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Sample records for flats state game

  1. Disjoint states and quantum games

    Kowalski, A M; Plastino, A

    2013-01-01

    We cast in game theory terms the physics associated with the interaction between (i) matter and (ii) a single mode of an electromagnetic field within a cavity. Thereby, we introduce a game admitting both classical and quantal players. Strategies are determined by the initial conditions of the associated dynamical system, whose time evolution is characterized by the existence of attractors that represent possible results of the game. Two types of quantum states are considered: perfectly distinguishable or partially overlapping ones. (paper)

  2. Engagement states and learning from educational games.

    Deater-Deckard, Kirby; Chang, Mido; Evans, Michael E

    2013-01-01

    Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and learning. Emphasis is placed on individual differences in attention, memory, motor speed and control, persistence, and positive and negative affect (approach/avoidance), and how these pertain to social cognitions regarding mathematics achievement. Our challenge is to develop educational games that are effective for a wide variety of student engagement states. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  3. 77 FR 48167 - Approved Tribal-State Class III Gaming Compact; Indian Gaming

    2012-08-13

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Approved Tribal--State Class III Gaming Compact; Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an approval of the gaming compact between...

  4. Continuous time finite state mean field games

    Gomes, Diogo A.; Mohr, Joana; Souza, Rafael Rigã o

    2013-01-01

    In this paper we consider symmetric games where a large number of players can be in any one of d states. We derive a limiting mean field model and characterize its main properties. This mean field limit is a system of coupled ordinary differential equations with initial-terminal data. For this mean field problem we prove a trend to equilibrium theorem, that is convergence, in an appropriate limit, to stationary solutions. Then we study an N+1-player problem, which the mean field model attempts to approximate. Our main result is the convergence as N→∞ of the mean field model and an estimate of the rate of convergence. We end the paper with some further examples for potential mean field games. © 2013 Springer Science+Business Media New York.

  5. Continuous time finite state mean field games

    Gomes, Diogo A.

    2013-04-23

    In this paper we consider symmetric games where a large number of players can be in any one of d states. We derive a limiting mean field model and characterize its main properties. This mean field limit is a system of coupled ordinary differential equations with initial-terminal data. For this mean field problem we prove a trend to equilibrium theorem, that is convergence, in an appropriate limit, to stationary solutions. Then we study an N+1-player problem, which the mean field model attempts to approximate. Our main result is the convergence as N→∞ of the mean field model and an estimate of the rate of convergence. We end the paper with some further examples for potential mean field games. © 2013 Springer Science+Business Media New York.

  6. Continuous Time Finite State Mean Field Games

    Gomes, Diogo A., E-mail: dgomes@math.ist.utl.pt [Instituto Superior Tecnico, Center for Mathematical Analysis, Geometry, and Dynamical Systems, Departamento de Matematica (Portugal); Mohr, Joana, E-mail: joana.mohr@ufrgs.br; Souza, Rafael Rigao, E-mail: rafars@mat.ufrgs.br [UFRGS, Instituto de Matematica (Brazil)

    2013-08-01

    In this paper we consider symmetric games where a large number of players can be in any one of d states. We derive a limiting mean field model and characterize its main properties. This mean field limit is a system of coupled ordinary differential equations with initial-terminal data. For this mean field problem we prove a trend to equilibrium theorem, that is convergence, in an appropriate limit, to stationary solutions. Then we study an N+1-player problem, which the mean field model attempts to approximate. Our main result is the convergence as N{yields}{infinity} of the mean field model and an estimate of the rate of convergence. We end the paper with some further examples for potential mean field games.

  7. Continuous Time Finite State Mean Field Games

    Gomes, Diogo A.; Mohr, Joana; Souza, Rafael Rigão

    2013-01-01

    In this paper we consider symmetric games where a large number of players can be in any one of d states. We derive a limiting mean field model and characterize its main properties. This mean field limit is a system of coupled ordinary differential equations with initial-terminal data. For this mean field problem we prove a trend to equilibrium theorem, that is convergence, in an appropriate limit, to stationary solutions. Then we study an N+1-player problem, which the mean field model attempts to approximate. Our main result is the convergence as N→∞ of the mean field model and an estimate of the rate of convergence. We end the paper with some further examples for potential mean field games

  8. A Comparative Analysis of Indian Gaming in the 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…

  9. Bio-geomorphic feedback causes alternative stable landscape states: insights from coastal marshes and tidal flats

    Temmerman, Stijn; Wang, Chen

    2014-05-01

    Many bio-geomorphic systems, such as hill slopes, river floodplains, tidal floodplains and dune areas, seem to be vulnerable to shifts between alternative bare and vegetated landscape states, and these shifts seem to be driven by bio-geomorphic feedbacks. Here we search for empirical evidence for alternative stable state behavior in intertidal flats and marshes, where bio-geomorphic interactions are known to be intense. Large-scale transitions have been reported worldwide between high-elevation vegetated marshes and low-elevation bare flats in intertidal zones of deltas, estuaries, and coastal embayments. It is of significant importance to understand and predict such transitions, because vegetated marshes provide significant services to coastal societies. Previous modeling studies suggest that the ecological theory of catastrophic shifts between alternative stable ecosystem states potentially explains the transition between bare flats and vegetated marshes. However, up to now only few empirical evidence exists. In our study, the hypothesis is empirically tested that vegetated marshes and bare tidal flats can be considered as alternative stable landscape states with rapid shifts between them. We studied historical records (1930s - 2000s) of intertidal elevation surveys and aerial pictures from the Westerschelde estuary (SW Netherlands). Our results demonstrated the existence of: (1) bimodality in the intertidal elevation distribution, i.e., the presence of two peaks in the elevation frequency distribution corresponding to a completely bare state and a densely vegetated state; (2) the relatively rapid transition in elevation when intertidal flats evolve from bare to vegetated states, with sedimentation rates that are 2 to 8 times faster than during the stable states; (3) a threshold elevation above which the shift from bare to vegetated state has a high chance to occur. Our observations demonstrate the abrupt non-linear shift between low-elevation bare flats and high

  10. Socio-economic applications of finite state mean field games

    Gomes, Diogo A.; Machado Velho, Roberto; Wolfram, Marie Therese

    2014-01-01

    In this paper, we present different applications of finite state mean field games to socio-economic sciences. Examples include paradigm shifts in the scientific community or consumer choice behaviour in the free market. The corresponding finite

  11. The Sensitivity of State Differential Game Vessel Traffic Model

    Lisowski Józef

    2016-04-01

    Full Text Available The paper presents the application of the theory of deterministic sensitivity control systems for sensitivity analysis implemented to game control systems of moving objects, such as ships, airplanes and cars. The sensitivity of parametric model of game ship control process in collision situations have been presented. First-order and k-th order sensitivity functions of parametric model of process control are described. The structure of the game ship control system in collision situations and the mathematical model of game control process in the form of state equations, are given. Characteristics of sensitivity functions of the game ship control process model on the basis of computer simulation in Matlab/Simulink software have been presented. In the end, have been given proposals regarding the use of sensitivity analysis to practical synthesis of computer-aided system navigator in potential collision situations.

  12. Tissue P Systems With Channel States Working in the Flat Maximally Parallel Way.

    Song, Bosheng; Perez-Jimenez, Mario J; Paun, Gheorghe; Pan, Linqiang

    2016-10-01

    Tissue P systems with channel states are a class of bio-inspired parallel computational models, where rules are used in a sequential manner (on each channel, at most one rule can be used at each step). In this work, tissue P systems with channel states working in a flat maximally parallel way are considered, where at each step, on each channel, a maximal set of applicable rules that pass from a given state to a unique next state, is chosen and each rule in the set is applied once. The computational power of such P systems is investigated. Specifically, it is proved that tissue P systems with channel states and antiport rules of length two are able to compute Parikh sets of finite languages, and such P systems with one cell and noncooperative symport rules can compute at least all Parikh sets of matrix languages. Some Turing universality results are also provided. Moreover, the NP-complete problem SAT is solved by tissue P systems with channel states, cell division and noncooperative symport rules working in the flat maximally parallel way; nevertheless, if channel states are not used, then such P systems working in the flat maximally parallel way can solve only tractable problems. These results show that channel states provide a frontier of tractability between efficiency and non-efficiency in the framework of tissue P systems with cell division (assuming P ≠ NP ).

  13. Socio-economic applications of finite state mean field games

    Gomes, Diogo A.

    2014-10-06

    In this paper, we present different applications of finite state mean field games to socio-economic sciences. Examples include paradigm shifts in the scientific community or consumer choice behaviour in the free market. The corresponding finite state mean field game models are hyperbolic systems of partial differential equations, for which we present and validate different numerical methods. We illustrate the behaviour of solutions with various numerical experiments,which show interesting phenomena such as shock formation. Hence, we conclude with an investigation of the shock structure in the case of two-state problems.

  14. Socio-economic applications of finite state mean field games.

    Gomes, Diogo; Velho, Roberto M; Wolfram, Marie-Therese

    2014-11-13

    In this paper, we present different applications of finite state mean field games to socio-economic sciences. Examples include paradigm shifts in the scientific community or consumer choice behaviour in the free market. The corresponding finite state mean field game models are hyperbolic systems of partial differential equations, for which we present and validate different numerical methods. We illustrate the behaviour of solutions with various numerical experiments, which show interesting phenomena such as shock formation. Hence, we conclude with an investigation of the shock structure in the case of two-state problems. © 2014 The Author(s) Published by the Royal Society. All rights reserved.

  15. Ising game: Nonequilibrium steady states of resource-allocation systems

    Xin, C.; Yang, G.; Huang, J. P.

    2017-04-01

    Resource-allocation systems are ubiquitous in the human society. But how external fields affect the state of such systems remains poorly explored due to the lack of a suitable model. Because the behavior of spins pursuing energy minimization required by physical laws is similar to that of humans chasing payoff maximization studied in game theory, here we combine the Ising model with the market-directed resource-allocation game, yielding an Ising game. Based on the Ising game, we show theoretical, simulative and experimental evidences for a formula, which offers a clear expression of nonequilibrium steady states (NESSs). Interestingly, the formula also reveals a convertible relationship between the external field (exogenous factor) and resource ratio (endogenous factor), and a class of saturation as the external field exceeds certain limits. This work suggests that the Ising game could be a suitable model for studying external-field effects on resource-allocation systems, and it could provide guidance both for seeking more relations between NESSs and equilibrium states and for regulating human systems by choosing NESSs appropriately.

  16. A Study of Traditional Circle Games Played in Public School Kindergartens across the United States.

    Rothlein, Liz; And Others

    1988-01-01

    Investigates traditional circle games played in 203 public school kindergartens in 35 states. Results indicate that music/movement and racing games were the major game categories; the most common frequency and duration was three times per week for 20 minutes; and the purposes of the games were to have fun, and to foster social, physical motor, and…

  17. The state of the art in static and dynamic games

    De Giovanni, P.

