health centers has been developed. Since determination the exact number of demand for health care in the future is difficult and in order to make the model close to the real conditions of demand uncertainty, a fuzzy programming model based on credibility theory is considered. To evaluate the proposed model, several numerical examples are solved in small size. In order to solve large scale problems, a meta-heuristic algorithm based on harmony search algorithm was developed in conjunction with the GAMS software which indicants the performance of the proposed algorithm.

  19. Location, Location, Location

    CERN Multimedia

    Clery, Daniel

    2007-01-01

    "When nations vie for massive international scientific facilities, science can take a back seat to politics and even sheer chance. Dealmakers say there's no magic formula for getting things right." (3 pages)

  20. Location, location, location

    CERN Multimedia

    Clery, Daniel

    2007-01-01

    "When nations vie for massive international scientific facilities, science can take a back seat to politics and even sheer chance. Dealmakers say there's no magic formula for getting things right." (4,5 pages)

  1. 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....

  2. Evaluation of the location and recency of faulting near prospective surface facilities in Midway Valley, Nye County, Nevada

    Energy Technology Data Exchange (ETDEWEB)

    Swan, F.H.; Wesling, J.R.; Angell, M.M.; Thomas, A.P.; Whitney, J.W.; Gibson, J.D.

    2002-01-17

    Evaluation of surface faulting that may pose a hazard to prospective surface facilities is an important element of the tectonic studies for the potential Yucca Mountain high-level radioactive waste repository in southwestern Nevada. For this purpose, a program of detailed geologic mapping and trenching was done to obtain surface and near-surface geologic data that are essential for determining the location and recency of faults at a prospective surface-facilities site located east of Exile Hill in Midway Valley, near the eastern base of Yucca Mountain. The dominant tectonic features in the Midway Valley area are the north- to northeast-trending, west-dipping normal faults that bound the Midway Valley structural block-the Bow Ridge fault on the west side of Exile Hill and the Paint-brush Canyon fault on the east side of the valley. Trenching of Quaternary sediments has exposed evidence of displacements, which demonstrate that these block-bounding faults repeatedly ruptured the surface during the middle to late Quaternary. Geologic mapping, subsurface borehole and geophysical data, and the results of trenching activities indicate the presence of north- to northeast-trending faults and northwest-trending faults in Tertiary volcanic rocks beneath alluvial and colluvial sediments near the prospective surface-facilities site. North to northeast-trending faults include the Exile Hill fault along the eastern base of Exile Hill and faults to the east beneath the surficial deposits of Midway Valley. These faults have no geomorphic expression, but two north- to northeast-trending zones of fractures exposed in excavated profiles of middle to late Pleistocene deposits at the prospective surface-facilities site appear to be associated with these faults. Northwest-trending faults include the West Portal and East Portal faults, but no disruption of Quaternary deposits by these faults is evident. The western zone of fractures is associated with the Exile Hill fault. The eastern

  3. Evaluation of the location and recency of faulting near prospective surface facilities in Midway Valley, Nye County, Nevada

    International Nuclear Information System (INIS)

    Swan, F.H.; Wesling, J.R.; Angell, M.M.; Thomas, A.P.; Whitney, J.W.; Gibson, J.D.

    2002-01-01

    Evaluation of surface faulting that may pose a hazard to prospective surface facilities is an important element of the tectonic studies for the potential Yucca Mountain high-level radioactive waste repository in southwestern Nevada. For this purpose, a program of detailed geologic mapping and trenching was done to obtain surface and near-surface geologic data that are essential for determining the location and recency of faults at a prospective surface-facilities site located east of Exile Hill in Midway Valley, near the eastern base of Yucca Mountain. The dominant tectonic features in the Midway Valley area are the north- to northeast-trending, west-dipping normal faults that bound the Midway Valley structural block-the Bow Ridge fault on the west side of Exile Hill and the Paint-brush Canyon fault on the east side of the valley. Trenching of Quaternary sediments has exposed evidence of displacements, which demonstrate that these block-bounding faults repeatedly ruptured the surface during the middle to late Quaternary. Geologic mapping, subsurface borehole and geophysical data, and the results of trenching activities indicate the presence of north- to northeast-trending faults and northwest-trending faults in Tertiary volcanic rocks beneath alluvial and colluvial sediments near the prospective surface-facilities site. North to northeast-trending faults include the Exile Hill fault along the eastern base of Exile Hill and faults to the east beneath the surficial deposits of Midway Valley. These faults have no geomorphic expression, but two north- to northeast-trending zones of fractures exposed in excavated profiles of middle to late Pleistocene deposits at the prospective surface-facilities site appear to be associated with these faults. Northwest-trending faults include the West Portal and East Portal faults, but no disruption of Quaternary deposits by these faults is evident. The western zone of fractures is associated with the Exile Hill fault. The eastern

  4. Prisons and Correctional Facilities, Located during MicroData field address collection 2004-2006. Kept in Spillman database for retrieval., Published in 2004, Vilas County Government.

    Data.gov (United States)

    NSGIC Local Govt | GIS Inventory — Prisons and Correctional Facilities dataset current as of 2004. Located during MicroData field address collection 2004-2006. Kept in Spillman database for retrieval..

  5. Location, Location, Location!

    Science.gov (United States)

    Ramsdell, Kristin

    2004-01-01

    Of prime importance in real estate, location is also a key element in the appeal of romances. Popular geographic settings and historical periods sell, unpopular ones do not--not always with a logical explanation, as the author discovered when she conducted a survey on this topic last year. (Why, for example, are the French Revolution and the…

  6. Solving the competitive facility location problem considering the reactions of competitor with a hybrid algorithm including Tabu Search and exact method

    Science.gov (United States)

    Bagherinejad, Jafar; Niknam, Azar

    2018-03-01

    In this paper, a leader-follower competitive facility location problem considering the reactions of the competitors is studied. A model for locating new facilities and determining levels of quality for the facilities of the leader firm is proposed. Moreover, changes in the location and quality of existing facilities in a competitive market where a competitor offers the same goods or services are taken into account. The competitor could react by opening new facilities, closing existing ones, and adjusting the quality levels of its existing facilities. The market share, captured by each facility, depends on its distance to customer and its quality that is calculated based on the probabilistic Huff's model. Each firm aims to maximize its profit subject to constraints on quality levels and budget of setting up new facilities. This problem is formulated as a bi-level mixed integer non-linear model. The model is solved using a combination of Tabu Search with an exact method. The performance of the proposed algorithm is compared with an upper bound that is achieved by applying Karush-Kuhn-Tucker conditions. Computational results show that our algorithm finds near the upper bound solutions in a reasonable time.

  7. Solving the competitive facility location problem considering the reactions of competitor with a hybrid algorithm including Tabu Search and exact method

    Science.gov (United States)

    Bagherinejad, Jafar; Niknam, Azar

    2017-06-01

    In this paper, a leader-follower competitive facility location problem considering the reactions of the competitors is studied. A model for locating new facilities and determining levels of quality for the facilities of the leader firm is proposed. Moreover, changes in the location and quality of existing facilities in a competitive market where a competitor offers the same goods or services are taken into account. The competitor could react by opening new facilities, closing existing ones, and adjusting the quality levels of its existing facilities. The market share, captured by each facility, depends on its distance to customer and its quality that is calculated based on the probabilistic Huff's model. Each firm aims to maximize its profit subject to constraints on quality levels and budget of setting up new facilities. This problem is formulated as a bi-level mixed integer non-linear model. The model is solved using a combination of Tabu Search with an exact method. The performance of the proposed algorithm is compared with an upper bound that is achieved by applying Karush-Kuhn-Tucker conditions. Computational results show that our algorithm finds near the upper bound solutions in a reasonable time.

  8. Big Game Reporting Stations

    Data.gov (United States)

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

  9. Movement Patterns in Educational Games

    DEFF Research Database (Denmark)

    Rehm, Matthias; Christensen, Bianca Clavio; Nielsen, Thorsten B.

    2018-01-01

    Although movement is essential in location-based games to get from one point of interest to the next, it is seldom taken into account for the game design and the selection of locations. Instead, player movement is usually analyzed after the fact, i.e. when the game is ready to play. In this paper......-based educational games....

  10. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

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

  11. Airports and Airfields, Airstrip locations within Sedgwick County. Primary attributes include site number, location ID, facility type, effective date, air strip name, city name, latitude, longitude, and elevation., Published in 2008, 1:1200 (1in=100ft) scale, Sedgwick County Government.

    Data.gov (United States)

    NSGIC Local Govt | GIS Inventory — Airports and Airfields dataset current as of 2008. Airstrip locations within Sedgwick County. Primary attributes include site number, location ID, facility type,...

  12. The effect of location and facility demand on the marginal cost of delivered wood chips from energy crops: A case study of the state of Tennessee

    International Nuclear Information System (INIS)

    Graham, R.L.; Liu, W.; Downing, M.; Noon, C.; Daly, M.; Moore, A.

    1995-01-01

    Cost-supply curves for delivered wood chips from short rotation woody crops were calculated for 21 regularly-spaced locations spanning the state of Tennessee. These curves were used to systematically evaluate the combined effects of location and facility demand on wood chip feedstock costs in Tennessee. The cost-supply curves were developed using BRAVO, a GIS-based decision support system which calculates marginal cost of delivering wood chips to a specific location given road network maps and maps of farmgate prices and supplies of woody chips from short rotation energy crops. Marginal costs of delivered chips varied by both facility location in the state and facility demand. Marginal costs were lowest in central Tennessee unless the facility demand was greater than 2.7 million dry Mg per year (3 million dry tons per year) in which case west Tennessee was the lowest cost region. Marginal costs rose rapidly with increasing facility demand in the mountainous eastern portion of the state. Transportation costs accounted for 18 to 29% of the delivered cost and ranged between $8 and $18/dry Mg ($7 and $16/dry ton). Reducing the expected farmer participation rate from 100% to 50% or 25% dramatically raised the marginal costs of feedstock supply in the east and central regions of the state. The analysis demonstrates the need to use geographically-specific information when projecting the potential costs and supplies of biomass feedstock

  13. The regulation for delivery of subsidies for measures of promoting power source location for nuclear power generating facilities

    International Nuclear Information System (INIS)

    1977-01-01

    The Regulation is based on the prescriptions of the Enforcement Order for the Law for Arrangement of Surrounding Areas of Power Generating Facilities, the Law for Proper Budget Enforcement Concerning Subsidies and its Enforcement Order. These rules apply to the subsidies concerning nuclear power generating facilities, reprocessing facilities and test and examination facilities for nuclear fuel materials used for power generating reactors, reactors used for research on the safety of power generating reactors, and experimental reactors for fast breeder reactors. The limits of subsidies are specified respectively for the cases that a unit of power generating facility or two and more units of such facilities are set up in a local municipality. The subsidies are delivered for the expenses occurred in the period, beginning from the fiscal year when construction of the generating facility concerned starts or the arrangement plan of the concerned project is approved, and ending in the fiscal year when such construction comes to an end. The subsidies are given as evenly as possible in each fiscal year. The applicants of the subsidies file the applications attached with the explanations of the projects to the chief of the competent ministry (Director General of the Science and Technology Agency or the Minister of International Trade and Industry). Terms of delivery, reports submitted by the receivers of the subsidies and other related matters are specified. (Okada, K.)

  14. Nuclear fuel cycle bringing about opportunity for industrial structure conversion; On social environment survey regarding location of nuclear fuel cycle facilities

    Energy Technology Data Exchange (ETDEWEB)

    Nakamura, Taiki (Agency of Natural Resources and Energy, Tokyo (Japan))

    1991-10-01

    Three facilities of nuclear fuel cycle, that is, uranium enrichment, fuel reprocessing and low level radioactive waste storage and burying, are being constructed by electric power industry in Rokkasho Village, Kamikita County, Aomori Prefecture. These are the large scale project of the total investment of 1.2 trillion yen. It is expected that the promotion of this project exerts not a little effect to the social economy of the surrounding districts. Agency of Natural Resources and Energy, Ministry of International Trade and Industry, carried out the social environment survey on the location of nuclear fuel cycle facilities. In this report, the outline of the economical pervasive effect due to the construction and operation of the three facilities in the report of this survey is described. The method of survey and the organization, the outline of three nuclear fuel cycle facilities, the economical pervasive effect, the effect to the local social structure, and the direction of arranging occupation, residence and leisure accompanying the location of three nuclear fuel cycle facilities are reported. (K.I.).

  15. The regulation for delivery of subsidies for measures of promoting power source location for nuclear power generating facilities

    International Nuclear Information System (INIS)

    1979-01-01

    The regulation is defined under the law for arrangement of surrounding areas of power generating facilities and the law concerning subsidies and others. Limits of the subsidies are stipulated respectively for establishment of a unit and simultaneous construction of more than 2 units of power generating facilities in the area of self-governing bodies concerned. Limits of the subsidies for an arrangement business out of the area of self-governing bodies where the facilities are set up shall be equal to those of the subsidies for such bodies. The Director General of Science and Technology Agency and the Minister of International Trade and Industry may make the amounts otherwise determined the limits of the subsidies, when considered necessary successfully to build the facilities. The term of delivery is from a fiscal year in which a later one of either the day of beginning of the construction concerned or the day of acknowledgment of the arrangement program of the business is included, through a fiscal year when the work finishes. An application for subsidies shall be filed to the head of the authorities concerned with gists of the business according to the forms attached. Receiving the application, the head of the authorities shall examine it and notify to the applicant without delay in writing the decision of delivery and its conditions, when such settlement is made. (Okada, K.)

  16. The regulation for delivery of subsidies for measures of promoting power source location for nuclear power generating facilities

    International Nuclear Information System (INIS)

    1984-01-01

    According to the law for the arrangement of surrounding areas of power generating facilities, the regulations concern the allocation of subsidies to promote the most efficient way of siting nuclear power facilities. The contents consist of the following: limits on the subsidies, terms of subsidy allocations, the sum of subsidies for each respective year, applications for subsidies, determination of subsidy allocations, withdrawal of applications, the conditions attached to the allocations, a report on the work proceedings, a report on the results, confirmation on the sum of the subsidies, withdrawal of the decision for subsidies, limitations for disposal of the properties, payment of subsidies, accounting of the subsidy operations, a record of the subsidies, and the chief in the governmental office concerned. (Mori, K.)

  17. Facilities & Leadership

    Data.gov (United States)

    Department of Veterans Affairs — The facilities web service provides VA facility information. The VA facilities locator is a feature that is available across the enterprise, on any webpage, for the...

  18. Using Multicriteria Decision Making Techniques in Free Zone for Facility Location Selection: An Example for Eastern Anatolia Region

    Directory of Open Access Journals (Sweden)

    Gökhan Ağaç

    2015-06-01

    Full Text Available Free Zones contribute to the prosperity of the region by increasing employment, attracting foreign capital, allowing technology transfer and increasing exports. In this study, an application of location selection was performed for a possible Free Zone established in provinces of Eastern Anatolia Region. For application of the study, AHP, TOPSIS, VIKOR and ELECTRE, which are multi criteria decision making techniques, were used. AHP was used for determine weights of the criteria that influence the Free Zone location selection while TOPSIS, VIKOR and ELECTRE methods were used to rank alternatives. Accordingly; the three most important criteria for the Free Zone location selection were proximity countries, quantity of exports and government incentives while first three provinces were respectively, Iğdır, Hakkâri and Van for Free Zone will be established.

  19. The spatial location of laser-driven, forward-propagating waves in a National-Ignition-Facility-relevant plasma

    International Nuclear Information System (INIS)

    Cobble, J. A.; Fernandez, J. C.; Kurnit, N. A.; Montgomery, D. S.; Johnson, R. P.; Renard-Le Galloudec, N.; Lopez, M. R.

    2000-01-01

    Ion acoustic and electron plasma waves, associated with backward-propagating stimulated Brillouin scattering and stimulated Raman scattering, have been diagnosed in a long-scale-length, nearly homogenous plasma with transverse flow. Thomson scattered light from a probe beam is employed to show that these waves are well localized in space and for a time much shorter than the laser pulse duration. These plasma conditions are relevant to hohlraum design for the National Ignition Facility inertial confinement fusion laser system. [R. Sawicki et al., Fusion Technol. 34, 1097 (1998)]. (c) 2000 American Institute of Physics

  20. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  1. Location, Location, Location: Where Do Location-Based Services Fit into Your Institution's Social Media Mix?

    Science.gov (United States)

    Nekritz, Tim

    2011-01-01

    Foursquare is a location-based social networking service that allows users to share their location with friends. Some college administrators have been thinking about whether and how to take the leap into location-based services, which are also known as geosocial networking services. These platforms, which often incorporate gaming elements like…

  2. A Comparative Assesment of Facility Location Problem via fuzzy TOPSIS and fuzzy VIKOR: A Case Study on Security Services

    Directory of Open Access Journals (Sweden)

    Dilşad GÜZEL

    2015-05-01

    Full Text Available Today, law enforcement and security services are critically important for peace and prosperity of communities. The law enforcement forces serve citizens using security materials. The distribution of security materials is the dominant factor in determining the outcome of law enforcement duties. Failing to supply the required amounts of security materials properly, when and where it is needed, can lead to chaos. In this study, it is aimed to provide a decision support tool that can help to select the most appropriate location of security materials distribution center. The distribution center location problem is a complex multi-criteria problem including both quantitative and qualitative factors which may be in conflict and may also be uncertain. We proposed a comparative analysis that exploits fuzzy TOPSIS and fuzzy VIKOR techniques. Fuzzy weights of the 20 criteria and fuzzy judgments about 4 potential locations of distribution center as alternatives are employed to compute evaluation scores and ranking. Based on the evaluation criteria, Konya has been found the best alternative accourding to both techniques as well.