    2009-01-01

    Purpose - The purpose of this paper is to investigate the state of the art in static and dynamic games (or inter-firm relationships). This research area has changed significantly over the last 25 years through the development of phenomena such as the supply chain and the progressive overcoming of

  18. Hybrid cluster state proposal for a quantum game

    Paternostro, M; Tame, M S; Kim, M S

    2005-01-01

    We propose an experimental implementation of a quantum game algorithm in a hybrid scheme combining the quantum circuit approach and the cluster state model. An economical cluster configuration is suggested to embody a quantum version of the Prisoners' Dilemma. Our proposal is shown to be within the experimental state of the art and can be realized with existing technology.The effects of relevant experimental imperfections are also carefully examined

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

    Qi, Wen

    2014-01-01

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

  20. Stability of Einstein static state universe in the spatially flat branemodels

    Zhang, Kaituo [Department of Physics, Anhui Normal University, Wuhu, Anhui 241000 (China); Wu, Puxun [Center for Nonlinear Science and Department of Physics, Ningbo University, Ningbo, Zhejiang 315211 (China); Synergetic Innovation Center for Quantum Effects and Applications, Hunan Normal University, Changsha, Hunan 410081 (China); Center for High Energy Physics, Peking University, Beijing 100080 (China); Yu, Hongwei, E-mail: hwyu@hunnu.edu.cn [Synergetic Innovation Center for Quantum Effects and Applications, Hunan Normal University, Changsha, Hunan 410081 (China); Center for Nonlinear Science and Department of Physics, Ningbo University, Ningbo, Zhejiang 315211 (China); Luo, Ling-Wei [Institute of Physics, Chiao Tung University, Hsinchu 300, Taiwan (China)

    2016-07-10

    With the assumption that a perfect fluid with a constant equation of state is the only energy component on the brane, we study the stability of Einstein static state solution under homogeneous and inhomogeneous scalar perturbations in both spatially flat Randall–Sundrum (RS) and Shtanov–Sahni (SS) braneworlds. We find that if the perfect fluid has a phantom-like property and the “Weyl fluid” originating from the projection of the bulk Weyl tensor onto the brane behaves like a radiation with positive energy density, the Einstein static state solution is stable in the SS braneworld, but unstable in the RS one. Furthermore, we demonstrate that the static state solution is also stable in the bulk with a timelike extra dimension. Thus, in the model where the extra dimension is timelike, our universe can stay at the Einstein static state past-eternally, which means that the big bang singularity might be resolved successfully by an emergent scenario.

  1. Computer Self-Efficacy, Competitive Anxiety and Flow State: Escaping from Firing Online Game

    Hong, Jon-Chao; Pei-Yu, Chiu; Shih, Hsiao-Feng; Lin, Pei-Shin; Hong, Jon-Chao

    2012-01-01

    Flow state in game playing affected by computer self-efficacy and game competitive anxiety was studied. In order to examine the effect of those constructs with high competition, this study select "Escaping from firing online game" which require college students to escape from fire and rescue people and eliminate the fire damage along the way of…

  2. Steady state operation of a copper-water LHP with a flat-oval evaporator

    Becker, S.; Vershinin, S.; Sartre, V.; Laurien, E.; Bonjour, J.; Maydanik, Yu.F.

    2011-01-01

    In order to dissipate the heat generated by electronic boxes in avionic systems, a copper-water LHP with a flat-oval evaporator was fabricated and tested at steady state. The LHP consists of a flat shaped evaporator, 7 mm thick, including compensation chamber with attached heat exchanger. The condenser is cooled by forced convection of liquid. The variable parameters are the heat sink and ambient temperatures (20 and 55 o C), the orientation (-90 o to +90 o in two perpendicular planes) and the power input (0-100 W). Evaporator wall temperatures are higher when the evaporator is placed above the condenser. For heat sink and ambient temperature of 20 o C the evaporator wall temperature does not vary much with heat load for all measured elevations. But it fluctuates at heat sink and ambient temperature equal to 55 o C when the evaporator is placed below the condenser. The LHP total thermal resistance is governed by the condenser resistance. It decreases with increasing heat load, whatever the operating conditions, because the part of the condenser internal surface area used for condensation increases too. A minimum thermal resistance of 0.2 K/W was obtained. The maximum thermal resistance was 2.7 K/W.

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

    Qi, Wen

    2014-01-01

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

  4. Solid-state, flat-panel, digital radiography detectors and their physical imaging characteristics

    Cowen, A.R. [LXi Research, Academic Unit of Medical Physics, University of Leeds, West Yorkshire (United Kingdom)], E-mail: a.r.cowen@leeds.ac.uk; Kengyelics, S.M.; Davies, A.G. [LXi Research, Academic Unit of Medical Physics, University of Leeds, West Yorkshire (United Kingdom)

    2008-05-15

    Solid-state, digital radiography (DR) detectors, designed specifically for standard projection radiography, emerged just before the turn of the millennium. This new generation of digital image detector comprises a thin layer of x-ray absorptive material combined with an electronic active matrix array fabricated in a thin film of hydrogenated amorphous silicon (a-Si:H). DR detectors can offer both efficient (low-dose) x-ray image acquisition plus on-line readout of the latent image as electronic data. To date, solid-state, flat-panel, DR detectors have come in two principal designs, the indirect-conversion (x-ray scintillator-based) and the direct-conversion (x-ray photoconductor-based) types. This review describes the underlying principles and enabling technologies exploited by these designs of detector, and evaluates their physical imaging characteristics, comparing performance both against each other and computed radiography (CR). In standard projection radiography indirect conversion DR detectors currently offer superior physical image quality and dose efficiency compared with direct conversion DR and modern point-scan CR. These conclusions have been confirmed in the findings of clinical evaluations of DR detectors. Future trends in solid-state DR detector technologies are also briefly considered. Salient innovations include WiFi-enabled, portable DR detectors, improvements in x-ray absorber layers and developments in alternative electronic media to a-Si:H.

  5. Radiative observables for linearized gravity on asymptotically flat spacetimes and their boundary induced states

    Benini, Marco; Dappiaggi, Claudio; Murro, Simone

    2014-01-01

    We discuss the quantization of linearized gravity on globally hyperbolic, asymptotically flat, vacuum spacetimes, and the construction of distinguished states which are both of Hadamard form and invariant under the action of all bulk isometries. The procedure, we follow, consists of looking for a realization of the observables of the theory as a sub-algebra of an auxiliary, non-dynamical algebra constructed on future null infinity ℑ + . The applicability of this scheme is tantamount to proving that a solution of the equations of motion for linearized gravity can be extended smoothly to ℑ + . This has been claimed to be possible provided that a suitable gauge fixing condition, first written by Geroch and Xanthopoulos [“Asymptotic simplicity is stable,” J. Math. Phys. 19, 714 (1978)], is imposed. We review its definition critically, showing that there exists a previously unnoticed obstruction in its implementation leading us to introducing the concept of radiative observables. These constitute an algebra for which a Hadamard state induced from null infinity and invariant under the action of all spacetime isometries exists and it is explicitly constructed

  6. Children and Electronic Games in the United States.

    Funk, Jeanne B.; Bermann, Julie N.; Buchman, Debra D.

    1997-01-01

    Reports video game playing demographics. Reviews the literature on video game health hazards and positive health applications; cutting-edge applications in education and controversies about learning; and effects on personality. Discusses laboratory and survey research on the effects of video games violence. Considers whether some children may be…

  7. Equilibrium state of a cylindrical particle with flat ends in nematic liquid crystals.

    Hashemi, S Masoomeh; Ejtehadi, Mohammad Reza

    2015-01-01

    A continuum theory is employed to numerically study the equilibrium orientation and defect structures of a circular cylindrical particle with flat ends under a homeotropic anchoring condition in a uniform nematic medium. Different aspect ratios of this colloidal geometry from thin discotic to long rodlike shapes and several colloidal length scales ranging from mesoscale to nanoscale are investigated. We show that the equilibrium state of this colloidal geometry is sensitive to the two geometrical parameters: aspect ratio and length scale of the particle. For a large enough mesoscopic particle, there is a specific asymptotic equilibrium angle associated to each aspect ratio. Upon reducing the particle size to nanoscale, the equilibrium angle follows a descending or ascending trend in such a way that the equilibrium angle of a particle with the aspect ratio bigger than 1:1 (a discotic particle) goes to a parallel alignment with respect to the far-field nematic, whereas the equilibrium angle for a particle with the aspect ratio 1:1 and smaller (a rodlike particle) tends toward a perpendicular alignment to the uniform nematic direction. The discrepancy between the equilibrium angles of the mesoscopic and nanoscopic particles originates from the significant differences between their defect structures. The possible defect structures related to mesoscopic and nanoscopic colloidal particles of this geometry are also introduced.

  8. Flat Miniature Heat Pipes for Electronics Cooling: State of the Art, Experimental and Theoretical Analysis

    M.C. Zaghdoudi; S. Maalej; J. Mansouri; M.B.H. Sassi

    2011-01-01

    An experimental study is realized in order to verify the Mini Heat Pipe (MHP) concept for cooling high power dissipation electronic components and determines the potential advantages of constructing mini channels as an integrated part of a flat heat pipe. A Flat Mini Heat Pipe (FMHP) prototype including a capillary structure composed of parallel rectangular microchannels is manufactured and a filling apparatus is developed in order to charge the FMHP. The heat transfer im...

  9. State-of-the-art in Business Games

    Panagiotis Petridis

    2015-02-01

    Full Text Available The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. This article provides a structured review of existing literature on the use of games in the business environment, and seeks to consolidate findings to address research questions regarding their perception, proven efficacy, and identifies key areas for future work. The findings highlight that serious games can have positive and effective impacts in multiple areas of a business, including training, decision-support, and consumer outreach. They also emphasise the challenges and pitfalls of applying serious games and gamification principles within a business context, and discuss the implications of development and evaluation methodologies on the success of a game-based solution.

  10. A State-of-the-Art Systematic Content Analysis of Games for Health.

    Lu, Amy Shirong; Kharrazi, Hadi

    2018-02-01

    As the field of games for health continues to gain momentum, it is crucial to document the field's scale of growth, identify design patterns, and to address potential design issues for future health game development. Few studies have explored the attributes and usability features of games for health as a whole over time. We offer the first comprehensive systematic content analysis of digital games for health by examining 1743 health games released between 1983 and 2016 in 23 countries extracted from nine international English health game databases and directories. The majority of these games were developed in the United States (67.18%) and France (18.59%). The most popular platforms included web browsers (72.38%) and Windows (14.41%). Approximately four out of five (79.12%) of the games were available at no cost. We coded 1553 accessible games for an in-depth analysis and further assessed 1303 for usability. Popular health topics represented included: cognitive training (37.41%), indirect health education (13.33%), and medical care provision (9.98%). Most games (75.66%) could be completed within 60 minutes. The main game usability problems identified included a lack of customization, nonskippable contents, and a lack of feedback and instruction to the players. While most of the usability problems have improved as did the software and hardware technology, the players' ability to skip nonplayable contents has become slightly more restricted overtime. Comparison with game efficacy publications suggested that a further understanding of the scope for games for health is needed on a global level.