  3. Supermodular Games and Potential Games

    OpenAIRE

    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 two-person Cournot games.

  4. Mobile game for Kaamos Games

    OpenAIRE

    Takkunen, Lasse

    2016-01-01

    This thesis was conducted for a startup game company called Kaamos Games Oy. The company specializes in the development of mobile games, and was looking to expand their expertise and list of developed games. The aim of this thesis was to develop a mobile game for Kaamos Games. The thesis introduces concepts which are relevant to mobile game development and the game development process. The general stages of a game development process are explained and the activities that went into this de...

  5. Combining Facility Location and Routing Decisions in Sustainable Urban Freight Distribution under Horizontal Collaboration: How Can Shippers Be Benefited?

    Directory of Open Access Journals (Sweden)

    Hanan Ouhader

    2017-01-01

    Full Text Available This article investigates the potential economic, environmental, and social effects of combining depot location and vehicle routing decisions in urban road freight transportation under horizontal collaboration. We consider a city in which several suppliers decide to joint deliveries to their customers and goods are delivered via intermediate depots. We study a transportation optimization problem from the perspective of sustainability development. This quantitative approach is based on three-objective mathematical model for strategic, tactical, and operational decision-making as a two-echelon location routing problem (2E-LRP. The objectives are to minimize cost and CO2 emissions of the transportation and maximize the created job opportunities. The model was solved with the ε-constraint method using extended known instances reflecting the real distribution in urban area to evaluate several goods’ delivery strategies. The obtained results by comparing collaborative and noncollaborative scenarios show that collaboration leads to a reduction in CO2 emissions, transportation cost, used vehicles, and travelled distances in addition to the improvement of the vehicles load rate but collaboration affects negatively social impact. To evaluate the effect of the method used to allocate the total gains to the different partners, we suggest to decision makers a comparison between well-known allocation methods.

  6. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

    The correspondence between game and reality is usually regarded as a representational relationship. Discussing the correspondence, one must, however, also look into the relation between game and player: The interests of the player and the staging of the player in the game. Games can be consumer...... software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...... seem to be emerging in the field of gaming. The presentation focuses on this new correspondence, describes its different appearances, elaborates various historical traces and argues that user access to a textual, constitutive level of the game seems intrinsically linked to the genre....

  7. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

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

  8. Social Interactions and Games

    Science.gov (United States)

    Uz, Cigdem; Cagiltay, Kursat

    2015-01-01

    Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…

  9. 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

  10. Park Facilities, Boundaries were determined from parcel mapping lines & site specific items, such as shelter locations, were obtained by field GPS observation, Published in 2010, Not Applicable scale, Chippewa County Government.

    Data.gov (United States)

    NSGIC Local Govt | GIS Inventory — Park Facilities dataset current as of 2010. Boundaries were determined from parcel mapping lines & site specific items, such as shelter locations, were obtained...

  11. Location-Price Competition in Airline Networks

    Directory of Open Access Journals (Sweden)

    H. Gao

    2014-01-01

    Full Text Available This paper addresses location-then-price competition in airline market as a two-stage game of n players on the graph. Passenger’s demand distribution is described by multinomial logit model. Equilibrium in price game is computed through best response dynamics. We solve location game using backward induction, knowing that airlines will choose prices from equilibrium for the second-stage game. Some numerical results for airline market under consideration are presented.

  12. 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

  13. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

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

  14. Substance Abuse Treatment Facility Locator

    Science.gov (United States)

    ... Joint Commission   National Committee for Quality Assurance Payment/Insurance/Funding Accepted All / None / Reverse   Access to recovery (ATR) voucher   County or local government funds   Community ...

  15. The Motivational Power of Game Communities - Engaged through Game Jamming

    DEFF Research Database (Denmark)

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

    2013-01-01

    to develop games and to meet new people. We believe that the community building as well as the motivation and engagement due to social aspects and the desire to learn more about game development among participants at such events might have beneficial ripple effects, which are valuable to investigate more......Game jams have become a rapid growing phenomenon. Every year brings new and larger game jams. In this study, we closely followed the world’s largest single location game jam in order to explore the engagement among participants. The authors joined the organizing group of the Nordic Game Jam 2013......, and gained a favorable opportunity to observe the 470 game developers efforts during the 48 hours of non-stop development. The paper presents the results of two surveys conducted just before and after the event as well as observations during the game jam. The main motivational factors among participants were...

  16. A Hybrid Approach Using an Artificial Bee Algorithm with Mixed Integer Programming Applied to a Large-Scale Capacitated Facility Location Problem

    Directory of Open Access Journals (Sweden)

    Guillermo Cabrera G.

    2012-01-01

    Full Text Available We present a hybridization of two different approaches applied to the well-known Capacitated Facility Location Problem (CFLP. The Artificial Bee algorithm (BA is used to select a promising subset of locations (warehouses which are solely included in the Mixed Integer Programming (MIP model. Next, the algorithm solves the subproblem by considering the entire set of customers. The hybrid implementation allows us to bypass certain inherited weaknesses of each algorithm, which means that we are able to find an optimal solution in an acceptable computational time. In this paper we demonstrate that BA can be significantly improved by use of the MIP algorithm. At the same time, our hybrid implementation allows the MIP algorithm to reach the optimal solution in a considerably shorter time than is needed to solve the model using the entire dataset directly within the model. Our hybrid approach outperforms the results obtained by each technique separately. It is able to find the optimal solution in a shorter time than each technique on its own, and the results are highly competitive with the state-of-the-art in large-scale optimization. Furthermore, according to our results, combining the BA with a mathematical programming approach appears to be an interesting research area in combinatorial optimization.

  17. MOBILE GAME HALMA MULTIPLAYER

    Directory of Open Access Journals (Sweden)

    Muhammad Dhimas

    2015-04-01

    Full Text Available Handphone besides as a communication tool also has a function as a medium of entertainment. Various multimedia services and communications facilities contained therein, one Bluetooth. Games is one application that always exist in the mobile phone, and with a wider variety of games development by utilizing the services in mobile. In this research, the development of the multiplayer games for mobile phones utilizing Bluetooth communication media using the programming language Java Micro Edition (J2ME. Design method using the grapple, NetBeans IDE 6.1 is used as tools to assist programming.

  18. 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

  19. 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

  20. 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

  1. 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

  2. Location | FNLCR Staging

    Science.gov (United States)

    The Frederick National Laboratory for Cancer Research campus is located 50 miles northwest of Washington, D.C., and 50 miles west of Baltimore, Maryland, in Frederick, Maryland. Satellite locations include leased and government facilities extending s

  3. Duality in constrained location problems

    DEFF Research Database (Denmark)

    Juel, Henrik; Love, Robert F.

    1987-01-01

    The dual of a facility location problem with general norms, distance constraints, and linear constraints is formulated.......The dual of a facility location problem with general norms, distance constraints, and linear constraints is formulated....

  4. Personalised gaming

    NARCIS (Netherlands)

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

    2012-01-01

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

  5. Game Theory

    DEFF Research Database (Denmark)

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

  6. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

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

  7. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

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

  8. Differential games.

    Science.gov (United States)

    Varaiya, P. P.

    1972-01-01

    General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.

  9. Personalised gaming

    OpenAIRE

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

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific literature. The motivation concerns (a) the psychological foundation, (b) the effect on player satisfaction, (c) the contribution to game development, and (d) the requirement for achieving ambitions....

  10. Online Gaming

    OpenAIRE

    Kevin Curran; Paul Canning; Martin Laughlin; Ciarán McGowan; Rory Carlin

    2005-01-01

    Computer gaming is a medium by which we can entertain ourselves, a medium that has expanded to the online worldwide market as part as globalization. The growth of online gaming has close ties with the use of broadband, as a good online gaming experience requires a broadband connection. Through online gaming, people can play and communicate with each other freely in almost any country, at any given time. This paper examines the phenomenon of online gaming.

  11. Licensed Healthcare Facilities

    Data.gov (United States)

    California Department of Resources — The Licensed Healthcare Facilities point layer represents the locations of all healthcare facilities licensed by the State of California, Department of Health...

  12. Licensed Healthcare Facilities

    Data.gov (United States)

    California Natural Resource Agency — The Licensed Healthcare Facilities point layer represents the locations of all healthcare facilities licensed by the State of California, Department of Health...

  13. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

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

  14. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

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

  15. Connecting Mobile Game Advertising with Local Stores

    OpenAIRE

    Wen, Yanzhao

    2016-01-01

    With the growth of mobile market, mobile advertising and mobile game advertising are becoming more and more important. On one hand, mobile advertising is able to deliver relevant ads to targeted users based on their locations and behaviors. On the other hand, as the number of mobile game players and free-to-play mobile games are increasing, mobile game advertising forms one important way of monetization. It is important to increase the advertising effectiveness while producing friendly user e...

  16. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    Science.gov (United States)

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  17. Social gaming in online games

    OpenAIRE

    Pöyhtäri, A. (Aleksi)

    2016-01-01

    Abstract The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social construct and how social interaction changes the gaming experience. Social interaction in games brings people together. Online games have been researched from many points of view. However, the research done from social perspective is relatively new and this is why I wanted to write my thesis from the social interaction ...

  18. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

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

  19. Game Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2016-01-01

    Building on the definition of cinematography (Soanes and Stevenson, Oxford dictionary of English. Oxford University Press, Oxford/New York, 2005), game cinematography can be defined as the art of visualizing the content of a computer game. The relationship between game cinematography and its...... traditional counterpart is extremely tight as, in both cases, the aim of cinematography is to control the viewer’s perspective and affect his or her perception of the events represented. However, game events are not necessarily pre-scripted and player interaction has a major role on the quality of a game...... experience; therefore, the role of the camera and the challenges connected to it are different in game cinematography as the virtual camera has to both dynamically react to unexpected events to correctly convey the game story and take into consideration player actions and desires to support her interaction...

  20. Study--The Feasibility, Practicability and Cost of the Soundproofing of Schools, Hospitals, and Public Health Facilities Located Near Airports. Report to Congress.

    Science.gov (United States)

    Federal Aviation Administration (DOT), Washington, DC.

    This report fulfills the requirement of Public Law 94-353 that requires the Secretary of Transportation to report to the Congress with respect to the feasibility, practicability, and cost of soundproofing noise-impacted schools, hospitals, and public health facilities, in order to reduce the possible adverse effects of aircraft noise. A survey of…

  1. An Evaluation of the Added Value of Co-Design in the Development of an Educational Game for Road Safety

    Science.gov (United States)

    All, Anissa; Van Looy, Jan; Castellar, Elena Patricia Nuñez

    2013-01-01

    This study explores the added value of co-design in addition to other innovation research methods in the process of developing a serious game design document for a road safety game. The sessions aimed at exploring 4 aspects of a location-based game experience: themes, game mechanics, mobile phone applications and locations for mini-games. In…

  2. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

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

  3. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

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

  4. Emotional Gaming

    OpenAIRE

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

    2013-01-01

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

  5. Problem Gaming

    OpenAIRE

    Strate, Simon Wolter; Dreyer, Maria; Petersen, Freja Astrid; Willumsen, Ea Christina

    2013-01-01

    This paper investigates the psychological and social consequences of excessive online computer use. The study is based on an assumption that immoderate time spent on online gaming will have negative consequences for the identity creation processes and the ability to socialize in a non-gaming context. The paper argues that by asserting that gaming addiction exist a question of autonomy vs. beneficence will be raised, as some will search to find a treatment for such a diagnosis. By using differ...

  6. Platform Comparison Between Games Console, Mobile Games And PC Games

    Directory of Open Access Journals (Sweden)

    Geraldus Galehantomo P.S

    2015-11-01

    Full Text Available In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacks All platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those games will determine the quality of the platforms, so that the game developers of each platform developtheir games maximally to compete.

  7. Fractional location problems

    NARCIS (Netherlands)

    A.I. Barros (Ana); J.B.G. Frenk (Hans); J.A.S. Gromicho (Joaquim)

    1997-01-01

    textabstractIn this paper we analyze some variants of the classical uncapacitated facility location problem with a ratio as an objective function. Using basic concepts and results of fractional programming, we identify a class of one-level fractional location problems which can be solved in

  8. Mobile Gaming and Student Interactions in a Science Center: The Future of Gaming in Science Education

    Science.gov (United States)

    Atwood-Blaine, Dana; Huffman, Douglas

    2017-01-01

    This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…

  9. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

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

  10. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

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

  11. Online Gaming

    OpenAIRE

    Johansson, Theis; Beck-Bang, Kathrine; Rishøj, Kristian Starup; Erlendsson, Katrine Winther

    2014-01-01

    The aim of this report has been to investigate what effects online gaming can have on an online gamer and his everyday life. To meet the requirements from our term, we have approached the subject from a technological point of view. By analyzing the different game functions of the online game League of Legends, we have been able to discuss the attraction of online games and why the players keep spending their time in this online world. By interviewing four different gamers and comparing their ...

  12. Quitting Games

    OpenAIRE

    Eilon Solan; Nicolas Vieille

    1998-01-01

    Quitting games are sequential games in which, at any stage, each player has the choice between continuing and quitting. The game ends as soon as at least player chooses to quit; player i then receives a payoff r, which depends on the set S of players that did choose to quit. If the game never ends, the payoff to each player is 0. We prove the existence of cyclic E-equilibrium under some assumptions on the payoff function (r sub s). We prove on an example that our result is essentially optimal...

  13. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

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

  14. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

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

  15. Environmental safety case and cement-related issues for intermediate-level waste in a co-located geological disposal facility

    International Nuclear Information System (INIS)

    Norris, Simon; Williams, Steve

    2012-01-01

    Simon Norris of the NDA described safety case and cement-related issues for a geological disposal facility for ILW. The Environmental Safety Case (ESC) needs to demonstrate a clear understanding of: - The disposal facility in its geological setting. - How the disposal system will evolve. - How the various components of system (including cementitious materials) contribute to meeting the requirement of providing a safe long-term solution for the disposed wastes. The ESC must include and support the key environmental safety arguments with underpinning lines of reasoning and detailed analysis, assessments and supporting evidence (including those relating to cementitious materials). In an ILW disposal system, cementitious materials could be used in several ways: - As in-package grouting materials and package materials. - Backfill material. - Shotcrete and other vault lining technologies that could be employed during construction and operation. - Engineered seals. - Structural materials. Given that cementitious materials will play important roles in the disposal system - and within a general strategy for managing uncertainty - the NDA is conducting, or has recently conducted, research into the following topics: - Assessment of the potential for interactions between disposal modules for low- and intermediate-level wastes and for HLW and spent fuel. - The effect of possible cementitious vault liners (e.g. composed from shotcrete) on the early post-closure evolution of waste-derived gas in a geological disposal facility for low- and intermediate-level wastes. - The evolution of cementitious backfill materials, including cracking, and related evolution of groundwater flow and chemistry in the vault environment of a geological disposal facility. - Evidence from nature and archaeology relevant to the long-term properties of cement. - Interaction of waste-derived gas (particularly carbon-14 bearing gas) with cementitious materials in the facility near-field. - The choice of in

  16. Video Game Accessibility: A Legal Approach

    Directory of Open Access Journals (Sweden)

    George Powers

    2015-02-01

    Full Text Available Video game accessibility may not seem of significance to some, and it may sound trivial to anyone who does not play video games. This assumption is false. With the digitalization of our culture, video games are an ever increasing part of our life. They contribute to peer to peer interactions, education, music and the arts. A video game can be created by hundreds of musicians and artists, and they can have production budgets that exceed modern blockbuster films. Inaccessible video games are analogous to movie theaters without closed captioning or accessible facilities. The movement to have accessible video games is small, unorganized and misdirected. Just like the other battles to make society accessible were accomplished through legislation and law, the battle for video game accessibility must be focused toward the law and not the market.

  17. Evaluation of vision training using 3D play game

    Science.gov (United States)

    Kim, Jung-Ho; Kwon, Soon-Chul; Son, Kwang-Chul; Lee, Seung-Hyun

    2015-03-01

    The present study aimed to examine the effect of the vision training, which is a benefit of watching 3D video images (3D video shooting game in this study), focusing on its accommodative facility and vergence facility. Both facilities, which are the scales used to measure human visual performance, are very important factors for man in leading comfortable and easy life. This study was conducted on 30 participants in their 20s through 30s (19 males and 11 females at 24.53 ± 2.94 years), who can watch 3D video images and play 3D game. Their accommodative and vergence facility were measured before and after they watched 2D and 3D game. It turned out that their accommodative facility improved after they played both 2D and 3D games and more improved right after they played 3D game than 2D game. Likewise, their vergence facility was proved to improve after they played both 2D and 3D games and more improved soon after they played 3D game than 2D game. In addition, it was demonstrated that their accommodative facility improved to greater extent than their vergence facility. While studies have been so far conducted on the adverse effects of 3D contents, from the perspective of human factor, on the imbalance of visual accommodation and convergence, the present study is expected to broaden the applicable scope of 3D contents by utilizing the visual benefit of 3D contents for vision training.

  18. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

    design of an interactive Petri net-based token (ludo) game is presented in which transition firing is determined by dice cast. Programming is ... that always invigorates every type of persons from small to big. This is the element of chance or ..... via the game, just like video films engaged people with watching TV. 5. Conclusion.

  19. Game Theory

    Indian Academy of Sciences (India)

    This article tries to outline what game theory is all about. It illustrates game theory's fundamental solution concept viz., Nash equilibrium, using various examples. The Genesis. In the late thirties, the mathematician John von Neumann turned his prodigious innovative talents towards economics. This brief encounter of his with ...

  20. Epistemic Games

    Science.gov (United States)

    Shaffer, David Williamson

    2005-01-01

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

  1. Instructional games and activities for criticality safety training

    International Nuclear Information System (INIS)

    Bullard, B.; McBride, J.