  11. A d-person Differential Game with State Space Constraints

    Ramasubramanian, S.

    2007-01-01

    We consider a network of d companies (insurance companies, for example) operating under a treaty to diversify risk. Internal and external borrowing are allowed to avert ruin of any member of the network. The amount borrowed to prevent ruin is viewed upon as control. Repayment of these loans entails a control cost in addition to the usual costs. Each company tries to minimize its repayment liability. This leads to a d -person differential game with state space constraints. If the companies are also in possible competition a Nash equilibrium is sought. Otherwise a utopian equilibrium is more appropriate. The corresponding systems of HJB equations and boundary conditions are derived. In the case of Nash equilibrium, the Hamiltonian can be discontinuous; there are d interlinked control problems with state constraints; each value function is a constrained viscosity solution to the appropriate discontinuous HJB equation. Uniqueness does not hold in general in this case. In the case of utopian equilibrium, each value function turns out to be the unique constrained viscosity solution to the appropriate HJB equation. Connection with Skorokhod problem is briefly discussed

  12. Gaming

    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

  13. Entangled states that cannot reproduce original classical games in their quantum version

    Shimamura, Junichi; Oezdemir, S.K.; Morikoshi, Fumiaki; Imoto, Nobuyuki

    2004-01-01

    A model of a quantum version of classical games should reproduce the original classical games in order to be able to make a comparative analysis of quantum and classical effects. We analyze a class of symmetric multipartite entangled states and their effect on the reproducibility of the classical games. We present the necessary and sufficient condition for the reproducibility of the original classical games. Satisfying this condition means that complete orthogonal bases can be constructed from a given multipartite entangled state provided that each party is restricted to two local unitary operators. We prove that most of the states belonging to the class of symmetric states with respect to permutations, including the N-qubit W state, do not satisfy this condition

  14. Neuroevolution in Games: State of the Art and Open Challenges

    Risi, Sebastian; Togelius, Julian

    2015-01-01

    This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the application of NE in games along five different axes, which...... are the role NE is chosen to play in a game, the different types of neural networks used, the way these networks are evolved, how the fitness is determined and what type of input the network receives. The article also highlights important open research challenges in the field....

  15. Computation of Value Functions in Nonlinear Differential Games with State Constraints

    Botkin, Nikolai; Hoffmann, Karl-Heinz; Mayer, Natalie; Turova, Varvara

    2013-01-01

    Finite-difference schemes for the computation of value functions of nonlinear differential games with non-terminal payoff functional and state constraints are proposed. The solution method is based on the fact that the value function is a

  16. Finite-State Mean-Field Games, Crowd Motion Problems, and its Numerical Methods

    Machado Velho, Roberto

    2017-01-01

    -economic sciences. Examples include paradigm shifts in the scientific community and the consumer choice behavior in a free market. The corresponding finite-state mean-field game models are hyperbolic systems of partial differential equations, for which we propose

  17. A Cross-cultural Comparison of Objectivity in Childhood Games: Iran and the United States.

    Rastegarpour, Ali

    2011-07-01

    Games have been introduced as a means for studying cross-cultural differences and societies. This paper presents a case study in analogous games played by children in two different countries with two different cultures - Iran and the United States. Four examples are presented to demonstrate that games played by Iranian children are subject to less objectivity in their rules. Therefore, nonobjectivity may be a phenomenon that has roots in the society and the many differences between the two societies may very well be the results of this fundamental difference. If the presence of objectivity in childhood game rules could be, in actuality, indicative of objectivity in social and civil interactions in the everyday lives of the people, the direction of causality remains to be established. In other words, it remains unclear whether the games influence the culture or are influenced by the mandates of the society.

  18. Karyometry detects subvisual differences in chromatin organization state between cribriform and flat high-grade prostatic intraepithelial neoplasia.

    Montironi, Rodolfo; Thompson, Deborah; Scarpelli, Marina; Mazzucchelli, Roberta; Peketi, Prasanthi; Hamilton, Peter W; Bostwick, David G; Bartels, Peter H

    2004-08-01

    This digital texture analysis-based study evaluates the chromatin organization state in flat and cribriform high-grade prostatic intraepithelial neoplasia (PIN), in the adjacent normal looking secretory epithelium and in the co-occurring adenocarcinoma. Digital texture analysis (karyometry) was carried out on hematoxylin and eosin-stained sections from 24 radical prostatectomy specimens with high-grade PIN (12 with flat and 12 with cribriform architectural pattern, respectively) and cancer. Quantification was also conducted on the normal looking secretory epithelium. Discriminant analysis and the nonsupervised learning algorithm P-index were used to identify suitable subsets of features useful for the discrimination and classification of pathological groups and to explore multivariate data structure in the pathological subgroups. The average nuclear abnormality increases monotonically from the histologically normal appearing secretory epithelium to high-grade PIN and to adenocarcinoma. The nuclei from the so-called perimeter compartment of the flat high-grade PIN lesions show a higher nuclear abnormality compared to the nuclei of the cribriform high-grade PINs. Discriminant analysis shows that flat and cribriform high-grade PINs fall into two populations. Processing by the nonsupervised learning algorithm P-index revealed the existence of three well-defined, distinct subpopulations of nuclei of different chromatin phenotype. In the flat high-grade PIN lesions the proportions of nuclei in the three subpopulations are 16.5% (low abnormality), 25.0% (mid abnormality) and 58.5% (high abnormality), respectively. In the cribriform high-grade PIN lesions, 100% of the nuclei are in the mid-abnormality subpopulation. These differences are also discernible in the co-occurring adenocarcinoma and the histologically normal appearing secretory epithelium. To conclude, karyometry and statistical analysis detect the existence of distinct cell subpopulations of different chromatin

  19. Undergraduate Game Degree Programs in the United Kingdom and United States: A Comparison of the Curriculum Planning Process

    McGill, Monica M.

    2010-01-01

    Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, post-secondary institutions in the United Kingdom (UK) and the United States (US) have started to create game degree programs. Though curriculum theorists provide insight into the process of…

  20. Active Gaming Among High School Students--United States, 2010.

    Song, MinKyoung; Carroll, Dianna D; Lee, Sarah M; Fulton, Janet E

    2015-08-01

    Our study is the first to describe the prevalence and correlates (demographics, body mass index [BMI], sedentary behaviors, and physical activity) of high school youth who report active videogame playing (active gaming) in a U.S. representative sample. The National Youth Physical Activity and Nutrition Study of 2010 provided data for this study. Active gaming was assessed as the number of days in the 7 days prior to the survey that students in grades 9-12 (14-18 years of age) reported participating in active videogames (e.g., "Wii™ Fit" [Nintendo, Kyoto, Japan], "Dance Dance Revolution" [Konami, Osaka, Japan]). Students reporting ≥1 days were classified as active gamers. Logistic regression was used to examine the association among active gaming and demographic characteristics, BMI, sedentary behaviors, and physical activity. Among 9125 U.S. high school students in grades 9-12 surveyed, 39.9 percent (95 percent confidence interval=37.9 percent, 42.0 percent) reported active gaming. Adjusting for covariates, the following characteristics were positively associated (Pblack, non-Hispanic race/ethnicity; being overweight or obese; watching DVDs >0 hours/day; watching TV >0 hours/day; and meeting guidelines for aerobic and muscle-strengthening physical activity. Four out of 10 U.S. high school students report participating in active gaming. Active gamers tend to spend more time watching DVDs or TV, meet guidelines for physical activity, and/or be overweight or obese compared with nonactive gamers. These findings may serve to provide a baseline to track active gaming in U.S. youth and inform interventions that target sedentary behaviors and/or physical activity.

  1. Near-Nash equilibrium strategies for LQ differential games with inaccurate state information

    2006-01-01

    Full Text Available ε -Nash equilibrium or “near equilibrium” for a linear quadratic cost game is considered. Due to inaccurate state information, the standard solution for feedback Nash equilibrium cannot be applied. Instead, an estimation of the players' states is substituted into the optimal control strategies equation obtained for perfect state information. The magnitude of the ε in the ε -Nash equilibrium will depend on the quality of the estimation process. To illustrate this approach, a Luenberger-type observer is used in the numerical example to generate the players' state estimates in a two-player non-zero-sum LQ differential game.

  2. [Video game and internet addiction. The current state of research].

    Rehbein, F; Mößle, T; Arnaud, N; Rumpf, H-J

    2013-05-01

    The use of interactive screen media is widespread and for some users leads to pathological symptoms that are phenomenologically similar to signs of addictive disorders. Addictive use of computer games and other Internet applications, such as social media can be distinguished. In the past standard criteria to classify this new disorder were lacking. In DSM-5, nine criteria are proposed for diagnosing Internet gaming disorder. The focus is currently on video games as most studies have been done in this field. Prevalence estimations are difficult to interpret due to the lack of standard diagnostic measures and result in a range of the frequency of Internet addiction between 1 % and 4.2 % in the general German population. Rates are higher in younger individuals. For computer game addiction prevalence rates between 0.9 % and 1.7  % can be found in adolescents. Despite substantial comorbidity among those affected current research points to addictive media use as a stand-alone disorder.

  3. Symmetry conditions of a nodal superconductor for generating robust flat-band Andreev bound states at its dirty surface

    Ikegaya, Satoshi; Kobayashi, Shingo; Asano, Yasuhiro

    2018-05-01

    We discuss the symmetry property of a nodal superconductor that hosts robust flat-band zero-energy states at its surface under potential disorder. Such robust zero-energy states are known to induce the anomalous proximity effect in a dirty normal metal attached to a superconductor. A recent study has shown that a topological index NZES describes the number of zero-energy states at the dirty surface of a p -wave superconductor. We generalize the theory to clarify the conditions required for a superconductor that enables NZES≠0 . Our results show that NZES≠0 is realized in a topological material that belongs to either the BDI or CII class. We also present two realistic Hamiltonians that result in NZES≠0 .

  4. Longitudinal effects of violent video games on aggression in Japan and the United States.

    Anderson, Craig A; Sakamoto, Akira; Gentile, Douglas A; Ihori, Nobuko; Shibuya, Akiko; Yukawa, Shintaro; Naito, Mayumi; Kobayashi, Kumiko

    2008-11-01

    Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression. We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness. In 3 independent samples, participants' video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months. One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years. RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth. These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.