    1993-01-01

    During the past several years, the Training and Management Systems Division (TMSD) staff of Oak Ridge Institute for Science and Education (ORISE) has designed and developed nuclear criticality safety (NCS) training programs that focus on high trainee involvement through the use of instructional games and activities. This paper discusses the instructional game, initial considerations for developing games, advantages and limitations of games, and how games may be used in developing and implementing NCS training. It also provides examples of the various instructional games and activities used in separate courses designed for Martin Marietta Energy Systems (MMES's) supervisors and U.S. Nuclear Regulatory Commission (NRC) fuel facility inspectors

  2. Artificial and Computational Intelligence for Games on Mobile Platforms

    OpenAIRE

    Congdon, Clare Bates; Hingston, Philip; Kendall, Graham

    2013-01-01

    In this chapter, we consider the possibilities of creating new and innovative games that are targeted for mobile devices, such as smart phones and tablets, and that showcase AI (Artificial Intelligence) and CI (Computational Intelligence) approaches. Such games might take advantage of the sensors and facilities that are not available on other platforms, or might simply rely on the "app culture" to facilitate getting the games into users' hands. While these games might be profitable in themsel...

  3. Design Games for In-Situ Design

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2013-01-01

    The mobile culture has spawned a host of context-based products, like location-based and tag-based applications. This presents a new challenge for the designer. There is a need of design methods that acknowledge the context and allows it to influence the design ideas. This article focuses...... on a design problem where an in-situ design practice may further the early design process: the case of designing a pervasive game. Pervasive games are computer games, played using the city as a game board and often using mobile phones with GPS. Some contextual design methods exist, but we propose an approach...... that calls for the designer to conceptualise and perform ideas in-situ, that is on the site, where the game is supposed to be played. The problem was to design a creativity method that incorporated in-situ design work and which generated game concepts for pervasive games. The proposed design method, called...

  4. The Assignment Game : The Reduced Game

    OpenAIRE

    Guillermo OWEN

    1992-01-01

    Let v be an assignment game. For a given reference payoff vector (x; y), and a coalition S, bargaining within the coalition can be represented by either the reduced game or the derived game. It is known that the reduced game need not be an assignment game (in fact, it need not be super additive) while the derived game is another assignment game, with modified reservation prices. We prove that, when the reference vector is in the core of the game, the derived game is the super additive cover o...

  5. 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

  6. Effects of nearshore evaporation rates on the design of seabed gallery intake systems for SWRO facilities located along the Red Sea shoreline of Saudi Arabia

    KAUST Repository

    Dehwah, Abdullah

    2015-10-12

    Feed water to seawater reverse osmosis desalination systems should have a constant salinity with minimal variation. Intake systems that extract water from shallow nearshore areas in arid regions can exhibit significant fluctuations in salinity caused by high rates of evaporation and lack of circulation. Such fluctuations in salinity could inhibit the design, construction, and operation of seabed gallery intake systems located in shallow nearshore areas, such as the Red Sea inner shelf. Water depths range from 0 to 2 m between the beach and the edge of the fringing reef in the optimal locations for the development of seabed gallery intakes along the coast of the Red Sea of Saudi Arabia. The evaporation rate in this area is between 2 and 3 m per year. The bottom consists of mostly a marine hardground containing a thin veneer of unlithified sediment and no significant cover of corals or seagrass. The rather barren nature of the bottom suggests that periodic hypersalinity may contribute to the formation of hardgrounds on the bottom by causing supersaturation of the seawater with calcium carbonate and may limit the growth of corals and grasses. To assess the changes in salinity, a conceptual model was developed which assumes that a shallow circulation cell develops between the shoreline and deeper water offshore. Lower salinity seawater should migrate landward to replace water loss caused by evaporation with seaward moving of high-salinity water occurring along the bottom to balance the flow with ultimate mixing before the reef tract. To test this circulation pattern, a series of sensors were deployed to continuously monitor the water temperature, conductivity, and salinity at the surface and at the bottom during several periods of high air temperature. Surprisingly, the results show very little variation in salinity, despite the very high evaporation loss. The water salinity ranged between 39,000 and 40,000 mg/L with no diurnal variations of significance. Based on the

  7. Playing Games with Timed Games

    DEFF Research Database (Denmark)

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

    2009-01-01

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

  8. 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.

  9. Game development tool essentials

    CERN Document Server

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

    2014-01-01

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

  10. Donor Tag Game

    Science.gov (United States)

    ... Donor Community > Games > Donor Tag Game Donor Tag Game This feature requires version 6 or later of ... of Needles LGBTQ+ Donors Blood Donor Community SleevesUp Games Facebook Avatars and Badges Banners eCards Make a ...

  11. Location and logistics

    OpenAIRE

    Alumura, Sibel A.; Karab, Bahar Y.; Melo, M. Teresa

    2013-01-01

    Facility location decisions play a critical role in designing logistics networks. This article provides some guidelines on how location decisions and logistics functions can be integrated into a single mathematical model to optimize the configuration of a logistics network. This will be illustrated by two generic models, one supporting the design of a forward logistics network and the other addressing the specific requirements of a reverse logistics network. Several special cases and extensio...

  12. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

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

  13. Bringing your a-game: Educational gaming for student success.

    Science.gov (United States)

    Strickland, Haley P; Kaylor, Sara K

    2016-05-01

    The purpose of this article is to describe the theoretical basis for the integration of gaming in nursing education and discuss aspects related to the implementation of "The Race for Nursing Student Success" game. This game was designed for 112 junior-level baccalaureate nursing students enrolled in a fundamentals nursing course. Students were divided into groups of 5-8 and rotated through ten specific learning activities that took place in various locations throughout the nursing building. Student and faculty feedback indicated positive responses to this instructional strategy and also promoted a learner-centered teaching environment. This learning activity supports the use of educational gaming as a means to develop learner-centered environments that provide experiential experiences, enhance learning, and stimulate interest, and motivation for students to learn. Copyright © 2016 Elsevier Ltd. All rights reserved.

  14. Integrated Disposal Facility

    Data.gov (United States)

    Federal Laboratory Consortium — Located near the center of the 586-square-mile Hanford Site is the Integrated Disposal Facility, also known as the IDF.This facility is a landfill similar in concept...

  15. Environmental Toxicology Research Facility

    Data.gov (United States)

    Federal Laboratory Consortium — Fully-equipped facilities for environmental toxicology researchThe Environmental Toxicology Research Facility (ETRF) located in Vicksburg, MS provides over 8,200 ft...

  16. Cold Vacuum Drying Facility

    Data.gov (United States)

    Federal Laboratory Consortium — Located near the K-Basins (see K-Basins link) in Hanford's 100 Area is a facility called the Cold Vacuum Drying Facility (CVDF).Between 2000 and 2004, workers at the...

  17. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

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

  18. Performance and safety assessment of the co-location of the near surface radioactive waste disposal facilities and borehole disposal concept in the Philippines

    Energy Technology Data Exchange (ETDEWEB)

    Vargas, Edmundo; Reyes, Rolando [Atomic Research Division, Philippine Nuclear Research Institute, Quezon City (Philippines); Palattao, Maria Visitacion; Nohay, Carl; Singayan, Alfonso [Nuclear Regulatory Division, Philippine Nuclear Research Institute, Quezon City (Philippines); Aurelio, Mario [National Institute of Geological Sciences, University of the Philippines, Quezon City (Philippines); Gedeon, Matej [Belgian Nuclear Research Centre SCK-CEN, Mol (Belgium); Luna, Roy Anthony C. [AMH Philippines, Inc., Quezon City (Philippines)

    2013-07-01

    The Philippine Nuclear Research Institute (PNRI) in collaboration with the interagency technical committee on radioactive waste has been undertaking a national project to find a final solution to the country's low to intermediate level radioactive waste. The strategy adopted was to co-locate 2 disposal concepts that will address the types of radioactive waste generated from the use of radioactive materials. This strategy is expected to compensate for the small volumes of waste generated in the Philippines as compared to countries with big nuclear energy programs. It will also take advantage of the benefits of a shared infrastructure and R and D work that accompany such project. The preferred site selected from previous site selection and investigations is underlain by highly fractured 'andesitic volcaniclastics' mantled by residual clayey soil which act as the aquifer or water bearing layer. Results of investigation show that the groundwater in the area is relatively dilute and acidic. Springs at the lower elevations of the footprint also indicate acidic waters. The relatively acidic water is attributed to the formation of sulfuric acid by the oxidation of the pyrite in the andesite. A preliminary post closure safety assessment was carried out using the GMS MODFLOW and HYDRUS softwares purchased through the International Atomic Energy Agency (IAEA) technical assistance. Results from MODFLOW modeling show that the radionuclide transport follows the natural gradient from the top of the hill down to the natural discharge zones. The vault dispersion model shows a circular direction from the vaults towards the faults and eventually to the creeks. The contaminant transport from borehole shows at least one confined plume from the borehole towards the creek designated as Repo1 and eventually follows downstream. The influx of surface water and rainfall to the disposal vault was modeled using the HYDRUS software. The pressure head and water content at the base

  19. Performance and safety assessment of the co-location of the near surface radioactive waste disposal facilities and borehole disposal concept in the Philippines

    International Nuclear Information System (INIS)

    Vargas, Edmundo; Reyes, Rolando; Palattao, Maria Visitacion; Nohay, Carl; Singayan, Alfonso; Aurelio, Mario; Gedeon, Matej; Luna, Roy Anthony C.

    2013-01-01

    The Philippine Nuclear Research Institute (PNRI) in collaboration with the interagency technical committee on radioactive waste has been undertaking a national project to find a final solution to the country's low to intermediate level radioactive waste. The strategy adopted was to co-locate 2 disposal concepts that will address the types of radioactive waste generated from the use of radioactive materials. This strategy is expected to compensate for the small volumes of waste generated in the Philippines as compared to countries with big nuclear energy programs. It will also take advantage of the benefits of a shared infrastructure and R and D work that accompany such project. The preferred site selected from previous site selection and investigations is underlain by highly fractured 'andesitic volcaniclastics' mantled by residual clayey soil which act as the aquifer or water bearing layer. Results of investigation show that the groundwater in the area is relatively dilute and acidic. Springs at the lower elevations of the footprint also indicate acidic waters. The relatively acidic water is attributed to the formation of sulfuric acid by the oxidation of the pyrite in the andesite. A preliminary post closure safety assessment was carried out using the GMS MODFLOW and HYDRUS softwares purchased through the International Atomic Energy Agency (IAEA) technical assistance. Results from MODFLOW modeling show that the radionuclide transport follows the natural gradient from the top of the hill down to the natural discharge zones. The vault dispersion model shows a circular direction from the vaults towards the faults and eventually to the creeks. The contaminant transport from borehole shows at least one confined plume from the borehole towards the creek designated as Repo1 and eventually follows downstream. The influx of surface water and rainfall to the disposal vault was modeled using the HYDRUS software. The pressure head and water content at the base

  20. Mobile gaming for military : Two case studies

    NARCIS (Netherlands)

    Muller, T.J.; Boer-Visschedijk, G. van de

    2017-01-01

    Mobile games have the interest of the Royal Netherlands Army (RNLA), as they provide unique opportunities to educate and train the military. Particularly the ubiquity and accessibility of mobile devices and the availability of location data distinguish mobile games from regular (serious) digital

  1. Allocation and Location of Transport Logistics Centres

    Directory of Open Access Journals (Sweden)

    D. Mocková

    2010-01-01

    Full Text Available The facility allocation problem sets out to determine the optimal number of facilities to be opened. Based on multiple criteria evaluation, the optimal location of the facilities is usually solved subsequently. Several considerations, e.g. technical parameters, costs and finance must be taken into account. Economic analysis is carried out on the basis of the specific instance of the problem.Let us assume that the number of potentially located facilities is known. Then the problem of the optimal location of a given number of facilities in a network is referred to as the facility location problem. The solution to the problem is a set of facilities optimally located in an area such that this area is fully covered by the required services that the facilities provide. An example of a real-life problem of this type is the location of logistics centers. 

  2. Platform Comparison Between Games Console, Mobile Games And PC Games

    OpenAIRE

    Geraldus Galehantomo P.S

    2015-01-01

    In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacks All platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those gam...

  3. Location, location, location: Extracting location value from house prices

    OpenAIRE

    Kolbe, Jens; Schulz, Rainer; Wersing, Martin; Werwatz, Axel

    2013-01-01

    The price for a single-family house depends both on the characteristics of the building and on its location. We propose a novel semiparametric method to extract location values from house prices. After splitting house prices into building and land components, location values are estimated with adaptive weight smoothing. The adaptive estimator requires neither strong smoothness assumptions nor local symmetry. We apply the method to house transactions from Berlin, Germany. The estimated surface...

  4. Incinerators, Hazardous Waste, To identify and locate abandoned oil production facilities and apparatus which pose a potential threat for creating an oil spill through either natural or accidental causes., Published in 1998, 1:24000 (1in=2000ft) scale, Louisiana State University (LSU).

    Data.gov (United States)

    NSGIC Education | GIS Inventory — Incinerators, Hazardous Waste dataset current as of 1998. To identify and locate abandoned oil production facilities and apparatus which pose a potential threat for...

  5. Police Stations, County Sheriff Office substation locations within Sedgwick County. Cover is derived from Emergency Facilities (scEfac) cover. Used for Public Safety map rolls. Primary attributes include station number, address, mailing city, type, and name. Published, Published in 2008, 1:1200 (1in=100ft) scale, Sedgwick County Government.

    Data.gov (United States)

    NSGIC Local Govt | GIS Inventory — Police Stations dataset current as of 2008. County Sheriff Office substation locations within Sedgwick County. Cover is derived from Emergency Facilities (scEfac)...

  6. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

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

  7. Geospatial Data Analysis Facility

    Data.gov (United States)

    Federal Laboratory Consortium — Geospatial application development, location-based services, spatial modeling, and spatial analysis are examples of the many research applications that this facility...

  8. Pavement Testing Facility

    Data.gov (United States)

    Federal Laboratory Consortium — Comprehensive Environmental and Structural AnalysesThe ERDC Pavement Testing Facility, located on the ERDC Vicksburg campus, was originally constructed to provide an...

  9. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

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

  10. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

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

  11. Doping control analysis at the Rio 2016 Olympic and Paralympic Games.

    Science.gov (United States)

    Pereira, Henrique Marcelo Gualberto; Sardela, Vinicius Figueiredo; Padilha, Monica Costa; Mirotti, Luciana; Casilli, Alessandro; de Oliveira, Fabio Azamor; de Albuquerque Cavalcanti, Gustavo; Rodrigues, Lucas Martins Lisandro; de Araujo, Amanda Lessa Dutra; Levy, Rachel Santos; Teixeira, Pedro Antonio Castelo; de Oliveira, Felipe Alves Gomes; Duarte, Ana Carolina Giordani; Carneiro, Ana Carolina Dudenhoeffer; Evaristo, Joseph Albert Medeiros; Dos Santos, Gustavo Ramalho Cardoso; da Costa, Giovanni Carlo Verissimo; de Lima Castro, Fernando; Nogueira, Fabio Cesar Sousa; Scalco, Fernanda Bertão; Pizzatti, Luciana; de Aquino Neto, Francisco Radler

    2017-11-01

    This paper summarises the results obtained from the doping control analyses performed during the Summer XXXI Olympic Games (August 3-21, 2016) and the XV Paralympic Games (September 7-18, 2016). The analyses of all doping control samples were performed at the Brazilian Doping Control Laboratory (LBCD), a World Anti-Doping Agency (WADA)-accredited laboratory located in Rio de Janeiro, Brazil. A new facility at Rio de Janeiro Federal University (UFRJ) was built and fully operated by over 700 professionals, including Brazilian and international scientists, administrative staff, and volunteers. For the Olympic Games, 4913 samples were analysed. In 29 specimens, the presence of a prohibited substance was confirmed, resulting in adverse analytical findings (AAFs). For the Paralympic Games, 1687 samples were analysed, 12 of which were reported as AAFs. For both events, 82.8% of the samples were urine, and 17.2% were blood samples. In total, more than 31 000 analytical procedures were conducted. New WADA technical documents were fully implemented; consequently, state-of-the-art analytical toxicology instrumentation and strategies were applied during the Games, including different types of mass spectrometry (MS) analysers, peptide, and protein detection strategies, endogenous steroid profile measurements, and blood analysis. This enormous investment yielded one of the largest Olympic legacies in Brazil and South America. Copyright © 2017 John Wiley & Sons, Ltd. Copyright © 2017 John Wiley & Sons, Ltd.

  12. Urban Gaming

    OpenAIRE

    Jirjis, Farah; Midjord, Maria H.; Christiansen, Katinka; Tårnes, Elin; Jespersen, Sussie

    2013-01-01

    Projektrapporten søger at finde en definition af Urban Gaming fænomenet. Dette sker ved tematisk analyse af komponenterne, spilteori, stedspecifikhed og rollespil, der har været med til at forme fænomenet. Projektrapporten bruger desuden disse teorier i praksis, ved sammenligning med egen indsamlet empiri. Endelig lyder definitionen: Urban Gaming er spil, hvor spillerne er fysisk aktive, opfylder McGonigals fire spilkriterier og foregår i urbane områder. Derudover skal spillets...

  13. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    ---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games...... as a target domain for software engineering project courses that focus on reliable systems engineering. This position paper summarizes our experiences in incorporating rigorous software engineering into courses whose projects include computer games....

  14. Comparison of three small-break loss-of-coolant accident tests with different break locations using the system-integrated modular advanced reactor-integral test loop facility to estimate the safety of the smart design

    Directory of Open Access Journals (Sweden)

    Hwang Bae

    2017-08-01

    Full Text Available Three small-break loss-of-coolant accident (SBLOCA tests with safety injection pumps were carried out using the integral-effect test loop for SMART (System-integrated Modular Advanced ReacTor, i.e., the SMART-ITL facility. The types of break are a safety injection system line break, shutdown cooling system line break, and pressurizer safety valve line break. The thermal–hydraulic phenomena show a traditional behavior to decrease the temperature and pressure whereas the local phenomena are slightly different during the early stage of the transient after a break simulation. A safety injection using a high-pressure pump effectively cools down and recovers the inventory of a reactor coolant system. The global trends show reproducible results for an SBLOCA scenario with three different break locations. It was confirmed that the safety injection system is robustly safe enough to protect from a core uncovery.

  15. Comparison of three small-break loss-of-coolant accident tests with different break locations using the system-integrated modular advanced reactor-integral test loop facility to estimate the safety of the smart design

    Energy Technology Data Exchange (ETDEWEB)

    Bae, Hwang; Ryu, Sung Uk; Yi, Sung Jae; Park, Hyun Sik [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of); Kim, Dong Eok [Dept. of Precision Mechanical Engineering, Kyungpook National University, Sangju (Korea, Republic of)

    2017-08-15

    Three small-break loss-of-coolant accident (SBLOCA) tests with safety injection pumps were carried out using the integral-effect test loop for SMART (System-integrated Modular Advanced ReacTor), i.e., the SMART-ITL facility. The types of break are a safety injection system line break, shutdown cooling system line break, and pressurizer safety valve line break. The thermal–hydraulic phenomena show a traditional behavior to decrease the temperature and pressure whereas the local phenomena are slightly different during the early stage of the transient after a break simulation. A safety injection using a high-pressure pump effectively cools down and recovers the inventory of a reactor coolant system. The global trends show reproducible results for an SBLOCA scenario with three different break locations. It was confirmed that the safety injection system is robustly safe enough to protect from a core uncovery.

  16. Locations in Television Drama Series

    DEFF Research Database (Denmark)

    Waade, Anne Marit

    2017-01-01

    This special issue is dedicated to the analysis of the increasingly significant role of location as a key element in television drama. In recent years, the popularity of serial television has progressively been tied to the expanded use of location as a central element in productions, both...... as setting and as part of a wider audience engagement driven by social media and marketing. Popular television series and brands as for example Game of Thrones, Sex and the city, Nordic Noir, The Fall, Cities and The Wire illustrate how location has become a significant production value. This emerging field...

  17. A step by step selection method for the location and the size of a waste-to-energy facility targeting the maximum output energy and minimization of gate fee.

    Science.gov (United States)

    Kyriakis, Efstathios; Psomopoulos, Constantinos; Kokkotis, Panagiotis; Bourtsalas, Athanasios; Themelis, Nikolaos

    2017-06-23

    This study attempts the development of an algorithm in order to present a step by step selection method for the location and the size of a waste-to-energy facility targeting the maximum output energy, also considering the basic obstacle which is in many cases, the gate fee. Various parameters identified and evaluated in order to formulate the proposed decision making method in the form of an algorithm. The principle simulation input is the amount of municipal solid wastes (MSW) available for incineration and along with its net calorific value are the most important factors for the feasibility of the plant. Moreover, the research is focused both on the parameters that could increase the energy production and those that affect the R1 energy efficiency factor. Estimation of the final gate fee is achieved through the economic analysis of the entire project by investigating both expenses and revenues which are expected according to the selected site and outputs of the facility. In this point, a number of commonly revenue methods were included in the algorithm. The developed algorithm has been validated using three case studies in Greece-Athens, Thessaloniki, and Central Greece, where the cities of Larisa and Volos have been selected for the application of the proposed decision making tool. These case studies were selected based on a previous publication made by two of the authors, in which these areas where examined. Results reveal that the development of a «solid» methodological approach in selecting the site and the size of waste-to-energy (WtE) facility can be feasible. However, the maximization of the energy efficiency factor R1 requires high utilization factors while the minimization of the final gate fee requires high R1 and high metals recovery from the bottom ash as well as economic exploitation of recovered raw materials if any.

  18. Serious Games: Video Games for Good?

    Science.gov (United States)

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

    2015-01-01

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

  19. Library Locations

    Data.gov (United States)

    Allegheny County / City of Pittsburgh / Western PA Regional Data Center — Carnegie Library of Pittsburgh locations including address, coordinates, phone number, square footage, and standard operating hours. The map below does not display...

  20. VT US EPA Regulated Facilities Point Locations

    Data.gov (United States)

    Vermont Center for Geographic Information — (Link to Metadata) The EnvironPollution_ENVPTS2001 data layer is based on the U.S. EPA's Envirofacts point shapefile. The data was provided to VCGI by the Vermont...

  1. Small Craft Facility Locations - USACE IENC

    Data.gov (United States)

    Department of Homeland Security — These inland electronic Navigational charts (IENCs) were developed from available data used in maintenance of Navigation channels. Users of these IENCs should be...

  2. Evil games.

    Science.gov (United States)

    Chambers, David W

    2010-01-01

    A defining characteristic of humans is our capacity to create a better world through mutual action. Traditional ethics attempts to define and impose the one or several things we should all want. The alternative argued here is that we can retain our individual definitions of what matters and still work together for mutual improvement. Agreeing on common ethical principles is not a precondition for an effective moral life. This approach to morality is based on game theory, which holds that in purposely social interactions: (a) there are basic understandings, (b) individuals pursue their own interests, (c) we can judge others' interests, and (d) the distribution of benefits and burdens depends on the joint action of individuals, not on the action of individuals in isolation. In this view, immorality becomes a matter of cheating in the game of life. The three primary forms of cheating are deception (misleading others into thinking they are playing a game other than the one that is to their advantage to play), coercion (blocking courses of action others would normally be entitled to), and reneging (playing the game and then dodging the payoff if one does not like the outcome). These three evils are illustrated by Shakespeare's plays Othello, Richard III, and Antony and Cleopatra.

  3. Game Theory

    Indian Academy of Sciences (India)

    profession in their now classic book 'Theory of Games and Economic. Behavior'. In this book, they developed ... Professor at Indira Gandhi. Institute of Development. Research .... academic career offers a complete contrast to the fairy tale career of John Nash Jr along with whom he shared a Nobel Prize in 1994. Rational ...

  4. Urban Games

    DEFF Research Database (Denmark)

    Løssing, Tobias; Nielsen, Rune

    2004-01-01

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

  5. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

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

  6. 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....

  7. Density games.

    Science.gov (United States)

    Novak, Sebastian; Chatterjee, Krishnendu; Nowak, Martin A

    2013-10-07

    The basic idea of evolutionary game theory is that payoff determines reproductive rate. Successful individuals have a higher payoff and produce more offspring. But in evolutionary and ecological situations there is not only reproductive rate but also carrying capacity. Individuals may differ in their exposure to density limiting effects. Here we explore an alternative approach to evolutionary game theory by assuming that the payoff from the game determines the carrying capacity of individual phenotypes. Successful strategies are less affected by density limitation (crowding) and reach higher equilibrium abundance. We demonstrate similarities and differences between our framework and the standard replicator equation. Our equation is defined on the positive orthant, instead of the simplex, but has the same equilibrium points as the replicator equation. Linear stability analysis produces the classical conditions for asymptotic stability of pure strategies, but the stability properties of internal equilibria can differ in the two frameworks. For example, in a two-strategy game with an internal equilibrium that is always stable under the replicator equation, the corresponding equilibrium can be unstable in the new framework resulting in a limit cycle. Copyright © 2013 The Authors. Published by Elsevier Ltd.. All rights reserved.

  8. Game Theory

    Indian Academy of Sciences (India)

    terms of people playing Nash equilibrium strategies in all our decision situations narrated earlier. Why or using what process do, people come to learn to play such strategies? This deep question has led the game theorists to inquire into a variety of interesting issues such as formation of conventions and in general,.

  9. Gaming conservation

    NARCIS (Netherlands)

    Fletcher, Robert

    2017-01-01

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

  10. Game Theory

    Indian Academy of Sciences (India)

    San jay Jain for this opportunity. I thank the editor-in-charge of the paper for valuable comments . This is an expository article; no originality, other than that of the ..... and left with equal probability 1/2. The last strategy, that of randomizing, is what is known as a 'mixed strategy'. Classical game theory gives no clues as to what ...

  11. Multi-Dimensional Games (MD-Games)

    OpenAIRE

    Ruiz Estrada, M.A.

    2009-01-01

    This paper introduces the concept of Multi-Dimensional games (MD-games) based on the application of an alternative mathematical and graphical modeling approach to study the game theory from a multi-dimensional perspective. In fact, the MD-Games request the application of the mega-space coordinate system to visualize a large number of games, players, strategies and pay-offs functions into the same graphical space.

  12. 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....

  13. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...

  14. Allegheny County Public Building Locations

    Data.gov (United States)

    Allegheny County / City of Pittsburgh / Western PA Regional Data Center — This dataset contains the locations of municipal facilities in Allegheny County. If viewing this description on the Western Pennsylvania Regional Data Center’s open...

  15. 25 CFR 571.10 - Geographical location.

    Science.gov (United States)

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false Geographical location. 571.10 Section 571.10 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR COMPLIANCE AND ENFORCEMENT PROVISIONS MONITORING AND INVESTIGATIONS Subpoenas and Depositions § 571.10 Geographical location. The attendance of...

  16. Geospatial Crypto Reconnaissance: A Campus Self-Discovery Game

    Directory of Open Access Journals (Sweden)

    Harjinder Singh Lallie

    2015-01-01

    In this paper we describe the game construct, which comprises of a location, message, and artefact, and also the gameplay. Geospatial Crypto Reconnaissance requires students to identify a series of photographs from around the campus, to capture the GPS coordinates of the location of the photograph, to decipher a ciphered message and then to return both the GPS coordinates and the message for each photograph, proving that the student has attended the location. The game had a very high satisfaction score and we present an analysis of student feedback on the game and also provide guidance on how the game can be adopted for less technical cohorts of students.

  17. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

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

  18. Active use of urban park facilities

    DEFF Research Database (Denmark)

    Lindberg, Michael; Schipperijn, Jasper

    2015-01-01

    groups of the facilities. Facilities that provide the opportunity for games and playing activities are more used for PA than facilities directed at individual training of strength and fitness. The opportunity for socializing and playing while being physically active seems important for many users...

  19. Gene Locater

    DEFF Research Database (Denmark)

    Anwar, Muhammad Zohaib; Sehar, Anoosha; Rehman, Inayat-Ur

    2012-01-01

    software's for calculating recombination frequency is mostly limited to the range and flexibility of this type of analysis. GENE LOCATER is a fully customizable program for calculating recombination frequency, written in JAVA. Through an easy-to-use interface, GENE LOCATOR allows users a high degree...... of flexibility in calculating genetic linkage and displaying linkage group. Among other features, this software enables user to identify linkage groups with output visualized graphically. The program calculates interference and coefficient of coincidence with elevated accuracy in sample datasets. AVAILABILITY......: The database is available for free at http://www.moperandib.com....

  20. An Online Game Approach for Improving Students' Learning Performance in Web-Based Problem-Solving Activities

    Science.gov (United States)

    Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang

    2012-01-01

    In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…

  1. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

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

  2. Underground Storage Tanks - Storage Tank Locations

    Data.gov (United States)

    NSGIC Education | GIS Inventory — A Storage Tank Location is a DEP primary facility type, and its sole sub-facility is the storage tank itself. Storage tanks are aboveground or underground, and are...

  3. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...... entertainment and society. A companion website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study....

  4. The Green Revolution Game.

    Science.gov (United States)

    Corbridge, Stuart

    1985-01-01

    The Green Revolution game helps college students learn about agrarian change in which people use science to transform nature. The rational and basic objectives of the game are discussed, and the game's strengths and weaknesses are examined. (RM)

  5. Teaching Original Games

    Science.gov (United States)

    Riley, Marie

    1977-01-01

    Original games, like traditional games, can be an integral part of the total games curriculum for children and are a continuation of the progression in skill development and conception of the rules governing formally organized sports. (JD)

  6. Flow Game

    DEFF Research Database (Denmark)

    Olsen, Jesper Lind

    2003-01-01

    Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision/innovatio......Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision...

  7. Sovereignty Games

    DEFF Research Database (Denmark)

    Gammeltoft-Hansen, Thomas

    This book offers an in-depth examination of the strategic use of State sovereignty in contemporary European and international affairs and the consequences of this for authority relations in Europe and beyond. It suggests a new approach to the study of State sovereignty, proposing to understand th...... the use of sovereignty as games where States are becoming more instrumental in their claims to sovereignty and skilled in adapting it to the challenges that they face....

  8. Board game

    International Nuclear Information System (INIS)

    Brennan, N.S.

    1982-01-01

    A board game comprises a board, a number of counters and two dice. The board is marked to provide a central area, representing the nucleus of an atom, and six or more annular rings extending concentrically around the central area, the rings being divided into 2,8,18,32,48 and 72 squares. Each ring represents an electron shell, and some of the squares are numbered, the number representing the atomic number of different elements. (author)

  9. Gaming Emotions

    OpenAIRE

    Andrade, Eduardo B.; Ho, Teck

    2008-01-01

    One's own emotions may influence others' behavior in a given social interaction. If one believes this, s/he has an incentive to game emotions - to strategically conceal a current emotion or display a non-experienced emotion - in an attempt to influence her/his counterpart. In a series of three experiments, we show that people deliberately conceal (experiment 1) or misrepresent (experiments 2 and 3) their emotional state in a negotiation setting. When given the opportunity to either hide or ex...

  10. Game server

    OpenAIRE

    Čermák, Miroslav

    2007-01-01

    Main goal of this work is to create new web application "game server" in PHP programming language. Server consists of Main module and extension modules: Chess module and Fun module. It also enables user to share pictures, videos and funny texts, chat and play chess. Part of the application is system of user roles that is used to manage and apply rights for common operations and administrative interface to manage server users and modules. Extension of server functionality can be done by adding...

  11. Energy parity games

    OpenAIRE

    Chatterjee, Krishnendu; Doyen, Laurent

    2012-01-01

    Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative o...

  12. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat

  13. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition

  14. Sparky's Firehouse (Games)

    Science.gov (United States)

    Parents Educators MENU Home Videos Games & Apps Activities Sparky Firetrucks Parents Educators Firetrucks Videos Games Sparky Apps Activities The name and image of Sparky are registered trademarks ...

  15. 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.

  16. Personality traits and life satisfaction among online game players.

    Science.gov (United States)

    Chen, Lily Shui-Lien; Tu, Hill Hung-Jen; Wang, Edward Shih-Tse

    2008-04-01

    The DFC Intelligence predicts worldwide online game revenues will reach $9.8 billion by 2009, making online gaming a mainstream recreational activity. Understanding online game player personality traits is therefore important. This study researches the relationship between personality traits and life satisfaction in online game players. Taipei, Taiwan, is the study location, with questionnaire surveys conducted in cyber cafe shops. Multiple regression analysis studies the causal relationship between personality traits and life satisfaction in online game players. The result shows that neuroticism has significant negative influence on life satisfaction. Both openness and conscientiousness have significant positive influence on life satisfaction. Finally, implications for leisure practice and further research are discussed.

  17. Understanding of the characteristics of the local newspapers providing media coverage on the matters of nuclear energy in the regions where nuclear facilities are located. Based on analysis of the media reports and interviews with journalists

    International Nuclear Information System (INIS)

    Tsuchida, Tatsuro; Kimura, Hiroshi

    2011-01-01

    Taking into consideration the influence of the media coverage, this research aims to analyze the characteristics of the local newspapers that cover diverse events relevant to nuclear energy in regional areas where nuclear facilities are located (hereinafter called the 'region'). According to the previous surveys, local residents in the region are more interested in the nuclear energy matters than those who live in urban areas. Plus, the local newspapers turn out to report more events of nuclear energy from a variety of angles. Through interviews with executives and journalists of the local newspaper companies in the regions, it is revealed that the local newspapers tend not to report news sensationally, but they would rather take a supportive stance toward the development in their regions. The interviewees hope that various activities of the nuclear industry will promote education, employment and cooperation among government, industry and academia. They also desire that the industry's activities will help to increase benefits in their regions. It appears that the interviewees' awareness reflects articles of the local newspapers. As a result of the surveys conducted for this research, it is considered that the journalists expect that their region will make particularly qualitative progress in the future. (author)

  18. 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....

  19. Gamifying Navigation in Location-Based Applications

    DEFF Research Database (Denmark)

    Nadarajah, Stephanie Githa; Overgaard, Benjamin Nicholas; Pedersen, Peder Walz

    2017-01-01

    Location-based games entertain players usually by interactions at points of interest (POIs). Navigation between POIs often involve the use of either a physical or digital map, not taking advantage of the opportunity available to engage users in activities between POIs. The paper presents riddle...... solving as a navigational method for a location-based game. 10 families with 2-6 persons and at least one child in the age range 9-11 years old participated in the evaluation. Results show that riddle solving as a navigational method is more enjoyable than a 2D digital map. Additional findings from video...

  20. 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

  1. Parity Games and Automata for Game Logic

    NARCIS (Netherlands)

    Hansen, H.H.; Kupke, C.; Marti, J.; Venema, Y.; Madeira, A.; Benevides, M.

    2018-01-01

    Parikh’s game logic is a PDL-like fixpoint logic interpreted on monotone neighbourhood frames that represent the strategic power of players in determined two-player games. Game logic translates into a fragment of the monotone μ-calculus, which in turn is expressively equivalent to monotone modal

  2. Mobile Game for Learning Bacteriology

    Science.gov (United States)

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  3. Patience of matrix games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.

    2013-01-01

    For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...