  5. Dirac Cones, Topological Edge States, and Nontrivial Flat Bands in Two-Dimensional Semiconductors with a Honeycomb Nanogeometry

    E. Kalesaki

    2014-01-01

    Full Text Available We study theoretically two-dimensional single-crystalline sheets of semiconductors that form a honeycomb lattice with a period below 10 nm. These systems could combine the usual semiconductor properties with Dirac bands. Using atomistic tight-binding calculations, we show that both the atomic lattice and the overall geometry influence the band structure, revealing materials with unusual electronic properties. In rocksalt Pb chalcogenides, the expected Dirac-type features are clouded by a complex band structure. However, in the case of zinc-blende Cd-chalcogenide semiconductors, the honeycomb nanogeometry leads to rich band structures, including, in the conduction band, Dirac cones at two distinct energies and nontrivial flat bands and, in the valence band, topological edge states. These edge states are present in several electronic gaps opened in the valence band by the spin-orbit coupling and the quantum confinement in the honeycomb geometry. The lowest Dirac conduction band has S-orbital character and is equivalent to the π-π^{⋆} band of graphene but with renormalized couplings. The conduction bands higher in energy have no counterpart in graphene; they combine a Dirac cone and flat bands because of their P-orbital character. We show that the width of the Dirac bands varies between tens and hundreds of meV. These systems emerge as remarkable platforms for studying complex electronic phases starting from conventional semiconductors. Recent advancements in colloidal chemistry indicate that these materials can be synthesized from semiconductor nanocrystals.

  6. The Design Process of a Board Game for Exploring the Territories of the United States

    Mehmet Kosa

    2017-06-01

    Full Text Available The paper reports the design experience of a board game with an educational aspect, which takes place on the location of states and territories of the United States. Based on a territorial acquisition dynamic, the goal was to articulate the design process of a board game that provides information for individuals who are willing to learn the locations of the U.S. states by playing a game. The game was developed using an iterative design process based on focus groups studies and brainstorming sessions. A mechanic-driven design approach was adopted instead of a theme or setting-driven alternative and a relatively abstract game was developed. The initial design idea was formed and refined according to the player feedback. The paper details play-testing sessions conducted and documents the design experience from a qualitative perspective. Our preliminary results suggest that the initial design is moderately balanced and despite the lack of quantitative evidence, our subjective observations indicate that participants’ knowledge about the location of states was improved in an entertaining and interactive way.

  7. On the convergence of finite state mean-field games through Γ-convergence

    Ferreira, Rita C.; Gomes, Diogo A.

    2014-01-01

    In this study, we consider the long-term convergence (trend toward an equilibrium) of finite state mean-field games using Γ-convergence. Our techniques are based on the observation that an important class of mean-field games can be viewed as the Euler-Lagrange equation of a suitable functional. Therefore, using a scaling argument, one can convert a long-term convergence problem into a Γ-convergence problem. Our results generalize previous results related to long-term convergence for finite state problems. © 2014 Elsevier Inc.

  8. On the convergence of finite state mean-field games through Γ-convergence

    Ferreira, Rita C.

    2014-10-01

    In this study, we consider the long-term convergence (trend toward an equilibrium) of finite state mean-field games using Γ-convergence. Our techniques are based on the observation that an important class of mean-field games can be viewed as the Euler-Lagrange equation of a suitable functional. Therefore, using a scaling argument, one can convert a long-term convergence problem into a Γ-convergence problem. Our results generalize previous results related to long-term convergence for finite state problems. © 2014 Elsevier Inc.

  9. Beating the Clauser-Horne-Shimony-Holt and the Svetlichny games with optimal states

    Su, Hong-Yi; Ren, Changliang; Chen, Jing-Ling; Zhang, Fu-Lin; Wu, Chunfeng; Xu, Zhen-Peng; Gu, Mile; Vinjanampathy, Sai; Kwek, L. C.

    2016-02-01

    We study the relation between the maximal violation of Svetlichny's inequality and the mixedness of quantum states and obtain the optimal state (i.e., maximally nonlocal mixed states, or MNMS, for each value of linear entropy) to beat the Clauser-Horne-Shimony-Holt and the Svetlichny games. For the two-qubit and three-qubit MNMS, we showed that these states are also the most tolerant state against white noise, and thus serve as valuable quantum resources for such games. In particular, the quantum prediction of the MNMS decreases as the linear entropy increases, and then ceases to be nonlocal when the linear entropy reaches the critical points 2 /3 and 9 /14 for the two- and three-qubit cases, respectively. The MNMS are related to classical errors in experimental preparation of maximally entangled states.

  10. Photoisomers of Azobenzene Star with a Flat Core: Theoretical Insights into Multiple States from DFT and MD Perspective.

    Koch, Markus; Saphiannikova, Marina; Santer, Svetlana; Guskova, Olga

    2017-09-21

    This study focuses on comparing physical properties of photoisomers of an azobenzene star with benzene-1,3,5-tricarboxamide core. Three azobenzene arms of the molecule undergo a reversible trans-cis isomerization upon UV-vis light illumination giving rise to multiple states from the planar all-trans one, via two mixed states to the kinked all-cis isomer. Employing density functional theory, we characterize the structural and photophysical properties of each state indicating a role the planar core plays in the coupling between azobenzene chromophores. To characterize the light-triggered switching of solvophilicity/solvophobicity of the star, the difference in solvation free energy is calculated for the transfer of an azobenzene star from its gas phase to implicit or explicit solvents. For the latter case, classical all-atom molecular dynamics simulations of aqueous solutions of azobenzene star are performed employing the polymer consistent force field to shed light on the thermodynamics of explicit hydration as a function of the isomerization state and on the structuring of water around the star. From the analysis of two contributions to the free energy of hydration, the nonpolar van der Waals and the electrostatic terms, it is concluded that isomerization specificity largely determines the polarity of the molecule and the solute-solvent electrostatic interactions. This convertible hydrophilicity/hydrophobicity together with readjustable occupied volume and the surface area accessible to water, affects the self-assembly/disassembly of the azobenzene star with a flat core triggered by light.

  11. Emotion expression of an affective state space; a humanoid robot displaying a dynamic emotional state during a soccer game

    van der Mey, A.; Smit, F; Droog, K.J.; Visser, A.

    2010-01-01

    Following a soccer game is an example where clear emotions are displayed. This example is worked out for a humanoid robot which can express emotions with body language. The emotions expressed by the robot are not just stimuli-response, but are based on an affective state which shows dynamic behavior

  12. Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety and trait anxiety

    Mehroof, M; Griffiths, MD

    2010-01-01

    Research into online gaming has steadily increased over the last decade, although relatively little research has examined the relationship between online gaming addiction and personality factors. This study examined the relationship between a number of personality traits (sensation seeking, self-control, aggression, neuroticism, state anxiety, and trait anxiety) and online gaming addiction. Data were collected over a 1-month period using an opportunity sample of 123 university students at an ...

  13. Finite-State Mean-Field Games, Crowd Motion Problems, and its Numerical Methods

    Machado Velho, Roberto

    2017-09-10

    In this dissertation, we present two research projects, namely finite-state mean-field games and the Hughes model for the motion of crowds. In the first part, we describe finite-state mean-field games and some applications to socio-economic sciences. Examples include paradigm shifts in the scientific community and the consumer choice behavior in a free market. The corresponding finite-state mean-field game models are hyperbolic systems of partial differential equations, for which we propose and validate a new numerical method. Next, we consider the dual formulation to two-state mean-field games, and we discuss numerical methods for these problems. We then depict different computational experiments, exhibiting a variety of behaviors, including shock formation, lack of invertibility, and monotonicity loss. We conclude the first part of this dissertation with an investigation of the shock structure for two-state problems. In the second part, we consider a model for the movement of crowds proposed by R. Hughes in [56] and describe a numerical approach to solve it. This model comprises a Fokker-Planck equation coupled with an Eikonal equation with Dirichlet or Neumann data. We first establish a priori estimates for the solutions. Next, we consider radial solutions, and we identify a shock formation mechanism. Subsequently, we illustrate the existence of congestion, the breakdown of the model, and the trend to the equilibrium. We also propose a new numerical method for the solution of Fokker-Planck equations and then to systems of PDEs composed by a Fokker-Planck equation and a potential type equation. Finally, we illustrate the use of the numerical method both to the Hughes model and mean-field games. We also depict cases such as the evacuation of a room and the movement of persons around Kaaba (Saudi Arabia).

  14. Effects of different post-match recovery interventions on subsequent athlete hormonal state and game performance.

    Crewther, Blair T; Cook, Christian J

    2012-06-25

    We tested the effects of different post-match recovery interventions on the subsequent hormonal responses to a physical stress-test and game performance in professional rugby union players. On four occasions, participants (n=12) completed a video session (1 h each) with accompanying coach feedback the day after a rugby union match. The interventions showed either video footage of player mistakes with negative coach feedback (NCF1) or player successes with positive feedback (PCF1). Both approaches were repeated (NCF2 and PCF2). In the following week, participants were assessed for their free testosterone (T) and cortisol (C) responses to a physical stress-test, pre-game T and game-ranked performance. The PFC1 and PCF2 approaches were both associated with significantly (pgame T concentrations and superior game-ranked performances than the NCF approaches (pgame presentation of specific video footage combined with different coach feedbacks appeared to influence the free hormonal state of rugby players and game performance several days later. Therefore, within the sporting context, future behaviour and performance might be modified through the use of simple psychological strategies. These data are applicable to generalised human stress responses and their modifiability by prior exposure to a stressor. Copyright © 2012 Elsevier Inc. All rights reserved.

  15. Biosecurity and bird movement practices in upland game bird facilities in the United States.

    Slota, Katharine E; Hill, Ashley E; Keefe, Thomas J; Bowen, Richard A; Pabilonia, Kristy L

    2011-06-01

    Since 1996, the emergence of Asian-origin highly pathogenic avian influenza subtype H5N1 has spurred great concern for the global poultry industry. In the United States, there is concern over the potential of a foreign avian disease incursion into the country. Noncommercial poultry operations, such as upland game bird facilities in the United States, may serve as a potential source of avian disease introduction to other bird populations including the commercial poultry industry, backyard flocks, or wildlife. In order to evaluate how to prevent disease transmission from these facilities to other populations, we examined biosecurity practices and bird movement within the upland game bird industry in the United States. Persons that held a current permit to keep, breed, or release upland game birds were surveyed for information on biosecurity practices, flock and release environments, and bird movement parameters. Biosecurity practices vary greatly among permit holders. Many facilities allow for interaction between wild birds and pen-reared birds, and there is regular long-distance movement of live adult birds among facilities. Results suggest that upland game bird facilities should be targeted for biosecurity education and disease surveillance efforts.

  16. CURRENT STATE OF POPULATION OF GAME MAMMALS HABITING SHELKOVSKOY DISTRICT OF CHECHNYA AND WAYS FOR OPTIMIZATION

    A. M. Batkhiyev

    2015-01-01

    Full Text Available Aim. The goal of the research is that: to identify the taxonomic composition of game species and make full list of species to assess the current state of populations and resources to carry out eco-faunistic analysis of the distribution of game mammals habiting Shelkovskiy district of Chechnya. Methods. We used mapping techniques, various methods of census forms and scientific processing of the collected material, systematic and bioecological analysis. Results. As a result, we have identified 5 ecological complexes and characterized them by distribution on the identified and described natural habitats. We have made an inventory of species, identified conditions of rare species and determined their status. Biometric data has been obtained for a number of species; their biological and ecological features have been described. We also identified the species composition of game mammals and their spatial distribution of habitats. The differentiation of species in ecological groups has been carried out. Data has been obtained on the number of nine major types for the period of 2012-2013, and their characteristics. We have made an estimation of ecological and economic potential of resources of game mammals of the study area. Conclusions. Based on the analysis of the results we can make a judgment about the level of biodiversity of species of game mammals of the studied area, the current state of their number and possible use for commercial, sports and recreational purposes. We propose specific measures such as the use of existing biological resources i.e. species of mammals, as well as the creation of new protected areas as a form of preserving and increasing the number of mammals in the area. The research results can be useful for monitoring and creating specially protected natural reservations, protection of endangered species. The findings have implications for the organization of hunting economy to increase the number of game animals. 

  17. Casual Games

    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....

  18. Do enhanced states exist? Boosting cognitive capacities through an action video-game.

    Kozhevnikov, Maria; Li, Yahui; Wong, Sabrina; Obana, Takashi; Amihai, Ido

    2018-04-01

    This research reports the existence of enhanced cognitive states in which dramatic temporary improvements in temporal and spatial aspects of attention were exhibited by participants who played (but not by those who merely observed) action video-games meeting certain criteria. Specifically, Experiments 1 and 2 demonstrate that the attentional improvements were exhibited only by participants whose skills matched the difficulty level of the video game. Experiment 2 showed that arousal (as reflected by the reduction in parasympathetic activity and increase in sympathetic activity) is a critical physiological condition for enhanced cognitive states and corresponding attentional enhancements. Experiment 3 showed that the cognitive enhancements were transient, and were no longer observed after 30 min of rest following video-gaming. Moreover, the results suggest that the enhancements were specific to tasks requiring visual-spatial focused attention, but not distribution of spatial attention as has been reported to improve significantly and durably as a result of long-term video-game playing. Overall, the results suggest that the observed enhancements cannot be simply due to the activity of video-gaming per se, but might rather represent an enhanced cognitive state resulting from specific conditions (heightened arousal in combination with active engagement and optimal challenge), resonant with what has been described in previous phenomenological literature as "flow" (Csikszentmihalyi, 1975) or "peak experiences" (Maslov, 1962). The findings provide empirical evidence for the existence of the enhanced cognitive states and suggest possibilities for consciously accessing latent resources of our brain to temporarily boost our cognitive capacities upon demand. Copyright © 2018 Elsevier B.V. All rights reserved.

  19. Game-Based Learning: A Different Perspective

    Royle, Karl

    2008-01-01

    Because the goals of games and the object of school-based learning are fundamentally mismatched, efforts to integrate games into the curriculum have largely fallen flat despite the best intentions of teachers and the gaming industry. Arguing that educational game designers should be investigating ways to get education into games rather than…

  20. Is the Internet gaming-addicted brain close to be in a pathological state?

    Park, Chang-Hyun; Chun, Ji-Won; Cho, Huyn; Jung, Young-Chul; Choi, Jihye; Kim, Dai Jin

    2017-01-01

    Internet gaming addiction (IGA) is becoming a common and widespread mental health concern. Although IGA induces a variety of negative psychosocial consequences, it is yet ambiguous whether the brain addicted to Internet gaming is considered to be in a pathological state. We investigated IGA-induced abnormalities of the brain specifically from the network perspective and qualitatively assessed whether the Internet gaming-addicted brain is in a state similar to the pathological brain. Topological properties of brain functional networks were examined by applying a graph-theoretical approach to analyzing functional magnetic resonance imaging data acquired during a resting state in 19 IGA adolescents and 20 age-matched healthy controls. We compared functional distance-based measures, global and local efficiency of resting state brain functional networks between the two groups to assess how the IGA subjects' brain was topologically altered from the controls' brain. The IGA subjects had severer impulsiveness and their brain functional networks showed higher global efficiency and lower local efficiency relative to the controls. These topological differences suggest that IGA induced brain functional networks to shift toward the random topological architecture, as exhibited in other pathological states. Furthermore, for the IGA subjects, the topological alterations were specifically attributable to interregional connections incident on the frontal region, and the degree of impulsiveness was associated with the topological alterations over the frontolimbic connections. The current findings lend support to the proposition that the Internet gaming-addicted brain could be in the state similar to pathological states in terms of topological characteristics of brain functional networks. © 2015 Society for the Study of Addiction.

  1. THE STRESS-STRAIN STATE OF AN INFINITELY LONG ELASTIC ARRAYS OF DIFFERENT WIDTHS AND LIMITED THICKNESS ON THE HARD GROUND WHEN THEY HAVE FLAT DEFORMATION

    I. K. Badalakha

    2009-12-01

    Full Text Available The article presents the results of solving several problems of a flat deformation of elastic infinitely long massifs of different width and limited thickness. Various cases of conditions at the massif/base contact. The relationships between stressed and strained states previously suggested by the author, which differ from the generalized Hooke’s law, are used in the solutions.

  2. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game.

    Janssen, Anna; Shaw, Tim; Goodyear, Peter

    2015-09-28

    Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.

  3. [Game addiction].

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

    2015-09-01

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

  4. Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety.

    Mehroof, Mehwash; Griffiths, Mark D

    2010-06-01

    Research into online gaming has steadily increased over the last decade, although relatively little research has examined the relationship between online gaming addiction and personality factors. This study examined the relationship between a number of personality traits (sensation seeking, self-control, aggression, neuroticism, state anxiety, and trait anxiety) and online gaming addiction. Data were collected over a 1-month period using an opportunity sample of 123 university students at an East Midlands university in the United Kingdom. Gamers completed all the online questionnaires. Results of a multiple linear regression indicated that five traits (neuroticism, sensation seeking, trait anxiety, state anxiety, and aggression) displayed significant associations with online gaming addiction. The study suggests that certain personality traits may be important in the acquisition, development, and maintenance of online gaming addiction, although further research is needed to replicate the findings of the present study.

  5. Linear Pursuit Differential Game under Phase Constraint on the State of Evader

    Askar Rakhmanov

    2016-01-01

    Full Text Available We consider a linear pursuit differential game of one pursuer and one evader. Controls of the pursuer and evader are subjected to integral and geometric constraints, respectively. In addition, phase constraint is imposed on the state of evader, whereas pursuer moves throughout the space. We say that pursuit is completed, if inclusion y(t1-x(t1∈M is satisfied at some t1>0, where x(t and y(t are states of pursuer and evader, respectively, and M is terminal set. Conditions of completion of pursuit in the game from all initial points of players are obtained. Strategy of the pursuer is constructed so that the phase vector of the pursuer first is brought to a given set, and then pursuit is completed.

  6. The Commonwealth Games as an Example of Bringing States Closer Through Sport

    Kobierecki Michał Marcin

    2017-03-01

    Full Text Available The aim of the article is to investigate the issue of positive sports diplomacy directed at bringing countries closer and deepening cooperation between them. Generally, sports diplomacy is a broader term and may include various ways of utilizing sport, both negative and positive, even for the sake of nation-branding. Positive sports diplomacy most commonly refers to bringing hostile states closer together, but it may also be used to deepen political alliances or foster friendship and cooperation between states that are not mutually hostile. The research focuses on the latter form of positive sports diplomacy. The investigation is a case study concerning the Commonwealth Games, a sports event that is held once every four years and gathers countries and territories that used to belong to the former British Empire. The research therefore aims to determine whether this event, the second largest multisport event in the world, is significant from political and diplomatic perspectives. A second research question concerns whether the Commonwealth Games should be seen as an attempt by Great Britain to maintain influence in its former colonies. The research attempts to test the hypothesis that the Commonwealth Games are an important contributor to sustaining ties between states of the former British Empire.

  7. Asthma in United States olympic athletes who participated in the 1998 olympic winter games.

    Weiler, J M; Ryan, E J

    2000-08-01

    About one of every 5 athletes who participated in the 1996 Summer Olympic Games in Atlanta had a past history of asthma, had symptoms that suggested asthma, or took asthma medications. No previous study has determined the prevalence of asthma in all US athletes who participated in an Olympic Winter Games. We sought to determine how many US athletes who participated in the 1998 Olympic Winter Games had a past history of asthma, had symptoms that suggested asthma, or indicated taking a medication used to treat asthma. We evaluated responses to questions that asked about allergic and respiratory diseases in the United States Olympic Committee Medical History Questionnaire that was completed by all 196 athletes who represented the United States at the 1998 Olympic Winter Games in Nagano, Japan. Forty-three (21.9%) of the 196 athletes had a previous diagnosis of asthma, and 36 (18. 4%) recorded use of an asthma medication at some time in the past. Forty-four (22.4%) reported use of an asthma medication, a diagnosis of asthma, or both (our basis for the diagnosis of asthma). Thirty-four (17.4%) of the athletes were currently taking an asthma medication at the time that they completed the questionnaire or indicated that they took these medications on a permanent or semipermanent basis and were considered to have active asthma. Athletes who participated in Nordic combined, cross-country, and short track events had the highest prevalence of having been told that they had asthma or had taken an asthma medication in the past (60.7%) in contrast with only one (2.8%) of the 36 athletes who participated in bobsled, biathlon, luge, and ski jumping. Eighteen (24%) of 75 athletes who participated in alpine, long track, figure skating, snow boarding, and curling had a previous diagnosis of asthma or recorded use of an asthma medication. We conclude that asthma appeared to have been more common in athletes who participated in the 1998 Winter Games than in athletes who participated in

  8. Flat out and bluesome

    Wilson, Mark; Snaebjornsdottir, Bryndis; Byatt, Lucy

    2008-01-01

    ‘Nanoq: flat out and bluesome’ is the story of polar bears, the largest land predators on earth, and their journey from the arctic wilderness to the museums and stately homes of the UK. The work documents the histories of each of these bears, the legacies of the hunters who shot them and the skills and expertise of the taxidermists who stuffed them.