  4. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  5. THE SEPARATION GAME

    OpenAIRE

    TRISTAN CAZENAVE

    2006-01-01

    The separation game is different from the connection game, but has some similarities. In the game of Go, it is often useful because it helps to enclose groups and areas. An evaluation function, moves generation functions and a search algorithm for the separation game are described in this paper.

  6. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  7. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

    This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....

  8. Anti-doping analyses at the Sochi Olympic and Paralympic Games 2014.

    Science.gov (United States)

    Sobolevsky, Tim; Krotov, Grigory; Dikunets, Marina; Nikitina, Maria; Mochalova, Elena; Rodchenkov, Grigory

    2014-01-01

    The laboratory anti-doping services during XXII Winter Olympic and XI Paralympic games in Sochi in 2014 were provided by a satellite laboratory facility located within the strictly secured Olympic Park. This laboratory, established and operated by the personnel of Antidoping Center, Moscow, has been authorized by the World Anti-Doping Agency (WADA) to conduct doping control analyses. The 4-floor building accommodated the most advanced analytical instrumentation and became a place of attraction for more than 50 Russian specialists and 25 foreign experts, including independent observers. In total, 2134 urine and 479 blood samples were delivered to the laboratory and analyzed during the Olympic Games (OG), and 403 urine and 108 blood samples - during the Paralympic Games (PG). The number of erythropoietin tests requested in urine was 946 and 166 at the OG and PG, respectively. Though included in the test distribution plan, a growth hormone analysis was cancelled by the Organizing Committee just before the Games. Several adverse analytical findings have been reported including pseudoephedrine (1 case), methylhexaneamine (4 cases), trimetazidine (1 case), dehydrochloromethyltestosterone (1 case), clostebol (1 case), and a designer stimulant N-ethyl-1-phenylbutan-2-amine (1 case). Copyright © 2014 John Wiley & Sons, Ltd.

  9. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

  10. 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)

  11. Cooperative interval games

    OpenAIRE

    Bok, Jan

    2014-01-01

    In this thesis, we study cooperative interval games, a generalized model of cooperative games in which worth of every coalition corresponds with a closed interval representing all possible outcomes of their cooperation. We give a brief introduction into classical cooperative games, interval analysis and finally introduction to cooperative interval games with focus on selections, that is on all possible outcomes of interval game with no additional uncertainty. We introduce new selection-based ...

  12. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2008-01-01

    We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....

  13. The dual of a generalized minimax location problem

    DEFF Research Database (Denmark)

    Juel, Henrik; Love, Robert F.

    1992-01-01

    This paper develops the dual formulation of a generalized minimax facility location problem which has distance and linear constraints......This paper develops the dual formulation of a generalized minimax facility location problem which has distance and linear constraints...

  14. EPA Facility Registry Service (FRS): Facility Interests Dataset

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service consists of location and facility identification information from EPA's Facility Registry Service (FRS) for all sites that are available in...

  15. EPA Facility Registry Service (FRS): Facility Interests Dataset Download

    Data.gov (United States)

    U.S. Environmental Protection Agency — This downloadable data package consists of location and facility identification information from EPA's Facility Registry Service (FRS) for all sites that are...

  16. EPA Facility Registry Service (FRS): Facility Interests Dataset - Intranet

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service consists of location and facility identification information from EPA's Facility Registry Service (FRS) for all sites that are available in...

  17. EPA Facility Registry Service (FRS): Facility Interests Dataset - Intranet Download

    Data.gov (United States)

    U.S. Environmental Protection Agency — This downloadable data package consists of location and facility identification information from EPA's Facility Registry Service (FRS) for all sites that are...

  18. Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

    Directory of Open Access Journals (Sweden)

    Pe-Than, Ei Pa Pa

    2017-06-01

    Full Text Available Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

  19. VIDEO GAMES ARE AN INTERESTING OBJECT TO THE COGNITION STUDIES

    Directory of Open Access Journals (Sweden)

    Cleci Maraschin

    2013-12-01

    Full Text Available Video games create a virtual space that can be inhabited in various ways by the players. Despite the controversies in which they are constantly included, electronic games bear witness to the modus operandi in our contemporary cognition permeated by technical objects. By focusing the know-how instead of a declarative experience the games open questions in the field of new literacies and problematize the use of technology in teaching practices. From the development of a locative game at the Botanical Garden of Porto Alegre, this article discussed some, methodological, political and theoretical implications arising from the research with video games in the field of cognitive studies. We discuss, finally, three theoretical / methodological implications the practice with video games forces us to think: research the video game through the process of its operation, questioning cognitive policies that organize our everyday and map the complex web of practices that supports the use of technical objects.

  20. Smoke-free legislation and charitable gaming in Kentucky.

    Science.gov (United States)

    Pyles, M K; Hahn, E J

    2009-02-01

    To determine the effect of municipal smoke-free laws in Kentucky on gross and/or net revenues from charitable gaming activities. Between January 2000 and June 2007, 13 Kentucky communities implemented smoke-free legislation; only three specifically exempted charitable gaming facilities and compliance in several communities was not consistent. Kentucky is a tobacco-growing state that has the highest smoking rate in the United States. A fixed-effects time series design to estimate the impact of municipal smoke-free laws on charitable gaming. 13 Kentucky counties that implemented smoke-free laws during the study period of January 2000 through June 2007. All charitable gaming facilities in 13 counties in which a smoke-free ordinance was enacted during the study period. Gross and net revenues from charitable gaming activities in each county for each quarter of the study period, obtained from the Kentucky Department of Charitable Gaming. When controlling for economic variables, county-specific effects and time trends using a robust statistical framework, there was no significant relation between smoke-free laws and charitable gaming revenues. Municipal smoke-free legislation had no effect on charitable gaming revenues. No significant harm to charitable gaming revenues was associated with the smoke-free legislation during the 7.5-year study period, despite the fact that Kentucky is a tobacco-producing state with higher-than-average smoking rates.

  1. Location of slaughterhouses under economies of scale

    NARCIS (Netherlands)

    van den Broek, J.J.J.; Schütz, P.; Stougie, L.; Tomasgard, A.

    2006-01-01

    The facility location problem described in this paper comes from an industrial application in the slaughterhouse industry of Norway. Investigations show that the slaughterhouse industry experiences economies of scale in the production facilities. We examine a location-allocation problem focusing on

  2. Gamifying Navigation in Location-Based Applications

    DEFF Research Database (Denmark)

    Nadarajah, Stephanie Githa; Overgaard, Benjamin Nicholas; Pedersen, Peder Walz

    2017-01-01

    Location-based games entertain players usually by interactions at points of interest (POIs). Navigation between POIs often involve the use of either a physical or digital map, not taking advantage of the opportunity available to engage users in activities between POIs. The paper presents riddle s...

  3. THE EVOLUTION OF THE WINTER PARALYMPIC GAMES AND SPORTS

    Directory of Open Access Journals (Sweden)

    Vasilios Giovanis

    2015-03-01

    Full Text Available Purpose: The aim of this research was to record and the evolution of the winter paralympic games and sports since 1976 until 2010. The history of the Winter Paralympic Games is relatively recent compared to that one of the Olympic Games. The first Games were held in 1976 in Ornskoldsvik, Sweden and the most recent, 38 years later in 2014, in Sochi, Russia. This article will examine the Winter Paralympic Games up until the ones in 2010 in Vancouver, Canada. During these years, there have been many changes in relation to the Games itself, the governing body of the Paralympic Movement, the sports’ facilities, the sports involved and sports’ categories. The motivation for writing this paper was the need to record and gather all of these items in one paper. Gathering information for the Winter Paralympic Games will be an important theoretical background. This information will create a database for the structure of the governing body of the Paralympic Games, for the organization of the Games [Local Organizing Committee (LOC, venues and equipment], for the evolution of the Winter Paralympic Sports and the categories of the athletes, as well as the evolution of the athletes’ and sports’ participation. Material : The research material that was used was mainly from the bibliography and records of the International Paralympic Committee (IPC, from the Official Post Games Reports and the Internet, while the research method that was used was descriptive. Moreover, the use of diagrams will depict the distribution of the participation of athletes and countries in each Games. Results : The participation of countries grew continuously and steadily from 16 to 44, during the years of 1976 to 2010 respectively. Regarding the athletes’ participation, starting in the first Games with 198 athletes, they reached the number of 502 in the 2010 Vancouver Winter Paralympic Games. The participation percentages of the athletes coming from Europe constituted the bulk

  4. Alternate Reality Games

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2014-01-01

    What. Urban Games are games that take place in the real-world of the players, and which make use of the properties of the city. Alternate Reality Games (ARGs) are urban games that pretend to be conspiracy theories that really are happening in the life of the players. The games are experienced...... through events, challenges and collaborative puzzle solving and may evolve through the engagement of the players. This new design method, Aulaia, addresses the design of urban games in the form of ARGs. Along with the design method several examples from real world ARGs are given. Why. ARGs and other urban...... games are usually large and complicated undertakings, which require many coordinated activities in order to make successful games. This design method secures a structured approach, not only for the design of the game, but also for the launch and running. ARGs develop along with the players and require...

  5. Decomposition of Network Communication Games

    NARCIS (Netherlands)

    Dietzenbacher, Bas; Borm, Peter; Hendrickx, Ruud

    2015-01-01

    Using network control structures this paper introduces network communication games as a generalization of vertex games and edge games corresponding to communication situations and studies their decomposition into unanimity games. We obtain a relation between the dividends of the network

  6. Biomedical technology prosperity game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.; Boyack, K.W.; Wesenberg, D.L.

    1996-07-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Biomedical Technology Prosperity Game{trademark} conducted under the sponsorship of Sandia National Laboratories, the Defense Advanced Research Projects Agency, and the Koop Foundation, Inc. Players were drawn from all stakeholders involved in biomedical technologies including patients, hospitals, doctors, insurance companies, legislators, suppliers/manufacturers, regulators, funding organizations, universities/laboratories, and the legal profession. The primary objectives of this game were to: (1) Identify advanced/critical technology issues that affect the cost and quality of health care. (2) Explore the development, patenting, manufacturing and licensing of needed technologies that would decrease costs while maintaining or improving quality. (3) Identify policy and regulatory changes that would reduce costs and improve quality and timeliness of health care delivery. (4) Identify and apply existing resources and facilities to develop and implement improved technologies and policies. (5) Begin to develop Biomedical Technology Roadmaps for industry and government cooperation. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning biomedical issues. Significant progress was made in the roadmapping of key areas in the biomedical technology field.

  7. VT Telecommunication Facilities

    Data.gov (United States)

    Vermont Center for Geographic Information — (Link to Metadata) The UtilityTelecom_TELEFAC data layer contains points which are intended to represent the location of telecommunications facilities (towers and/or...

  8. Liquid Effluent Retention Facility

    Data.gov (United States)

    Federal Laboratory Consortium — The Liquid Effluent Retention Facility (LERF) is located in the central part of the Hanford Site. LERF is permitted by the State of Washington and has three liquid...

  9. Field Research Facility

    Data.gov (United States)

    Federal Laboratory Consortium — The Field Research Facility (FRF) located in Duck, N.C. was established in 1977 to support the U.S. Army Corps of Engineers' coastal engineering mission. The FRF is...

  10. Aviation Flight Support Facility

    Data.gov (United States)

    Federal Laboratory Consortium — This facility consists of a 75' x 200' hanger with two adjacent helicopter pads located at Felker Army Airfield on Fort Eustis. A staff of Government and contractor...

  11. Waste Water Facilities

    Data.gov (United States)

    Vermont Center for Geographic Information — This dataset contains the locations of municipal and industrial direct discharge wastewater treatment facilities throughout the state of Vermont. Spatial data is not...

  12. Quantum repeated games revisited

    International Nuclear Information System (INIS)

    Frąckiewicz, Piotr

    2012-01-01

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

  13. Social Network Gaming Trends

    Directory of Open Access Journals (Sweden)

    Michael Gathwright

    2010-01-01

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

  14. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

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

  15. Introduction: Changing the Game

    DEFF Research Database (Denmark)

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

    2013-01-01

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

  16. Middle school children's game playing preferences: Case studies of children's experiences playing and critiquing science-related educational games

    Science.gov (United States)

    Joseph, Dolly Rebecca Doran

    The playing of computer games is one of the most popular non-school activities of children, particularly boys, and is often the entry point to greater facility with and use of other computer applications. Children are learning skills as they play, but what they learn often does not generalize beyond application to that and other similar games. Nevertheless, games have the potential to develop in students the knowledge and skills described by national and state educational standards. This study focuses upon middle-school aged children, and how they react to and respond to computer games designed for entertainment and educational purposes, within the context of science learning. Through qualitative, case study methodology, the game play, evaluation, and modification experiences of four diverse middle-school-aged students in summer camps are analyzed. The inquiry focused on determining the attributes of computer games that appeal to middle school students, the aspects of science that appeal to middle school children, and ultimately, how science games might be designed to appeal to middle school children. Qualitative data analysis led to the development of a method for describing players' activity modes during game play, rather than the conventional methods that describe game characteristics. These activity modes are used to describe the game design preferences of the participants. Recommendations are also made in the areas of functional, aesthetic, and character design and for the design of educational games. Middle school students may find the topical areas of forensics, medicine, and the environment to be of most interest; designing games in and across these topic areas has the potential for encouraging voluntary science-related play. Finally, when including children in game evaluation and game design activities, results suggest the value of providing multiple types of activities in order to encourage the full participation of all children.

  17. 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?

  18. Support facilities

    International Nuclear Information System (INIS)

    Williamson, F.S.; Blomquist, J.A.; Fox, C.A.

    1977-01-01

    Computer support is centered on the Remote Access Data Station (RADS), which is equipped with a 1000 lpm printer, 1000 cpm reader, and a 300 cps paper tape reader with 500-foot spools. The RADS is located in a data preparation room with four 029 key punches (two of which interpret), a storage vault for archival magnetic tapes, card files, and a 30 cps interactive terminal principally used for job inquiry and routing. An adjacent room provides work space for users, with a documentation library and a consultant's office, plus file storage for programs and their documentations. The facility has approximately 2,600 square feet of working laboratory space, and includes two fully equipped photographic darkrooms, sectioning and autoradiographic facilities, six microscope cubicles, and five transmission electron microscopes and one Cambridge scanning electron microscope equipped with an x-ray energy dispersive analytical system. Ancillary specimen preparative equipment includes vacuum evaporators, freeze-drying and freeze-etching equipment, ultramicrotomes, and assorted photographic and light microscopic equipment. The extensive physical plant of the animal facilities includes provisions for holding all species of laboratory animals under controlled conditions of temperature, humidity, and lighting. More than forty rooms are available for studies of the smaller species. These have a potential capacity of more than 75,000 mice, or smaller numbers of larger species and those requiring special housing arrangements. There are also six dog kennels to accommodate approximately 750 dogs housed in runs that consist of heated indoor compartments and outdoor exercise areas

  19. EPA Facility Registry Service (FRS): RBLC

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link...

  20. EPA Facility Registry System (FRS): NCES

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry System (FRS) for the subset of facilities that link...

  1. EPA Facility Registry Service (FRS): SDWIS

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link...

  2. EPA Facility Registry Service (FRS): NCDB

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link...

  3. EPA Facility Registry Service (FRS): BRAC

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link...

  4. EPA Facility Registry Service (FRS): TRI

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link...

  5. EPA Facility Registry Service (FRS): BIA

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link...

  6. EPA Facility Registry Service (FRS): RMP

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link...

  7. EPA Facility Registry Service (FRS): RADINFO

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link...

  8. EPA Facility Registry Service (FRS): ICIS

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link...

  9. EPA Facility Registry Service (FRS): NEI

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link...

  10. EPA Facility Registry Service (FRS): OIL

    Data.gov (United States)

    U.S. Environmental Protection Agency — This dataset contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link to the Oil...

  11. EPA Facility Registry System (FRS): NEPT

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry System (FRS) for the subset of facilities that link...

  12. EPA Facility Registry Service (FRS): CAMDBS

    Data.gov (United States)

    U.S. Environmental Protection Agency — This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link...

  13. Social Studies Games on Parade.

    Science.gov (United States)

    Bolger, Charlene

    Elementary school teachers are provided with materials and instructions for using a variety of social studies games. The 15 games described are: charades, checker states, hollywood squares, states guessing game, index relay, jeopardy, the match game, the money game, password, the states game, sequence, stump the students, track meet, famous person…

  14. Simulation Games in Moral Education

    Science.gov (United States)

    Boulogne, Jack

    1978-01-01

    Discusses the value of simulation games in moral education in four categories: fun and games; games as simulations of real life; games as motivators; and morality and game theory. Also examines the gaming aspects of morality, as well as the physical, psychological, precedent-setting, and internal consequences of an action. (Author/JK)

  15. Online Games and University Life

    Directory of Open Access Journals (Sweden)

    María Alejandra Saucedo James

    2016-08-01

    Full Text Available The research focuses on knowing the characteristics of the attraction of online games, the advantages and disadvantages of them in the educational process of higher education. Over the years the games have been a huge metamorphosis, were no longer in a physical console and move to servers that are located kilometers away, but that’s not the main attraction, if not, how allow us uniting play our adversaries and allies who may even have different cultures, languages ages among other cultural and educational features. Playing online means leaving aside der many hobbies, obligations to turn it into an online addiction, which we have to see what our advantage and disadvantage of being in them. In college concentration and time it is very important, amounts of reading tasks and occupies a large percentage of time the university. Online games can bring to the cognitive part, mental agility, interaction between people, but can also affect them if our hobby or sport as taking some it becomes an addiction without control. For this it has conducted a study on a Technical University of Babahoyo, Finance Faculty of Management and Informatics, to know the effects of online games of a group of students that shape it.