  9. Aerial radiological survey of the United States Department of Energy's Rocky Flats Plant, Golden, Colorado. Date of survey, August 1981

    1982-09-01

    An aerial radiological survey of the Rocky Flats Plant was conducted during August 1981. The survey consisted of an airborne measurement of both natural and man-made gamma radiation from the terrain surface in and around the Rocky Flats Plant. These measurements allowed an estimate of the distribution of isotope concentrations in the survey area. Results are reported as exposure rate, man-made, and 241 Am isopleths superimposed on photographs of the area. The survey covered a square area approximately 9.7 km on each side. Gamma ray energy spectra are also presented for the net man-made radionuclides

  10. Rocky Flats Compliance Program

    1994-02-01

    The Department of Energy (DOE) established the Office of Technology Development (EM-50) (OTD) as an element of Environmental Restoration and Waste Management (EM) in November 1989. The primary objective of the Office of Technology Development, Rocky Flats Compliance Program (RFCP), is to develop altemative treatment technologies for mixed low-level waste (wastes containing both hazardous and radioactive components) to use in bringing the Rocky Flats Plant (RFP) into compliance with Federal and state regulations and agreements. Approximately 48,000 cubic feet of untreated low-level mixed waste, for which treatment has not been specified, are stored at the RFP. The cleanup of the Rocky Flats site is driven by agreements between DOE, the Environmental Protection Agency (EPA), and the Colorado Department of Health (CDH). Under these agreements, a Comprehensive Treatment and Management Plan (CTMP) was drafted to outline the mechanisms by which RFP will achieve compliance with the regulations and agreements. This document describes DOE's strategy to treat low-level mixed waste to meet Land Disposal Restrictions and sets specific milestones related to the regulatory aspects of technology development. These milestones detail schedules for the development of technologies to treat all of the mixed wastes at the RFP. Under the Federal Facilities Compliance Act (FFCA), the CTMP has been incorporated into Rocky Flats Plant Conceptual Site Treatment Plan (CSTP). The CSTP will become the Rocky Flats Plant site Treatment Plan in 1995 and will supersede the CTMP

  11. Numerical simulation of flat-tip micro-indentation of glassy polymers: influence of loading speed and thermodynamic state

    Breemen, van L.C.A.; Engels, T.A.P.; Pelletier, C.G.N.; Govaert, L.E.; Toonder, den J.M.J.

    2009-01-01

    Flat-tip micro-indentation tests were performed on quenched and annealed polymer glasses at various loading speeds. The results were analyzed using an elasto-viscoplastic constitutive model that captures the intrinsic deformation characteristics of a polymer glass: a strain-rate dependent yield

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

    Reuderink, B.

    2008-01-01

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

  13. Monotone numerical methods for finite-state mean-field games

    Gomes, Diogo A.; Saude, Joao

    2017-01-01

    Here, we develop numerical methods for finite-state mean-field games (MFGs) that satisfy a monotonicity condition. MFGs are determined by a system of differential equations with initial and terminal boundary conditions. These non-standard conditions are the main difficulty in the numerical approximation of solutions. Using the monotonicity condition, we build a flow that is a contraction and whose fixed points solve the MFG, both for stationary and time-dependent problems. We illustrate our methods in a MFG modeling the paradigm-shift problem.

  14. Monotone numerical methods for finite-state mean-field games

    Gomes, Diogo A.

    2017-04-29

    Here, we develop numerical methods for finite-state mean-field games (MFGs) that satisfy a monotonicity condition. MFGs are determined by a system of differential equations with initial and terminal boundary conditions. These non-standard conditions are the main difficulty in the numerical approximation of solutions. Using the monotonicity condition, we build a flow that is a contraction and whose fixed points solve the MFG, both for stationary and time-dependent problems. We illustrate our methods in a MFG modeling the paradigm-shift problem.

  15. Epistemic Games

    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…

  16. Steady-State VEP-Based Brain-Computer Interface Control in an Immersive 3D Gaming Environment

    Burke R

    2005-01-01

    Full Text Available This paper presents the application of an effective EEG-based brain-computer interface design for binary control in a visually elaborate immersive 3D game. The BCI uses the steady-state visual evoked potential (SSVEP generated in response to phase-reversing checkerboard patterns. Two power-spectrum estimation methods were employed for feature extraction in a series of offline classification tests. Both methods were also implemented during real-time game play. The performance of the BCI was found to be robust to distracting visual stimulation in the game and relatively consistent across six subjects, with 41 of 48 games successfully completed. For the best performing feature extraction method, the average real-time control accuracy across subjects was 89%. The feasibility of obtaining reliable control in such a visually rich environment using SSVEPs is thus demonstrated and the impact of this result is discussed.

  17. Mathematical games, abstract games

    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.

  18. Computation of Value Functions in Nonlinear Differential Games with State Constraints

    Botkin, Nikolai

    2013-01-01

    Finite-difference schemes for the computation of value functions of nonlinear differential games with non-terminal payoff functional and state constraints are proposed. The solution method is based on the fact that the value function is a generalized viscosity solution of the corresponding Hamilton-Jacobi-Bellman-Isaacs equation. Such a viscosity solution is defined as a function satisfying differential inequalities introduced by M. G. Crandall and P. L. Lions. The difference with the classical case is that these inequalities hold on an unknown in advance subset of the state space. The convergence rate of the numerical schemes is given. Numerical solution to a non-trivial three-dimensional example is presented. © 2013 IFIP International Federation for Information Processing.

  19. Different Resting-State Functional Connectivity Alterations in Smokers and Nonsmokers with Internet Gaming Addiction

    Xue Chen

    2014-01-01

    Full Text Available This study investigated changes in resting-state functional connectivity (rsFC of posterior cingulate cortex (PCC in smokers and nonsmokers with Internet gaming addiction (IGA. Twenty-nine smokers with IGA, 22 nonsmokers with IGA, and 30 healthy controls (HC group underwent a resting-state fMRI scan. PCC connectivity was determined in all subjects by investigating synchronized low-frequency fMRI signal fluctuations using a temporal correlation method. Compared with the nonsmokers with IGA, the smokers with IGA exhibited decreased rsFC with PCC in the right rectus gyrus. Left middle frontal gyrus exhibited increased rsFC. The PCC connectivity with the right rectus gyrus was found to be negatively correlated with the CIAS scores in the smokers with IGA before correction. Our results suggested that smokers with IGA had functional changes in brain areas related to motivation and executive function compared with the nonsmokers with IGA.

  20. Club football in Denmark - a game between state policy and the DFA

    Bennike, Søren; Storm, Rasmus K.; Wikman, Johan Michael

    2018-01-01

    Football in Denmark stands as a very popular game engaging men and women of all ages. Most of them are playing under the wings of the Danish Football Association (DFA). This paper provides a description and understanding of the organisation of football, with a specific focus on the DFA. We ask; how...... is club based football organised in Denmark and how does it reflect state policy? Our study is grounded in an analysis of 21 documents selected due to their importance to the organisation of football. Moreover, an online questionnaire survey was sent to the chairpersons of 1247 grassroots football clubs...... (N:475). To deeper understand the development of and organisations involved in Danish football we include the understanding of society formed by four basic social orders viewed upon as ideal types; civil society, market, state and associations (Pestoff). Our findings show that the organisation...

  1. Natural Language Processing in Serious Games: A state of the art.

    Davide Picca

    2015-09-01

    Full Text Available In the last decades, Natural Language Processing (NLP has obtained a high level of success. Interactions between NLP and Serious Games have started and some of them already include NLP techniques. The objectives of this paper are twofold: on the one hand, providing a simple framework to enable analysis of potential uses of NLP in Serious Games and, on the other hand, applying the NLP framework to existing Serious Games and giving an overview of the use of NLP in pedagogical Serious Games. In this paper we present 11 serious games exploiting NLP techniques. We present them systematically, according to the following structure:  first, we highlight possible uses of NLP techniques in Serious Games, second, we describe the type of NLP implemented in the each specific Serious Game and, third, we provide a link to possible purposes of use for the different actors interacting in the Serious Game.

  2. The Curriculum Planning Process for Undergraduate Game Degree Programs in the United Kingdom and United States

    McGill, Monica M.

    2012-01-01

    Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, postsecondary institutions in the UK and the U.S. have started to create game degree programs. Though curriculum theorists provide insight into the process of creating a new program, no formal…

  3. The Influence of Competitive and Cooperative Group Game Play on State Hostility

    Eastin, Matthew S.

    2007-01-01

    Most research on violent video game play suggests a positive relationship with aggression-related outcomes. Expanding this research, the current study examines the impact group size, game motivation, in-game behavior, and verbal aggression have on postgame play hostility. Consistent with previous research, group size and verbal aggression both…

  4. What Would a State of the Art Instructional Video Game Look like?

    Gee, J. P.

    2005-01-01

    A good instructional game, like many good commercial games, should be built around what the author calls "authentic professionalism." In such games, skills, knowledge, and values are distributed between the virtual characters and the real-world player in a way that allows the player to experience first-hand how members of that profession think,…

  5. Alterations in regional homogeneity of resting-state brain activity in internet gaming addicts

    Dong Guangheng

    2012-08-01

    Full Text Available Abstract Backgrounds Internet gaming addiction (IGA, as a subtype of internet addiction disorder, is rapidly becoming a prevalent mental health concern around the world. The neurobiological underpinnings of IGA should be studied to unravel the potential heterogeneity of IGA. This study investigated the brain functions in IGA patients with resting-state fMRI. Methods Fifteen IGA subjects and fourteen healthy controls participated in this study. Regional homogeneity (ReHo measures were used to detect the abnormal functional integrations. Results Comparing to the healthy controls, IGA subjects show enhanced ReHo in brainstem, inferior parietal lobule, left posterior cerebellum, and left middle frontal gyrus. All of these regions are thought related with sensory-motor coordination. In addition, IGA subjects show decreased ReHo in temporal, occipital and parietal brain regions. These regions are thought responsible for visual and auditory functions. Conclusions Our results suggest that long-time online game playing enhanced the brain synchronization in sensory-motor coordination related brain regions and decreased the excitability in visual and auditory related brain regions.

  6. Reallocation of water in the state of New Mexico based on cooperative game theory

    Rouhi Rad, M.

    2011-12-01

    Water allocation models often aim to maximize net benefits in the river basin based on the water rights, thus there is no motivation to use water efficiently by the users with lower marginal value for water. Water markets not only could help increase the net benefits over the basin but also will encourage the stakeholders to save the water and use it in transfer markets and increase their income. This issue can be viewed as a game in which stakeholders can play non-cooperatively and try to increase their own benefits using the amount of water assigned to them or they could cooperate and make coalitions in order to increase the total benefits in the coalition and the whole basin. The aim of this study is to reallocate the water based on cooperation among different stakeholders, namely agricultural, municipal and industrial and environmental, in the Upper Rio Grande river basin in the state of New Mexico in order to increase efficiency, sustainability and equity of water distribution in the basin using different game theory schemes such as Nucleolus and the Shapley Value.