  16. On the Core of Multiple Longest Traveling Salesman Games

    NARCIS (Netherlands)

    Estevez Fernandez, M.A.; Borm, P.E.M.; Hamers, H.J.M.

    2003-01-01

    In this paper we introduce multiple longest traveling salesman (MLTS) games. An MLTS game arises from a network in which a salesman has to visit each node (player) precisely once, except its home location, in an order that maximizes the total reward.First it is shown that the value of a coalition of

  17. Graphs inducing totally balanced and submodular Chinese postman games

    NARCIS (Netherlands)

    Josune Albizuri, M.; Hamers, H.J.M.

    2014-01-01

    A Chinese postman (CP) game is induced by a weighted undirected, connected graph in which the edges are identified as players and a vertex is chosen as post-office location. Granot and Granot (2012) characterized graphs that give rise to CP games that are balanced. This note completes this line of

  18. A Comparative Analysis of Indian Gaming in the United States

    Science.gov (United States)

    Ackerman, William V.; Bunch, Rick L.

    2012-01-01

    Previous research on Indian gaming in South Dakota discovered very restrictive and unfavorable tribal-state compacts that appear to border on economic racism. This article expands this previous research by exploring the influence of tribal-state Indian gaming compacts for the Indian casinos located in the contiguous United States. The purpose is…

  19. Walk Like an Egyptian: A Serious, Pervasive Mobile Game for Tourism

    Science.gov (United States)

    Gabr, Fatema Mohsen; Abdennadher, Slim

    2015-01-01

    Walk like An Egyptian is a location-based, mobile native game developed for tourists. The game provides information for tourists about the touristic places, motivates nationals to visit their historical sights and increase their cultural heritage awareness enabling them to explore the past and connect with it. At the same time, the game allows to…

  20. Contributions to Pursuit-Evasion Game Theory

    Science.gov (United States)

    Oyler, Dave Wilson

    This dissertation studies adversarial conflicts among a group of agents moving in the plane, possibly among obstacles, where some agents are pursuers and others are evaders. The goal of the pursuers is to capture the evaders, where capture requires a pursuer to be either co-located with an evader, or in close proximity. The goal of the evaders is to avoid capture. These scenarios, where different groups compete to accomplish conflicting goals, are referred to as pursuit-evasion games, and the agents are called players. Games featuring one pursuer and one evader are analyzed using dominance, where a point in the plane is said to be dominated by a player if that player is able to reach the point before the opposing players, regardless of the opposing players' actions. Two generalizations of the Apollonius circle are provided. One solves games with environments containing obstacles, and the other provides an alternative solution method for the Homicidal Chauffeur game. Optimal pursuit and evasion strategies based on dominance are provided. One benefit of dominance analysis is that it extends to games with many players. Two foundational games are studied; one features multiple pursuers against a single evader, and the other features a single pursuer against multiple evaders. Both are solved using dominance through a reduction to single pursuer, single evader games. Another game featuring competing teams of pursuers is introduced, where an evader cooperates with friendly pursuers to rendezvous before being captured by adversaries. Next, the assumption of complete and perfect information is relaxed, and uncertainties in player speeds, player positions, obstacle locations, and cost functions are studied. The sensitivity of the dominance boundary to perturbations in parameters is provided, and probabilistic dominance is introduced. The effect of information is studied by comparing solutions of games with perfect information to games with uncertainty. Finally, a pursuit law

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

    OpenAIRE

    Paik, Soo-Hyun; 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 smart...

  2. Exact Algorithms for Solving Stochastic Games

    DEFF Research Database (Denmark)

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

    2012-01-01

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

  3. The Molecular Model Game

    Science.gov (United States)

    Myers, Stephanie A.

    2003-04-01

    The Molecular Model Game is used to review Lewis structures and VSEPR theory. In this game, teams of students compete to complete problems quickly. Variations with other types of problems involving stoichiometry or equilibria are also possible.

  4. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

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

  5. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

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

  6. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

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

  7. Games and Simulations.

    Science.gov (United States)

    Wardlaw, Heather

    1978-01-01

    Describes secondary school students making and playing games related to specific themes in their course work. Transcripts of student discussions are used to illustrate the language and social skills to which the gaming contributed. (AA)

  8. Olympic Games volunteering genesis

    Directory of Open Access Journals (Sweden)

    Oleksandr Tomenko

    2017-04-01

    Full Text Available Purpose: to consider the development of volunteer activity in relation to the Olympic Games. Material & Methods: theoretical scientific works of domestic and foreign scientists on the development of volunteer activities regarding their participation in the Olympic Games are analyzed, considered the main legal documents relating to the Olympic sport. Results: Statistical indicators of participation of volunteers in the Winter and Summer Olympics Games are analyzed and presented. The role and significance of volunteers' activity in the organization and holding of the Olympic Games are revealed. Conclusion: evolution of the volunteer movement, with reference to the Olympic Games, originates from the first games that took place in 1896 in Athens. To date, volunteers are an integral part of the organization and holding of the Olympic Games, their activities help to solve a number of organizational issues, the creation of a corresponding atmosphere and image at a sporting event, largely determine the success of games.

  9. Stinging Insect Matching Game

    Science.gov (United States)

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

  10. COMPUTER GAMES AND EDUCATION

    OpenAIRE

    Sukhov, Anton

    2018-01-01

    This paper devoted to the research of educational resources and possibilities of modern computer games. The “internal” educational aspects of computer games include educational mechanism (a separate or integrated “tutorial”) and representation of a real or even fantastic educational process within virtual worlds. The “external” dimension represents educational opportunities of computer games for personal and professional development in different genres of computer games (various transport, so...

  11. Long Persuasion Games

    OpenAIRE

    Francoise Forges; Frédéric Koessler

    2006-01-01

    This paper characterizes geometrically the set of all Nash equilibrium payoffs achievable with unmediated communication in persuasion games, i.e., games with an informed expert and an uninformed decisionmaker in which the expert's information is certifiable. The first equilibrium characterization is provided for unilateral persuasion games, and the second for multistage, bilateral persuasion games. As in Aumann and Hart (2003), we use the concepts of diconvexification and dimartingale. A lead...

  12. Serious games in education

    OpenAIRE

    J. C. Read

    2015-01-01

    This paper describes some of the tensions around serious games in education by considering how serious games might be designed for learners who may not be especially motivated to play them. Beginning with a narrative that sets out where serious games position within educational settings, with a focus on high school and college, the paper describes two elements that are considered essential for serious games for this demographic – fun and cool.

  13. Graphical Potential Games

    OpenAIRE

    Ortiz, Luis E.

    2015-01-01

    Potential games, originally introduced in the early 1990's by Lloyd Shapley, the 2012 Nobel Laureate in Economics, and his colleague Dov Monderer, are a very important class of models in game theory. They have special properties such as the existence of Nash equilibria in pure strategies. This note introduces graphical versions of potential games. Special cases of graphical potential games have already found applicability in many areas of science and engineering beyond economics, including ar...

  14. Computer games addiction

    OpenAIRE

    Nejepínský, Adam

    2010-01-01

    This bachelor thesis deals with the problem of computer games addiction. The attention is paid mainly to on-line games for more players. The purpose of this thesis was to describe this problem and to check - through questionnaire investigation - if the addiction to computer games and the impacts connected with the games really deserve excessive experts and laics attention. The thesis has two parts -- theoretical and practical ones. The theoretical part describes the possibilities of diagnosin...

  15. Games and Platform Decisions

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan

    2007-01-01

    is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...

  16. GameSalad essentials

    CERN Document Server

    DeQuadros, Miguel

    2015-01-01

    If you want to create your own game, but don't know where to start, this is the book for you. Whether you've used GameSalad before, or have prior game development experience or not you are sure to learn! Imaging software experience, such as Photoshop, is good to have, but art and assets are provided in the book's resources.

  17. Convex Interval Games

    NARCIS (Netherlands)

    Alparslan-Gok, S.Z.; Brânzei, R.; Tijs, S.H.

    2008-01-01

    In this paper, convex interval games are introduced and some characterizations are given. Some economic situations leading to convex interval games are discussed. The Weber set and the Shapley value are defined for a suitable class of interval games and their relations with the interval core for

  18. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...

  19. Stay Teen: Games

    Science.gov (United States)

    ... by You are here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 58 quiz ... Year’s Relationship Resolution Be? Shares · 6 Comments · 0 game Block Party Shares · 36 Comments · 0 quiz Should ...

  20. An Extended Duopoly Game.

    Science.gov (United States)

    Eckalbar, John C.

    2002-01-01

    Illustrates how principles and intermediate microeconomic students can gain an understanding for strategic price setting by playing a relatively large oligopoly game. Explains that the game extends to a continuous price space and outlines appropriate applications. Offers the Mathematica code to instructors so that the assumptions of the game can…

  1. Gaming Gains Respect

    Science.gov (United States)

    Richardson, Will

    2012-01-01

    The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…

  2. Game theory in philosophy

    NARCIS (Netherlands)

    de Bruin, B.P.

    2005-01-01

    Game theory is the mathematical study of strategy and conflict. It has wide applications in economics, political science, sociology, and, to some extent, in philosophy. Where rational choice theory or decision theory is concerned with individual agents facing games against nature, game theory deals

  3. Games of Rapport.

    Science.gov (United States)

    Corbin, Sandra J.

    1980-01-01

    Board games called Games of Rapport are being developed at the University of Alberta. The first, "Angels and Devils," is designed for play by nursing home residents. Results of a study involving "Angels and Devils" show that board games are useful in communicating rehabilitative objectives and sources of conflict. (Author/BEF)

  4. Educational Games for Learning

    Science.gov (United States)

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  5. 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…

  6. Semantic Game Worlds

    NARCIS (Netherlands)

    Tutenel, T.

    2012-01-01

    The visual quality of game worlds increased massively in the last three decades. However, the closer game worlds depict reality, the more noticeable it is for gamers when objects do not behave accordingly. An important problem is that the data of a game world is often scattered across different

  7. Gaming: An Emergent Discipline.

    Science.gov (United States)

    Duke, Richard D.

    1995-01-01

    This personal narrative traces the background of instructional gaming from 1958 to 1995. The advantages and disadvantages of gaming as a disciplined activity are considered. The evolution of professional organizations, related academic activity, the game design process, and the need for consistent use of terms are addressed. Contains 57…

  8. Implementing Game Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2015-01-01

    Cinematographic games are a rising genre in the computer games industry and an increasing number of titles published include some aspects of cinematography in the gameplay or the storytelling. At present state, camera handling in computer games is managed primarily through custom scripts and anim...

  9. Nontransferable Utility Bankruptcy Games

    NARCIS (Netherlands)

    Estevez, A.; Borm, P.E.M.; Fiestras-Janeiro, G.

    2014-01-01

    In this paper, we analyze bankruptcy problems with nontransferable utility (NTU) from a game theoretical perspective by redefining corresponding NTU-bankruptcy games in a tailor-made way. It is shown that NTU-bankruptcy games are both coalitional merge convex and ordinal convex. Generalizing the

  10. Sender-Receiver Games

    NARCIS (Netherlands)

    Peeters, R.J.A.P.; Potters, J.A.M.

    1999-01-01

    Standard game-theoretic solution concepts do not guarantee meaningful commu- nication in cheap-talk games. In this paper, we define a solution concept which guarantees communication for a large class of games by designing a behavior pro- tocol which the receiver uses to judge messages sent by the

  11. Game Literacy, Gaming Cultures and Media Education

    Science.gov (United States)

    Partington, Anthony

    2010-01-01

    This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…

  12. Inclusive Game Design Facilitating Shared Gaming Experience

    Science.gov (United States)

    Wilhelmsson, UIf; Engström, Henrik; Brusk, Jenny; Östblad, Per Anders

    2017-01-01

    This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio…

  13. Wrestling game injuries among children in Dakar: a report on 172 cases

    OpenAIRE

    Ngom, Gabriel; Mohamed, Azhar Salim; Mbaye, Papa Alassane; Fall, Mbaye; Ndour, Oumar; Faye, Aim? Lakh; El-Hasnaoui, Zakaria

    2017-01-01

    Introduction The objective was to report epidemiological and lesional features among children practicing wrestling as a game in Dakar, Senegal. Methods It was a retrospective study including all patients under 16, victims of wrestling game injuries. We studied epidemiological and lesional aspects in children: frequency of wrestling game injuries among all games, age, sex, geographic origin, place of injury, parent?s socioeconomic status, nature of the injury and location. Results Wrestling ga...

  14. Comparison of cortical activation during Mahjong game play in a video game setting and a real-life setting

    OpenAIRE

    Fujimori, Satomi; Terasawa, Koji; Murata, Yuki; Ogawa, Kishiko; Tabuchi, Hisaaki; Yanagisawa, Hiroki; Terasawa, Saiki; Shinohara, Kikunori; Yanagisawa, Akitaka

    2015-01-01

    The purpose of this study was to compare the hemodynamic changes that occur during Mahjong game play in virtual and real-life settings. Fourteen healthy right-handed men (average age ± standard deviation; 36.7 ± 14.9 years) played: 1) a Mahjong solitaire game on a video console against virtual rivals; 2) a Mahjong game against human opponents without conversation; and 3) a Mahjong game against human opponents with conversation. We measured oxygenated hemoglobin concentration at 44 locations o...

  15. 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. 

  16. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

    Full Text Available The class of “stable games”, introduced by Hofbauer and Sandholm in 2009, has the attractive property of admitting global convergence to equilibria under many evolutionary dynamics. We show that stable games can be identified as a special case of the feedback-system-theoretic notion of a “passive” dynamical system. Motivated by this observation, we develop a notion of passivity for evolutionary dynamics that complements the definition of the class of stable games. Since interconnections of passive dynamical systems exhibit stable behavior, we can make conclusions about passive evolutionary dynamics coupled with stable games. We show how established evolutionary dynamics qualify as passive dynamical systems. Moreover, we exploit the flexibility of the definition of passive dynamical systems to analyze generalizations of stable games and evolutionary dynamics that include forecasting heuristics as well as certain games with memory.

  17. Prevalence of video games among Thai children: impact evaluation.

    Science.gov (United States)

    Jirasatmathakul, P; Poovorawan, Y

    2000-12-01

    The present study was performed in order to determine prevalence and favored types of video games among altogether 679 primary and secondary school children in Thailand. To that end, the authors distributed questionnaires comprising detailed questions as to demographic data, playing frequency, available location and preferred type of video games among the parents of the children and adolescents to be investigated. Consistent with the literature, our results showed an early onset of video game playing (7.6 years), a higher prevalence among boys compared with girls, and a predilection for games invoking some aggressive behavior. In conclusion, although health hazards created by video game playing have remained beyond proof we still recommend parents and teachers to play a more active part as to the choice of games and the time spent playing.

  18. Spatial correlated games.

    Science.gov (United States)

    Alonso-Sanz, Ramón

    2017-11-01

    This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3 , 150477. (doi:10.1098/rsos.150477)). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of correlation on Nash equilibrium strategy pairs.

  19. Clockwork game design

    CERN Document Server

    Burgun, Keith

    2015-01-01

    Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design.Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it.Filled with examples and exe

  20. Shapley's value for fuzzy games

    Directory of Open Access Journals (Sweden)

    Raúl Alvarado Sibaja

    2009-02-01

    Full Text Available This is the continuation of a previous article titled "Fuzzy Games", where I defined a new type of games based on the Multilinear extensions f, of characteristic functions and most of standard theorems for cooperative games also hold for this new type of games: The fuzzy games. Now we give some other properties and the extension of the definition of Shapley¨s Value for Fuzzy Games Keywords: game theory, fuzzy sets, multiattribute decisions.

  1. Serious games: design and development

    OpenAIRE

    Barbosa, André Filipe Santos

    2011-01-01

    With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games that use the video games’ capabilities to emerge players, for other purposes besides entertainment. These purposes include education and training, among others. By using Serious Games for education, teachers could capture the students’ attention in the same way that video games often do, thus the learning proc...

  2. EPA Facility Registry Service (FRS): ER_FRP

    Data.gov (United States)

    U.S. Environmental Protection Agency — This dataset contains location and facility identification information from EPA's Facility Registry System (FRS) for the subset of facilities that link to Facility...

  3. Locating a circle on a sphere

    DEFF Research Database (Denmark)

    Brimberg, Jack; Juel, Henrik; Schöbel, Anita

    2007-01-01

    We consider the problem of locating a spherical circle with respect to existing facilities on a sphere, such that the sum of distances between the circle and the facilities is minimized or such that the maximum distance is minimized. The problem properties are analyzed, and we give solution...... procedures. When the circle to be located is restricted to be a great circle, some simplifications are possible. The models may be used in preliminary studies on the location of large linear facilities on the earth's surface, such as superhighways, pipelines, and transmission lines, or in totally different...

  4. Effects of game location, quality of opposition and players’ suspensions on performance in elite male handball. [Efecto según el lugar del partido, la calidad del adversario y de las exclusiones de los jugadores sobre las prestaciones del balonmano masculino de alto nivel].