  7. Resting-State Peripheral Catecholamine and Anxiety Levels in Korean Male Adolescents with Internet Game Addiction.

    Kim, Nahyun; Hughes, Tonda L; Park, Chang G; Quinn, Laurie; Kong, In Deok

    2016-03-01

    The purpose of this study was to compare the resting-state plasma catecholamine and anxiety levels of Korean male adolescents with Internet game addiction (IGA) and those without IGA. This cross-sectional comparative study was conducted with 230 male high school students in a South Korean city. Convenience and snowball sampling methods were employed, and data were collected using (1) participant blood samples analyzed for dopamine (DA), epinephrine (Epi), and norepinephrine (NE) and (2) two questionnaires to assess IGA and anxiety levels. Using SPSS 15.0, data were analyzed by descriptive analysis, χ(2)-tests, t-tests, and Pearson's correlation tests. The plasma Epi (t = 1.962, p < 0.050) and NE (t = 2.003, p = 0.046) levels were significantly lower in the IGA group than in the non-IGA group; DA levels did not significantly differ between the groups. The mean anxiety level of the IGA group was significantly higher compared with the non-IGA group (t = -6.193, p < 0.001). No significant correlations were found between catecholamine and anxiety levels. These results showed that excessive Internet gaming over time induced decreased peripheral Epi and NE levels, thus altering autonomic regulation, and increasing anxiety levels in male high school students. Based on these physiological and psychological effects, interventions intended to prevent and treat IGA should include stabilizing Epi, NE, and anxiety levels in adolescents.

  8. Stability and Linear Quadratic Differential Games of Discrete-Time Markovian Jump Linear Systems with State-Dependent Noise

    Huiying Sun

    2014-01-01

    Full Text Available We mainly consider the stability of discrete-time Markovian jump linear systems with state-dependent noise as well as its linear quadratic (LQ differential games. A necessary and sufficient condition involved with the connection between stochastic Tn-stability of Markovian jump linear systems with state-dependent noise and Lyapunov equation is proposed. And using the theory of stochastic Tn-stability, we give the optimal strategies and the optimal cost values for infinite horizon LQ stochastic differential games. It is demonstrated that the solutions of infinite horizon LQ stochastic differential games are concerned with four coupled generalized algebraic Riccati equations (GAREs. Finally, an iterative algorithm is presented to solve the four coupled GAREs and a simulation example is given to illustrate the effectiveness of it.

  9. Owhership of flats

    Přibil, Jan

    2012-01-01

    Ownership of Flats Summary In his diploma thesis "Ownership of Flats", the author focuses on applicable law of flat ownership in the Czech Republic, especially the Flat Ownership Act 72/1994 Sb. The author puts the contemporary regulation in historical context; he describes the theoretical principles underlining the current applicable law and defines in detail the basic legal terms used by the Flat Ownership Act. Original and derivative forms of flat ownership acquisition are explained, namel...

  10. [Functional connectivity of temporal parietal junction in online game addicts:a resting-state functional magnetic resonance imaging study].

    Yuan, Ji; Qian, Ruobing; Lin, Bin; Fu, Xianming; Wei, Xiangpin; Weng, Chuanbo; Niu, Chaoshi; Wang, Yehan

    2014-02-11

    To explore the functions of temporal parietal junction (TPJ) as parts of attention networks in the pathogenesis of online game addiction using resting-state functional magnetic resonance imaging (fMRI). A total of 17 online game addicts (OGA) were recruited as OGA group and 17 healthy controls during the same period were recruited as CON group. The neuropsychological tests were performed for all of them to compare the inter-group differences in the results of Internet Addiction Test (IAT) and attention functions. All fMRI data were preprocessed after resting-state fMRI scanning. Then left and right TPJ were selected as regions of interest (ROIs) to calculate the linear correlation between TPJ and entire brain to compare the inter-group differences. Obvious differences existed between OGA group (71 ± 5 scores) and CON group (19 ± 7 scores) in the IAT results and attention function (P online game addicts showed decreased functional connectivity with bilateral ventromedial prefrontal cortex (VMPFC), bilateral hippocampal gyrus and bilateral amygdaloid nucleus, but increased functional connectivity with right cuneus.However, left TPJ demonstrated decreased functional connectivity with bilateral superior frontal gyrus and bilateral middle frontal gyrus, but increased functional connectivity with bilateral cuneus (P online game addicts.It suggests that TPJ is an important component of attention networks participating in the generation of online game addiction.

  11. 77 FR 5566 - Indian Gaming

    2012-02-03

    ... up to 900 gaming devices, any banking or percentage card games, and any devices or games authorized... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Tribal--State Class III Gaming Compact Taking Effect. SUMMARY: This publishes...

  12. Abnormal prefrontal cortex resting state functional connectivity and severity of internet gaming disorder.

    Jin, Chenwang; Zhang, Ting; Cai, Chenxi; Bi, Yanzhi; Li, Yangding; Yu, Dahua; Zhang, Ming; Yuan, Kai

    2016-09-01

    Internet Gaming Disorder (IGD) among adolescents has become an important public concern and gained more and more attention internationally. Recent studies focused on IGD and revealed brain abnormalities in the IGD group, especially the prefrontal cortex (PFC). However, the role of PFC-striatal circuits in pathology of IGD remains unknown. Twenty-five adolescents with IGD and 21 age- and gender-matched healthy controls were recruited in our study. Voxel-based morphometric (VBM) and functional connectivity analysis were employed to investigate the abnormal structural and resting-state properties of several frontal regions in individuals with online gaming addiction. Relative to healthy comparison subjects, IGD subjects showed significant decreased gray matter volume in PFC regions including the bilateral dorsolateral prefrontal cortex (DLPFC), orbitofrontal cortex (OFC), anterior cingulate cortex (ACC) and the right supplementary motor area (SMA) after controlling for age and gender effects. We chose these regions as the seeding areas for the resting-state analysis and found that IGD subjects showed decreased functional connectivity between several cortical regions and our seeds, including the insula, and temporal and occipital cortices. Moreover, significant decreased functional connectivity between some important subcortical regions, i.e., dorsal striatum, pallidum, and thalamus, and our seeds were found in the IGD group and some of those changes were associated with the severity of IGD. Our results revealed the involvement of several PFC regions and related PFC-striatal circuits in the process of IGD and suggested IGD may share similar neural mechanisms with substance dependence at the circuit level.

  13. Quantum-enhanced reinforcement learning for finite-episode games with discrete state spaces

    Neukart, Florian; Von Dollen, David; Seidel, Christian; Compostella, Gabriele

    2017-12-01

    Quantum annealing algorithms belong to the class of metaheuristic tools, applicable for solving binary optimization problems. Hardware implementations of quantum annealing, such as the quantum annealing machines produced by D-Wave Systems, have been subject to multiple analyses in research, with the aim of characterizing the technology's usefulness for optimization and sampling tasks. Here, we present a way to partially embed both Monte Carlo policy iteration for finding an optimal policy on random observations, as well as how to embed n sub-optimal state-value functions for approximating an improved state-value function given a policy for finite horizon games with discrete state spaces on a D-Wave 2000Q quantum processing unit (QPU). We explain how both problems can be expressed as a quadratic unconstrained binary optimization (QUBO) problem, and show that quantum-enhanced Monte Carlo policy evaluation allows for finding equivalent or better state-value functions for a given policy with the same number episodes compared to a purely classical Monte Carlo algorithm. Additionally, we describe a quantum-classical policy learning algorithm. Our first and foremost aim is to explain how to represent and solve parts of these problems with the help of the QPU, and not to prove supremacy over every existing classical policy evaluation algorithm.

  14. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study

    Wei Pan; Wei Pan; Wei Pan; Xuemei Gao; Shuo Shi; Fuqu Liu; Chao Li

    2018-01-01

    A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the...

  15. The Use of Video Games as a Teaching Tool to Improve Teaching-Learning: State of the Art Review

    Angie Paola Roncancio-Ortiz

    2017-06-01

    Full Text Available In this new era of the 21st century when societies are constantly changing, education is the cornerstone to provide the people not only with the basic knowledge and tools, but also with the required skills for facing the challenges in a globalized world. Thus, video games have evolved from distractive activities, to more valuable tools. These tools can play a leading role in education-related processes, for example, supporting teaching tasks. The aim of this article is to present a state of art review on several particular experiences in which video games have been incorporated into teaching and learning activities. As a result, video games can be used as didactic mechanisms that help students, among other things, to solve learning problems, to improve motor and cognitive skills, and to foster creativity.

  16. Analyzing the professional gaming industry in the United States of America: a pedagogical case study

    Carmo, Denis Válter Abreu

    2014-01-01

    Project submitted as partial requirement for the conferral of Master of Science in Business Administration / JEL classification system: M 10: General Business Administration L10: General The unquestionable popularity of video games has propelled the evolution of professional gaming to become an important part of today’s youth culture. More than simply playing video games, millions watch carefully as professional gamers showcase their abilities against one another. Despite fa...

  17. Altered default network resting-state functional connectivity in adolescents with Internet gaming addiction.

    Ding, Wei-na; Sun, Jin-hua; Sun, Ya-wen; Zhou, Yan; Li, Lei; Xu, Jian-rong; Du, Ya-song

    2013-01-01

    Excessive use of the Internet has been linked to a variety of negative psychosocial consequences. This study used resting-state functional magnetic resonance imaging (fMRI) to investigate whether functional connectivity is altered in adolescents with Internet gaming addiction (IGA). Seventeen adolescents with IGA and 24 normal control adolescents underwent a 7.3 minute resting-state fMRI scan. Posterior cingulate cortex (PCC) connectivity was determined in all subjects by investigating synchronized low-frequency fMRI signal fluctuations using a temporal correlation method. To assess the relationship between IGA symptom severity and PCC connectivity, contrast images representing areas correlated with PCC connectivity were correlated with the scores of the 17 subjects with IGA on the Chen Internet Addiction Scale (CIAS) and Barratt Impulsiveness Scale-11 (BIS-11) and their hours of Internet use per week. There were no significant differences in the distributions of the age, gender, and years of education between the two groups. The subjects with IGA showed longer Internet use per week (hours) (paddiction, they support the hypothesis that IGA as a behavioral addiction that may share similar neurobiological abnormalities with other addictive disorders.