    Directory of Open Access Journals (Sweden)

    Thierry Debanne

    2018-01-01

    Full Text Available Based on the territoriality concept, the aim of this study was to investigate the influence of game location, quality of opposition, and players’ exclusions on team performance (score differential. The sample consisted of 364 games (182 during each regular season 2014-2015 and 2015-16 from the French male professional league (LNH. In contrast to the territoriality theory, the results did not show that home teams were more sanctioned than visiting teams. Furthermore, using Analysis of Variance, the findings highlighted the fact that the quality of the opponent overcomes the home advantage effect and the existence of an interaction effect of [game location] x [quality of opposition] x [players’exclusions difference] on the score differential. Indeed, home teams with strong opposition perform better when they are more sanctioned (M = -2.26; SD = 3.53 than when they are less sanctioned (M = -4.9; SD = 4.69. Concerning visiting teams, faced with strong opposition, they perform better when they are less sanctioned (M = -2.8; SD = 4.5 than when they are more sanctioned (M = -5.4; SD =3.5 or when players’ exclusions are balanced (M = -5.7; SD = 5.4; also, faced with balanced opposition they perform better when they are more sanctioned (M = 0.03; SD = 4.85 than when players’ exclusions are balanced (M = -2.1; SD = 4.34. These results can contribute to a better understanding of the situational determining factors of elite handball performance, helping coaches to prepare their own team accordingly. Resumen Este estudio se apoya sobre el concepto de territorialidad. Su objectivo es investigar la influencia del lugar del partido, de la calidad del adversario y de la exclusiones de los jugadores sobre el record. La muestra constituye 364 partidos (182 de cada una de las temporadas deportistas 2014-2015 y 2015-2016 de la Liga Francesa profesional del balonmano (LNH. Al contrario de las previsiones resultante de la teoria de la territorilidad, los

  5. Robot Games for Elderly

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg

    2011-01-01

    for players showing non-standard behaviour. The last game allows multiple users to compete against the robot based on an AI system originally created for real-time strategic computer games. This game has been evaluated in simulation, and the outcome is a generic software framework which can be used...... improve a person’s overall health, and this thesis investigates how games based on an autonomous, mobile robot platform, can be used to motivate elderly to move physically while playing. The focus of the investigation is on the development of games for an autonomous, mobile robot based on algorithms using...... spatio-temporal information about player behaviour - more specifically, I investigate three types of games each using a different control strategy. The first game is based on basic robot control which allows the robot to detect and follow a person. A field study in a rehabilitation centre and a nursing...

  6. Game, Player, Ethics

    DEFF Research Database (Denmark)

    Vila, Miguel Angel Sicart

    2005-01-01

    As the contemporary heirs of popular music or cinema, computer games are gradually taking over the markets of entertainment. Much like cinema and music, computer games are taking the spotlight in another front – that which blames them for encouraging unethical behaviors. Apparently, computer games...... a framework to understand some of these concerns. This paper poses questions about the ontology of games and their ethical meaning, in an attempt to give ethical theory a word in the analysis of computer games....... turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature of computer games, in order to understand better the ways we can evaluate their morality in western cultures providing...

  7. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

    This paper presents a categorisation of science game formats in relation to the educational possibilities or limitations they offer in science education. This includes discussion of new types of science game formats and gamification of science. Teaching with the use of games and simulations...... in science education dates back to the 1970s and early 80s were the potentials of games and simulations was discussed extensively as the new teaching tool ( Ellington et al. , 1981). In the early 90s the first ITC -based games for exploration of science and technical subjects was developed (Egenfeldt......-Nielsen, 2005). After the turn of the millennium, there has been an increasing awareness both on potentials in using commercial computer games in science education, and on developing so serious games for scientific subjects such as chemistry, physics and biology (Squire & Klopfer, 2007; Shaffer, 2006; Magnussen...

  8. Simulation gaming in nursing education.

    Science.gov (United States)

    Ulione, M S

    1983-10-01

    Simulation games can be used in nursing education to promote problem solving or to impart information. Most games focus upon one of the two areas: cognitive knowledge or affective knowledge. We call these types of games content games and process games, respectively. Simulation games of both types are used in nursing education. Since simulation gaming in nursing education is a relatively new teaching strategy much of its use has been haphazard. In order for a simulation game to be an effective teaching strategy; there must be a "fit" between the game and the instructional objectives. The game operator should analyze the components of each game used prior to playing the game, so he will be able to use the game appropriately. One disadvantage of gaming is that there is a risk of experiencing untoward reactions in the gaming experience. For this reason, the operator should support all the participants throughout the game. Finally, the game operator should assess the effectiveness of the gaming process through the debriefing session and through research. To extend our knowledge of the effects of simulation games, game operators can research the effect of simulation gaming on student motivation, cognitive learning, and affective learning.

  9. Another frame, another game? : Explaining framing effects in economic games

    NARCIS (Netherlands)

    Gerlach, Philipp; Jaeger, B.; Hopfensitz, A.; Lori, E.

    2016-01-01

    Small changes in the framing of games (i.e., the way in which the game situation is described to participants) can have large effects on players' choices. For example, referring to a prisoner's dilemma game as the "Community Game" as opposed to the "Wall Street Game" can double the cooperation rate

  10. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

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

  11. Location constrained resource interconnection

    International Nuclear Information System (INIS)

    Hawkins, D.

    2008-01-01

    This presentation discussed issues related to wind integration from the perspective of the California Independent System Operator (ISO). Issues related to transmission, reliability, and forecasting were reviewed. Renewable energy sources currently used by the ISO were listed, and details of a new transmission financing plan designed to address the location constraints of renewable energy sources and provide for new transmission infrastructure was presented. The financing mechanism will be financed by participating transmission owners through revenue requirements. New transmission interconnections will include network facilities and generator tie-lines. Tariff revisions have also been implemented to recover the costs of new facilities and generators. The new transmission project will permit wholesale transmission access to areas where there are significant energy resources that are not transportable. A rate impact cap of 15 per cent will be imposed on transmission owners to mitigate short-term costs to ratepayers. The presentation also outlined energy resource area designation plans, renewable energy forecasts, and new wind technologies. Ramping issues were also discussed. It was concluded that the ISO expects to ensure that 20 per cent of its energy will be derived from renewable energy sources. tabs., figs

  12. Biochemistry Facility

    Data.gov (United States)

    Federal Laboratory Consortium — The Biochemistry Facility provides expert services and consultation in biochemical enzyme assays and protein purification. The facility currently features 1) Liquid...

  13. Expanding the Game Design Space

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    2016-01-01

    This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space....... It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing......, providing a clear game design assignment that involves the formulation of intended player experience and a description of game mechanics. The second layer focuses on game design thinking from six different aspects of game design chosen in relation to the framing of the game design assignment. The third...

  14. Perancangan Game Kartu Interaktif Berbasis Android Menggunakan Augmented Reality

    Directory of Open Access Journals (Sweden)

    Andry Chowanda

    2011-12-01

    Full Text Available By utilizing the augmented reality technology which now develops well, a card game system design and the game prototype are created on through this study Android-based Smartphone. This study is expected to increase the children’s interest to play cards in a modern way, to be utilized as a reference material for business actors in the world, and to be an alternative facility for marketing officers to market their products. The scope of this study is limited only to the system design and the prototype making of the game. The combination of waterfall methodology and a game design by Jesse is used in this study. From the results of the study it is concluded that the augmented reality technology is able to make the game more interesting. 

  15. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  16. Minority Games

    International Nuclear Information System (INIS)

    Metzler, R

    2005-01-01

    New branches of scientific disciplines often have a few paradigmatic models that serve as a testing ground for theories and a starting point for new inquiries. In the late 1990s, one of these models found fertile ground in the growing field of econophysics: the Minority Game (MG), a model for speculative markets that combined conceptual simplicity with interesting emergent behaviour and challenging mathematics. The two basic ingredients were the minority mechanism (a large number of players have to choose one of two alternatives in each round, and the minority wins) and limited rationality (each player has a small set of decision rules, and chooses the more successful ones). Combining these, one observes a phase transition between a crowded and an inefficient market phase, fat-tailed price distributions at the transition, and many other nontrivial effects. Now, seven years after the first paper, three of the key players-Damien Challet, Matteo Marsili and Yi-Cheng Zhang-have published a monograph that summarizes the current state of the science. The book consists of two parts: a 100-page overview of the various aspects of the MG, and reprints of many essential papers. The first chapters of Part I give a well-written description of the motivation and the history behind the MG, and then go into the phenomenology and the mathematical treatment of the model. The authors emphasize the 'physics' underlying the behaviour and give coherent, intuitive explanations that are difficult to extract from the original papers. The mathematics is outlined, but calculations are not carried out in great detail (maybe they could have been included in an appendix). Chapter 4 then discusses how and why the MG is a model for speculative markets, how it can be modified to give a closer fit to observed market statistics (in particular, reproducing the 'stylized facts' of fat-tailed distributions and volatility clustering), and what conclusions one can draw from the behaviour of the MG when

  17. Serious gaming onder handbereik: Educatieve online games met EMERGO

    NARCIS (Netherlands)

    Nadolski, Rob

    2014-01-01

    Achtergrond Serious gaming is het gebruik van games voor serieuze, niet-entertainment, doelen. U kunt daarbij denken aan het gebruik van games voor: leren en onderwijzen (formeel, non-formeel, en informeel), gedragsveranderingen (bijvoorbeeld: therapie, gezondheid), ondersteuning van

  18. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  19. Lake Beach Monitoring Locations in Iowa

    Data.gov (United States)

    Iowa State University GIS Support and Research Facility — Monitored state lake beach locations in Iowa. The Watershed Monitoring & Assessment Section of the Iowa DNR takes regular water samples at these listed beaches...

  20. Negotiating Intra-Asian Games Networks: On Cultural Proximity, East Asian Games Design, and Chinese Farmers

    Directory of Open Access Journals (Sweden)

    Dean Chan

    2006-01-01

    Full Text Available A key feature of networked games in East Asia is the relationship between the adaptation of regional Asian aesthetic and narrative forms in game content, and the parallel growth in more regionally-focused marketing and distribution initiatives. This essay offers a contextual analysis of intra-Asian games networks, with reference to the production, marketing and circulation of Asian MMORPGs. My discussion locates these networks as part of broader discourses on regionalism, East Asian cultural production and Asian modernity. At the same time, I consider how these networks highlight structural asymmetry and uneven power relations within the region; and I examine the emergent use of gamer-workers known as Chinese farmers in the digital game-items trade.

  1. Locating a circle on a sphere

    DEFF Research Database (Denmark)

    Brimberg, Jack; Juel, Henrik; Schöbel, Anita

    2003-01-01

    We consider the problem of locating a spherical circle with respect to existing facilities on a sphere, such that the sum of weighted distances between the circle and the facilities is minimized, or such that the maximum weighted distance is minimized. The problem properties are analyzed, and we...... give solution procedures. When the circle to be located is restricted to be a great circle, some simplifications are possible....

  2. Properties of 3-dimensional line location models

    DEFF Research Database (Denmark)

    Brimberg, Jack; Juel, Henrik; Schöbel, Anita

    2002-01-01

    We consider the problem of locating a line with respect to some existing facilities in 3-dimensional space, such that the sum of weighted distances between the line and the facilities is minimized. Measuring distance using the l\\_p norm is discussed, along with the special cases of Euclidean...

  3. Reinventing the Arcade: Computer Game Mediated Play Spaces for Physical Interaction

    Directory of Open Access Journals (Sweden)

    A. M. Connor

    2015-10-01

    Full Text Available This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that there is potentially value in the creation of public play spaces to create opportunities to utilise both technology and body for the benefit of community culture and experiences through gaming. Co-located social gaming coupled with tangible interfaces offer alternative possibilities for the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built tangible interface devices and multiplayer video games. The event was designed around games that promoted a return to simplicity through the use of unique tangible controllers to allow casual gamers to connect to the game and to each other, whilst also transforming the event into a spectacle.

  4. Quantum correlation games

    International Nuclear Information System (INIS)

    Iqbal, Azhar; Weigert, Stefan

    2004-01-01

    A new approach to play games quantum mechanically is proposed. We consider two players who perform measurements in an EPR-type setting. The payoff relations are defined as functions of correlations, i.e. without reference to classical or quantum mechanics. Classical bi-matrix games are reproduced if the input states are classical and perfectly anti-correlated, that is, for a classical correlation game. However, for a quantum correlation game, with an entangled singlet state as input, qualitatively different solutions are obtained. For example, the Prisoners' Dilemma acquires a Nash equilibrium if both players apply a mixed strategy. It appears to be conceptually impossible to reproduce the properties of quantum correlation games within the framework of classical games

  5. Game theory, alive

    CERN Document Server

    Karlin, Anna R

    2016-01-01

    This book presents a rigorous introduction to the mathematics of game theory without losing sight of the joy of the subject. This is done by focusing on theoretical highlights (e.g., at least six Nobel Prize winning results are developed from scratch) and by presenting exciting connections of game theory to other fields, such as computer science, economics, social choice, biology, and learning theory. Both classical topics, such as zero-sum games, and modern topics, such as sponsored search auctions, are covered. Along the way, beautiful mathematical tools used in game theory are introduced, including convexity, fixed-point theorems, and probabilistic arguments. The book is appropriate for a first course in game theory at either the undergraduate or graduate level, whether in mathematics, economics, computer science, or statistics. Game theory's influence is felt in a wide range of disciplines, and the authors deliver masterfully on the challenge of presenting both the breadth and coherence of its underlying ...

  6. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children...... to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table top games). Therefore, we propose here a novel approach that serves as a middle ground between digital and traditional table top games, and grants children more freedom to express...... themselves, articulate their understanding and difficulties both individually and socially. This approach, called card-based model for digital game design, is an alternative to the current trend of associating programming with digital creativity. A preliminary study was conducted by transposing a digital...

  7. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

    When designing games with learning purposes used in a classroom, there often occur problems about the lack of learning content or the lack of game contents. Other disadvantages of existing educational games are the difficulty to provide a continual balance between the challenge and the pupils...... engage both pupils and teachers, and the interplay between game play, pupils and teachers creates some dynamic learning opportunities.......’ skill to control and solve the given task. In this paper we suggest three different perspectives that need to be communicated across in order to design a useful educational game: teachers, pupils and game designers. It is our intention with this paper to suggest some design principles for educational...

  8. Archetypal Game Recommender Systems

    DEFF Research Database (Denmark)

    Sifa, Rafet; Bauckhage, C.; Drachen, Anders

    2014-01-01

    Contemporary users (players, consumers) of digital games have thousands of products to choose from, which makes nding games that t their interests challenging. Towards addressing this challenge, in this paper two dierent formulations of Archetypal Analysis for Top-L recommender tasks using implicit...... feedback are presented: factor- and neighborhood-oriented models. These form the rst application of rec- ommender systems to digital games. Both models are tested on a dataset of 500,000 users of the game distribution platform Steam, covering game ownership and playtime data across more than 3000 games....... Compared to four other recommender models (nearest neighbor, two popularity mod- els, random baseline), the archetype based models provide the highest recall rates showing that Archetypal Analysis can be successfully applied for Top-L recommendation purposes...

  9. Context effects in games

    Directory of Open Access Journals (Sweden)

    Ivo Vlaev

    2007-12-01

    Full Text Available We report an experiment exploring sequential context effects on strategy choices in one-shot Prisoner's Dilemma (PD game. Rapoport and Chammah (1965 have shown that some PDs are cooperative and lead to high cooperation rate, whereas others are uncooperative. Participants played very cooperative and very uncooperative games, against anonymous partners. The order in which these games were played affected their cooperation rate by producing perceptual contrast, which appeared only between the trials, but not between two separate sequences of games. These findings suggest that people may not have stable perceptions of absolute cooperativeness. Instead, they judge the cooperativeness of each fresh game only in relation to the previous game. The observed effects suggest that the principles underlying judgments about highly abstract magnitudes such as cooperativeness may be similar to principles governing the perception of sensory magnitudes.

  10. Quantum correlation games

    Energy Technology Data Exchange (ETDEWEB)

    Iqbal, Azhar; Weigert, Stefan [HuMP-Hull Mathematical Physics, Department of Mathematics, University of Hull (United Kingdom)

    2004-06-04

    A new approach to play games quantum mechanically is proposed. We consider two players who perform measurements in an EPR-type setting. The payoff relations are defined as functions of correlations, i.e. without reference to classical or quantum mechanics. Classical bi-matrix games are reproduced if the input states are classical and perfectly anti-correlated, that is, for a classical correlation game. However, for a quantum correlation game, with an entangled singlet state as input, qualitatively different solutions are obtained. For example, the Prisoners' Dilemma acquires a Nash equilibrium if both players apply a mixed strategy. It appears to be conceptually impossible to reproduce the properties of quantum correlation games within the framework of classical games.

  11. Game-based telerehabilitation.

    Science.gov (United States)

    Lange, B; Flynn, Sheryl M; Rizzo, A A

    2009-03-01

    This article summarizes the recent accomplishments and current challenges facing game-based virtual reality (VR) telerehabilitation. Specifically this article addresses accomplishments relative to realistic practice scenarios, part to whole practice, objective measurement of performance and progress, motivation, low cost, interaction devices and game design. Furthermore, a description of the current challenges facing game based telerehabilitation including the packaging, internet capabilities and access, data management, technical support, privacy protection, seizures, distance trials, scientific scrutiny and support from insurance companies.

  12. Quantum games with decoherence

    International Nuclear Information System (INIS)

    Flitney, A P; Abbott, D

    2005-01-01

    A protocol for considering decoherence in quantum games is presented. Results for two-player, two-strategy quantum games subject to decoherence are derived and some specific examples are given. Decoherence in other types of quantum games is also considered. As expected, the advantage that a quantum player achieves over a player restricted to classical strategies is diminished for increasing decoherence but only vanishes in the limit of maximum decoherence

  13. Predictive Game Theory

    Science.gov (United States)

    Wolpert, David H.

    2005-01-01

    Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.

  14. Decentralized Network Interdiction Games

    Science.gov (United States)

    2015-12-31

    11 2.3 Bridging Game Theory and Large-Scale Optimization under Uncertainty...it would represent a major step forward in the field of computational game theory . 2.2 Cost Sharing and Network Fortification As a side project... Theory and Large-Scale Optimization under Uncertainty 2.3.1 Potential games and their relationship to optimization In the above-described work, all

  15. Games and Creativity Learning

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2006-01-01

    Learning games are facing a new challenge if it is to meet the educational demand for creativity training. In the article, it is argued that reflection is the key to teach creativity, and that we have to reconsider our current approach to creating educational role-playing games in order to meet...... this demand. The article presents a number of challenges to accomplishing this, as well as a number of tools for designing and using creativity facilitating games....

  16. Hanford Facility contingency plan

    International Nuclear Information System (INIS)

    Sutton, L.N.; Miskho, A.G.; Brunke, R.C.

    1993-10-01

    The Hanford Facility Contingency Plan, together with each TSD unit-specific contingency plan, meets the WAC 173-303 requirements for a contingency plan. This plan includes descriptions of responses to a nonradiological hazardous materials spill or release at Hanford Facility locations not covered by TSD unit-specific contingency plans or building emergency plans. This plan includes descriptions of responses for spills or releases as a result of transportation activities, movement of materials, packaging, and storage of hazardous materials

  17. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

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

    2011-01-01

    Background 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. Objective 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. Methods 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. Results 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. Conclusion 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. PMID:23616865

  18. 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.

  19. A Narrative Theory of Games

    DEFF Research Database (Denmark)

    Aarseth, Espen

    2012-01-01

    In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?......In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?...

  20. MAFURIKO : Design of Nzoia Basin location based flood game

    NARCIS (Netherlands)

    Onencan, A.M.; Kortmann, L.J.; Kulei, F.; Enserink, B.

    2016-01-01

    Every 2 to 7 years, Kenya experiences a reoccurrence of El-Niño rains leading to loss of life and massive damage to property. The 1997/98 El-Niño floods affected 1.5 million persons and led to an estimated USD 1.2 billion infrastructural damage, USD 236 million agricultural damage and USD 9

  1. We're not just playing games: Into aging--an aging simulation game.

    Science.gov (United States)

    Dillon, Deborah; Ailor, Diane; Amato, Shelly

    2009-01-01

    The elderly represent the largest-growing segment of the population. Specialized training in geriatrics is essential for healthcare professionals to provide optimal health care. As part of an ongoing education program on geriatrics, the game Into Aging: Understanding Issues Affecting the Later Stages of Life, 2nd ed. (1991) was provided to staff members of a facility to help healthcare providers develop personal insight into the aging process through role play. This game has provided the staff members with a better understanding of the issues patients experience as they deal with declines in health.

  2. Games, puzzles, and computation

    CERN Document Server

    Hearn, Robert A

    2009-01-01

    The authors show that there are underlying mathematical reasons for why games and puzzles are challenging (and perhaps why they are so much fun). They also show that games and puzzles can serve as powerful models of computation-quite different from the usual models of automata and circuits-offering a new way of thinking about computation. The appendices provide a substantial survey of all known results in the field of game complexity, serving as a reference guide for readers interested in the computational complexity of particular games, or interested in open problems about such complexities.

  3. Challenges of serious games

    Directory of Open Access Journals (Sweden)

    B. Fernández-Manjón

    2015-11-01

    Full Text Available Although educational games have revealed to be a very effective focus in diverse situations, their use in education is still very limited. In this paper we analyse the main challenges concerning educational games that, from our perspective, have to be approached so that the use of this kind of games can be widespread. These challenges are classified in three main dimensions: socio-cultural, educational and technological. Once the challenges are identified, some possible measures are suggested to address or reduce these problems so that the use of educational games may be widespread.

  4. Game, Player, Ethics

    DEFF Research Database (Denmark)

    Vila, Miguel Angel Sicart

    2005-01-01

    turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature of computer games, in order to understand better the ways we can evaluate their morality in western cultures providing...... a framework to understand some of these concerns. This paper poses questions about the ontology of games and their ethical meaning, in an attempt to give ethical theory a word in the analysis of computer games....

  5. Digital Experience: Serious Games

    DEFF Research Database (Denmark)

    2006-01-01

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

  6. Anger, fear and games

    DEFF Research Database (Denmark)

    Mortensen, Torill

    2016-01-01

    The event known as #GamerGate (GG) emphasized the need to take the study of game culture seriously and pursue it across several platforms. It demonstrated how seemingly ephemeral media created echo chambers of anger, and how the outbursts of hypermasculine aggression exemplified by hooligans also...... can connect to games and play. Starting from how GG gained popular attention, this article outlines and discusses the nature of GG, the relation to the victims, the sense of victimization among the participants, and how it may have been provoked by the long-standing, general disregard of games...... the image of game culture as mainly a culture of isolated consumption...

  7. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...... they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio....

  8. Extraversion in Games

    Science.gov (United States)

    van Lankveld, Giel; Schreurs, Sonny; Spronck, Pieter; van den Herik, Jaap

    The behavior of a human player in a game expresses the personality of that player. Personality is an important characteristic for modeling the player's profile. In our research we use the five factor model of personality, in which extraversion is a notable factor. Extraversion is the human tendency of being sensitive to rewards. This often results in humans seeking socially rewarding situations. Extraversion plays a prominent part in the in-game behavior of a player. The in-game behavior can be decomposed in 20 different in-game elements.

  9. Advances in Dynamic Games

    CERN Document Server

    Breton, Michele

    2011-01-01

    This book focuses on various aspects of dynamic game theory, presenting state-of-the-art research and serving as a testament to the vitality and growth of the field of dynamic games and their applications. The selected contributions, written by experts in their respective disciplines, are outgrowths of presentations originally given at the 13th International Symposium of Dynamic Games and Applications held in WrocACaw. The book covers a variety of topics, ranging from theoretical developments in game theory and algorithmic methods to applications, examples, and analysis in fields as varied as

  10. Mobile Game Probes

    DEFF Research Database (Denmark)

    Borup Lynggaard, Aviaja

    2006-01-01

    This paper will examine how probes can be useful for game designers in the preliminary phases of a design process. The work is based upon a case study concerning pervasive mobile phone games where Mobile Game Probes have emerged from the project. The new probes are aimed towards a specific target...... group and the goal is to specify the probes so they will cover the most relevant areas for our project. The Mobile Game Probes generated many interesting results and new issues occurred, since the probes came to be dynamic and favorable for the process in new ways....

  11. Validation of Serious Games

    Directory of Open Access Journals (Sweden)

    Katinka van der Kooij

    2015-09-01

    Full Text Available The application of games for behavioral change has seen a surge in popularity but evidence on the efficacy of these games is contradictory. Anecdotal findings seem to confirm their motivational value whereas most quantitative findings from randomized controlled trials (RCT are negative or difficult to interpret. One cause for the contradictory evidence could be that the standard RCT validation methods are not sensitive to serious games’ effects. To be able to adapt validation methods to the properties of serious games we need a framework that can connect properties of serious game design to the factors that influence the quality of quantitative research outcomes. The Persuasive Game Design model [1] is particularly suitable for this aim as it encompasses the full circle from game design to behavioral change effects on the user. We therefore use this model to connect game design features, such as the gamification method and the intended transfer effect, to factors that determine the conclusion validity of an RCT. In this paper we will apply this model to develop guidelines for setting up validation methods for serious games. This way, we offer game designers and researchers handles on how to develop tailor-made validation methods.

  12. Pro Android games

    CERN Document Server

    Nardone, Massimo

    2016-01-01

    Combining actionable, real-world source code with graphics, Pro Android Games, Third Edition shows you how to build more sophisticated and addictive Android game apps with minimum effort. Harness the power of the latest Android 5.0 SDK to bring countless legendary, action-packed PC games to the Android platform. With actionable real-world source code, this one of a kind book shows you how to build more sophisticated and addictive Android game apps, by leveraging the power of the recent advancements found in the new Android 5.0 software development kit as well as those you've counted on in e

  13. Action Investment Energy Games

    DEFF Research Database (Denmark)

    Larsen, Kim Guldstrand; Laursen, Simon; Srba, Jiri

    2012-01-01

    We introduce the formalism of action investment energy games where we study the trade-off between investments limited by given budgets and resource constrained (energy) behavior of the underlying system. More specifically, we consider energy games extended with costs of enabling actions and fixed...... budgets for each player. We ask the question whether for any Player 2 investment there exists a Player 1 investment such that Player 1 wins the resulting energy game. We study the action investment energy game for energy intervals with both upper and lower bounds, and with a lower bound only, and give...

  14. Game user experience evaluation

    CERN Document Server

    Bernhaupt, Regina

    2015-01-01

    Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologi

  15. Works of Game

    DEFF Research Database (Denmark)

    Sharp, John

    and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games...... and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including...

  16. Pressure Transducer Locations

    Data.gov (United States)

    National Aeronautics and Space Administration — Files are located here, defining the locations of the pressure transducers on the HIRENASD model. These locations also correspond to the locations that analysts...

  17. Locating a circle on the plane using the minimax criterion

    DEFF Research Database (Denmark)

    Brimberg, Jack; Juel, Henrik; Schoebel, Anita

    2006-01-01

    We consider the problem of locating a circle with respect to existing facilities on the plane, such that the largest weighted distance between the circle and the facilities is minimized. The problem properties are analyzed, and a solution procedure proposed.......We consider the problem of locating a circle with respect to existing facilities on the plane, such that the largest weighted distance between the circle and the facilities is minimized. The problem properties are analyzed, and a solution procedure proposed....

  18. Outline of NUCEF facility

    International Nuclear Information System (INIS)

    Takeshita, Isao

    1996-01-01

    NUCEF is a multipurpose research facility in the field of safety and advanced technology of nuclear fuel cycle back-end. Various experiment facilities and its supporting installations, in which nuclear fuel materials, radio isotopes and TRU elements can be handled, are arranged in more than one hundred rooms of two experiment buildings. Its construction was completed in middle of 1994 and hot experiments have been started since then. NUCEF is located on the site (30,000 m 2 ) of southeastern part in the Tokai Research Establishment of JAERI facing to the Pacific Ocean. The base of Experiment Buildings A and B was directly founded on the rock existing at 10-15 m below ground level taking the aseismatic design into consideration. Each building is almost same sized and composed of one basement and three floors of which area is 17,500 m 2 in total. In the basement, there are exhaust facilities of ventilation system, treatment system of solution fuel and radioactive waste solution and storage tanks of them. Major experiment facilities are located on the first or the second floors in each building. An air-inlet facility of ventilation system for each building is equipped on the third floor. Most of experiment facilities for criticality safety research including two critical facilities: Static Experiment Critical Facility (STACY) and Transient Experiment Critical Facility (TRACY) are installed in Experiment Building A. Experiment equipments for research on advanced fuel reprocessing process and on TRU waste management, which are named BECKY (Back End Fuel Cycle Key Elements Research Facility), are installed in laboratories and a-g cells in Experiment Building B. (J.P.N.)

  19. Tapu-ae: A Dynamic Game Requiring Minimal Equipment and Maximum Participation

    Science.gov (United States)

    Hushman, Glenn

    2011-01-01

    Activities and games in physical education should strive to promote maximum participation, develop skill, address fitness needs, and enhance student enjoyment of physical activity. Physical education teachers have good intentions, but often do not have the funding or facilities to provide students with games and activities that meet these goals.…

  20. Simple gambling or sophisticated gaming? : applying game analysis methods to modern video slot machine games

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

    Slot machine games have become the most popular form of gambling worldwide. In Finland, their pervasiveness in public spaces and popularity makes them one of the most common form of gaming. However, in game studies, gambling games are often regarded as borderline games due to the player’s lack of control. In this thesis I ask whether modern video slot machine games can be considered as games and if so, what similarities there are between them and contemporary video games. To find out if m...

  1. 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...

  2. Foundations of game theory noncooperative games

    CERN Document Server

    Vorob’ev, Nicolai N

    1994-01-01

    The English edition differs only slightly from the Russian original. The main struc­ tural difference is that all the material on the theory of finite noncooperative games has been collected in Chapter 2, with renumbering of the material of the remain­ ing chapters. New sections have been added in this chapter: devoted to general questions of equilibrium theory in nondegenerate games, subsections 3.9-3.17, by N.N. Vorob'ev, Jr.; and § 4, by A.G. Chernyakov; and § 5, by N.N. Vorob'ev, Jr., on the computational complexity of the process of finding equilibrium points in finite games. It should also be mentioned that subsections 3.12-3.14 in Chapter 1 were written by E.B. Yanovskaya especially for the Russian edition. The author regrets that the present edition does not reflect the important game-theoretical achievements presented in the splendid monographs by E. van Damme (on the refinement of equilibrium principles for finite games), as well as those by J.e. Harsanyi and R. Selten, and by W. Giith and B. Ka...

  3. FRS (Facility Registration System) Sites, Geographic NAD83, EPA (2007) [facility_registration_system_sites_LA_EPA_2007

    Data.gov (United States)

    Louisiana Geographic Information Center — This dataset contains locations of Facility Registry System (FRS) sites which were pulled from a centrally managed database that identifies facilities, sites or...

  4. Games and childhood obesity

    Science.gov (United States)

    Videogames can be used to help children change their obesity-related diet and physical activity behaviors. A review of the relevant literature in this special issue of the Games for Health Journal indicated that video games did influence children's adiposity, but only among children who were alread...

  5. Game Theory .net.

    Science.gov (United States)

    Shor, Mikhael

    2003-01-01

    States making game theory relevant and accessible to students is challenging. Describes the primary goal of GameTheory.net is to provide interactive teaching tools. Indicates the site strives to unite educators from economics, political and computer science, and ecology by providing a repository of lecture notes and tests for courses using…

  6. Non-cooperative Games

    NARCIS (Netherlands)

    van Damme, E.E.C.

    2000-01-01

    Non-cooperative games are mathematical models of interactive strategic decision situations.In contrast to cooperative models, they build on the assumption that all possibilities for commitment and contract have been incorporated in the rules of the game.This contribution describes the main models

  7. D N GAME

    Indian Academy of Sciences (India)

    Home; Journals; Bulletin of Materials Science. D N GAME. Articles written in Bulletin of Materials Science. Volume 40 Issue 7 December 2017 pp 1441-1445. Microwave-assisted synthesis and photoluminescence properties of ZnS:Pb 2 + nanophosphor for solid-state lighting · D N GAME C B PALAN N B INGALE S K ...

  8. The Guppy Game

    Science.gov (United States)

    Blattner, Margaret; Hug, Barbara; Watson, Patrick; Korol, Donna

    2012-01-01

    Adaptation, interactions between species and their environments, and change over time are fundamental principles in biology. They represent aspects of two of the big ideas in science: evolution and natural selection. To help students understand these ideas, the authors developed the "Guppy Game." In this article, they describe the game and how…

  9. Mixed Reality Games

    Science.gov (United States)

    Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory

    2015-01-01

    The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…

  10. Great Games That Disappeared

    Science.gov (United States)

    Rauschenbach, James; Swartz, Daniel R.

    2016-01-01

    Sometimes through a single person's efforts, a new and innovative game is developed and promoted locally. Occasionally, circumstances cause these games to remain on a local level without being adopted by mainstream physical educators and physical activity professionals. Unfortunately, some educators tend to stick to what they know and teach…

  11. 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

  12. Game programming gems

    CERN Document Server

    DeLoura, Mark

    2000-01-01

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

  13. Gaming in Technology Education

    Science.gov (United States)

    Clark, Aaron C.; Ernst, Jeremy V.

    2009-01-01

    The authors have devoted a considerable amount of time evaluating the role that gaming and game development plays in the form of curricula integration and as a future career focus for students interested in this field. From the research conducted through the completed National Science Foundation (NSF) project, VisTE: Visualization in Technology…

  14. Gaming and Gamification

    Science.gov (United States)

    Mallon, Melissa

    2013-01-01

    The New Media Consortium's "Horizon Report" for higher education cites games and gamification with a time-to-adoption of two to three years. The use of digital games is almost ubiquitous in social media and is swiftly gaining popularity in other industries as well. Many in higher education have embraced gamification due to its…

  15. Digital gaming expertise

    DEFF Research Database (Denmark)

    Toft-Nielsen, Claus

    (Butler, 2005; Butler, 2004). This calls attention to conceptual and critical questions around the values, qualities and activities increasingly claimed and collated with gaming expertise: Who, or what, is a digital game expert and what is evident in the name of expertise? Who can claim to be an expert...

  16. Interfaces in evolutionary games

    Science.gov (United States)

    Kolotev, Sergei; Malyutin, Aleksandr; Burovski, Evgeni; Shchur, Lev

    2018-01-01

    We investigate geometrical aspects of a spatial evolutionary game. The game is based on the Prisoner’s dilemma. We analyze the geometrical structure of the space distribution of cooperators and defectors in the steady-state regime of evolution. We develop algorithm for the identification of the interfaces between clusters of cooperators and defectors, and measure fractal properties of the interfaces.

  17. Ageing and digital games

    DEFF Research Database (Denmark)

    Iversen, Sara Mosberg

    Digital games are still to a great degree considered a medium mainly for young boys. However, available statistics on Western media use show that this is far from the case. Increasingly, people of all ages and genders play digital games, also older adults in their early 60s and beyond. The aim of...

  18. Unity multiplayer games

    CERN Document Server

    Stagner, Alan

    2013-01-01

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

  19. Mean field games

    KAUST Repository

    Gomes, Diogo A.

    2014-01-06

    In this talk we will report on new results concerning the existence of smooth solutions for time dependent mean-field games. This new result is established through a combination of various tools including several a-priori estimates for time-dependent mean-field games combined with new techniques for the regularity of Hamilton-Jacobi equations.

  20. 30 CFR 56.20008 - Toilet facilities.

    Science.gov (United States)

    2010-07-01

    ... 30 Mineral Resources 1 2010-07-01 2010-07-01 false Toilet facilities. 56.20008 Section 56.20008... Toilet facilities. (a) Toilet facilities shall be provided at locations that are compatible with the mine... sanitary. Separate toilet facilities shall be provided for each sex except where toilet rooms will be...