  18. Neurophysiological features of Internet gaming disorder and alcohol use disorder: a resting-state EEG study.

    Son, K-L; Choi, J-S; Lee, J; Park, S M; Lim, J-A; Lee, J Y; Kim, S N; Oh, S; Kim, D J; Kwon, J S

    2015-09-01

    Despite that Internet gaming disorder (IGD) shares clinical, neuropsychological and personality characteristics with alcohol use disorder (AUD), little is known about the resting-state quantitative electroencephalography (QEEG) patterns associated with IGD and AUD. Therefore, this study compared the QEEG patterns in patients with IGD with those in patients with AUD to identify unique neurophysiological characteristics that can be used as biomarkers of IGD. A total of 76 subjects (34 with IGD, 17 with AUD and 25 healthy controls) participated in this study. Resting-state, eyes-closed QEEGs were recorded, and the absolute and relative power of brains were analyzed. The generalized estimating equation showed that the IGD group had lower absolute beta power than AUD (estimate = 5.319, P < 0.01) and the healthy control group (estimate = 2.612, P = 0.01). The AUD group showed higher absolute delta power than IGD (estimate = 7.516, P < 0.01) and the healthy control group (estimate = 7.179, P < 0.01). We found no significant correlations between the severity of IGD and QEEG activities in patients with IGD. The current findings suggest that lower absolute beta power can be used as a potential trait marker of IGD. Higher absolute power in the delta band may be a susceptibility marker for AUD. This study clarifies the unique characteristics of IGD as a behavioral addiction, which is distinct from AUD, by providing neurophysiological evidence.

  19. Inferring a Learner's Cognitive, Motivational and Emotional State in a Digital Educational Game

    Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich

    2012-01-01

    Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being…

  20. Altered default network resting-state functional connectivity in adolescents with Internet gaming addiction.

    Wei-na Ding

    Full Text Available Excessive use of the Internet has been linked to a variety of negative psychosocial consequences. This study used resting-state functional magnetic resonance imaging (fMRI to investigate whether functional connectivity is altered in adolescents with Internet gaming addiction (IGA.Seventeen adolescents with IGA and 24 normal control adolescents underwent a 7.3 minute resting-state fMRI scan. Posterior cingulate cortex (PCC connectivity was determined in all subjects by investigating synchronized low-frequency fMRI signal fluctuations using a temporal correlation method. To assess the relationship between IGA symptom severity and PCC connectivity, contrast images representing areas correlated with PCC connectivity were correlated with the scores of the 17 subjects with IGA on the Chen Internet Addiction Scale (CIAS and Barratt Impulsiveness Scale-11 (BIS-11 and their hours of Internet use per week.There were no significant differences in the distributions of the age, gender, and years of education between the two groups. The subjects with IGA showed longer Internet use per week (hours (p<0.0001 and higher CIAS (p<0.0001 and BIS-11 (p = 0.01 scores than the controls. Compared with the control group, subjects with IGA exhibited increased functional connectivity in the bilateral cerebellum posterior lobe and middle temporal gyrus. The bilateral inferior parietal lobule and right inferior temporal gyrus exhibited decreased connectivity. Connectivity with the PCC was positively correlated with CIAS scores in the right precuneus, posterior cingulate gyrus, thalamus, caudate, nucleus accumbens, supplementary motor area, and lingual gyrus. It was negatively correlated with the right cerebellum anterior lobe and left superior parietal lobule.Our results suggest that adolescents with IGA exhibit different resting-state patterns of brain activity. As these alterations are partially consistent with those in patients with substance addiction, they support the

  1. Glucocorticoids at the Olympic Games: state-of-the-art review.

    Fitch, Ken

    2016-10-01

    In this state-of-the-art review, the author discusses the history of prohibiting glucocorticoids (GCs) and how this has occurred over nearly three decades at the Olympic Games. He relates how prohibiting systemic GCs in sport was a major factor in the development of therapeutic use exemptions and the fluctuating status of non-systemic GCs (banned, not banned). Concern is expressed that for 2017, the World Anti-Doping Agency (WADA) is proposing to prohibit injecting GCs shortly prior to competition. The author notes that in 1986, when GCs were first prohibited, analytical chemistry techniques could not distinguish the route of GC administration from its urinary concentration. Thirty years later, this remains the case. Importantly, this article discusses how the desired pharmacological effects of injecting GCs locally and intra-articularly can be achieved and why exercising vigorously immediately or shortly after a GC injection is therapeutically unsound. The review concludes by agreeing that injecting GCs shortly prior to strenuous training or competition is medically unwise but stresses that this is a clinical matter that sport-not WADA-needs to address. Cycling and rowing have managed this successfully for the past 5 years. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  2. The design and imaging characteristics of dynamic, solid-state, flat-panel x-ray image detectors for digital fluoroscopy and fluorography

    Cowen, A.R.; Davies, A.G.; Sivananthan, M.U.

    2008-01-01

    Dynamic, flat-panel, solid-state, x-ray image detectors for use in digital fluoroscopy and fluorography emerged at the turn of the millennium. This new generation of dynamic detectors utilize a thin layer of x-ray absorptive material superimposed upon an electronic active matrix array fabricated in a film of hydrogenated amorphous silicon (a-Si:H). Dynamic solid-state detectors come in two basic designs, the indirect-conversion (x-ray scintillator based) and the direct-conversion (x-ray photoconductor based). This review explains the underlying principles and enabling technologies associated with these detector designs, and evaluates their physical imaging characteristics, comparing their performance against the long established x-ray image intensifier television (TV) system. Solid-state detectors afford a number of physical imaging benefits compared with the latter. These include zero geometrical distortion and vignetting, immunity from blooming at exposure highlights and negligible contrast loss (due to internal scatter). They also exhibit a wider dynamic range and maintain higher spatial resolution when imaging over larger fields of view. The detective quantum efficiency of indirect-conversion, dynamic, solid-state detectors is superior to that of both x-ray image intensifier TV systems and direct-conversion detectors. Dynamic solid-state detectors are playing a burgeoning role in fluoroscopy-guided diagnosis and intervention, leading to the displacement of x-ray image intensifier TV-based systems. Future trends in dynamic, solid-state, digital fluoroscopy detectors are also briefly considered. These include the growth in associated three-dimensional (3D) visualization techniques and potential improvements in dynamic detector design

  3. Quantum signaling game

    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)

  4. Implementing Game Cinematography

    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...

  5. Learning Mathematics through Games

    Gough, John

    2015-01-01

    When considering the use of games for teaching mathematics, educators should distinguish between an "activity" and a "game". Gough (1999) states that "A 'game' needs to have two or more players, who take turns, each competing to achieve a 'winning' situation of some kind, each able to exercise some choice about how to move…

  6. Marine Protected Area Polygons, California, 2010, State of California Department of Fish and Game

    U.S. Environmental Protection Agency — These data include all of California's marine protected areas (MPAs) as of May 2010. This dataset reflects the Department of Fish and Game's best representation of...

  7. Electricity consumption and energy savings potential of video game consoles in the United States

    Hittinger, E.; Mullins, K.A.; Azevedo, I.L. [Department of Engineering and Public Policy, Carnegie Mellon University, Pittsburgh, PA 15213 (United States)

    2012-11-15

    Total energy consumption of video game consoles has grown rapidly in the past few decades due to rapid increases in market penetration, power consumption of the devices, and increasing usage driven by new capabilities. Unfortunately, studies investigating the energy impacts of these devices have been limited and potential responses, such as ENERGY STAR requirements, have been difficult to define and implement. We estimate that the total electricity consumption of video game consoles in the US was around 11 TWh in 2007 and 16 TWh in 2010 (approximately 1 % of US residential electricity consumption), an increase of almost 50 % in 3 years. However, any estimate of total game console energy consumption is highly uncertain, and we have determined that the key uncertainty is the unknown consumer behavior with regards to powering down the system after use. Even under this uncertainty, we demonstrate that the most effective energy-saving modification is incorporation of a default auto power down feature, which could reduce electricity consumption of game consoles by 75 % (10 TWh reduction of electricity in 2010), saving consumers over USD 1 billion annually in electricity bills. We conclude that using an auto power down feature for game consoles is at least as effective for reducing energy consumption as implementing a strict set of energy efficiency improvements for the devices, is much easier to implement given the nature of the video game console industry, and could be applied retroactively to currently deployed consoles through firmware updates.

  8. Storytelling in serious games

    Kampa, Antonia; Haake, Susanne; Burelli, Paolo

    2015-01-01

    This chapter about storytelling and interactivity in storytelling first explains on various serious games examples foundations of storytelling. Then storytelling in Interactive Media with regard to serious games is described. Further the current state of the art on Interactive Digital Storytelling...... is presented including example experiences, authoring tools and challenges in the field combined with examples of serious games. This chapter closes concluding with open storytelling challenges and opportunities in serious games development and recommending further literature on the subject....

  9. Addiction to Internet Use, Online Gaming, and Online Social Networking Among Young Adults in China, Singapore, and the United States.

    Tang, Catherine So-Kum; Koh, Yee Woen; Gan, YiQun

    2017-11-01

    The current study investigated the rates of addictions to Internet use, online gaming, and online social networking as well as their associations with depressive symptoms among young adults in China, Singapore, and the United States. A total of 3267 undergraduate students were recruited. Psychological instruments were used to assess various Internet-related addictions and depressive symptoms. Male students were more addicted to Internet and online gaming whereas female students were more addicted to online social networking. Compared with students in the United States, Chinese and Singaporean students were more addicted to Internet use and online social networking but less to online gaming. The odds of depression among students with addiction to various Internet-related addictions were highest in China. Internet-related addiction is a new public health concern of young adults, especially in the Asia-Pacific regions. It is found to associate with depressive symptoms. Strategies should address this phenomenon with attention to specific needs of gender and region while managing mood disturbances.

  10. Sovereignty Games

    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....

  11. Online Games

    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 ...

  12. Creating flat design websites

    Pratas, Antonio

    2014-01-01

    This book contains practical, step-by-step tutorials along with plenty of explanation about designing your flat website. Each section is introduced sequentially, building up your web design skills and completing your website.Creating Flat Design Websites is ideal for you if you are starting on your web development journey, but this book will also benefit seasoned developers wanting to start developing in flat.

  13. Multiple steady states, limit cycles and chaotic attractors in evolutionary games with Logit Dynamics

    Hommes, C.H.; Ochea, M.I.

    2010-01-01

    This paper investigates, by means of simple, three and four strategy games, the occurrence of periodic and chaotic behaviour in a smooth version of the Best Response Dynamics, the Logit Dynamics. The main finding is that, unlike Replicator Dynamics, generic Hopf bifurcation and thus, stable limit

  14. Food safety and hunted game in The Netherlands : learning from other EU member states

    Montizaan, Margriet; Nourisson, D.; Rijks, J.M.|info:eu-repo/dai/nl/151266093

    2015-01-01

    The Dutch Wildlife Health Centre performed an evaluation (further referred to as the ‘Dutch evaluation’) on food safety of hunted game concerning: 1) the basic training of hunters, 2) the training of ‘trained persons (TP)’, 3) communication and feedback to stakeholders, clarification of concepts and

  15. Adjustment of trendy, gaming and less assimilated tweens in the United States.

    Comulada, W Scott; Rotheram-Borus, Mary Jane; Carey, George; Poris, Michelle; Lord, Lynwood R; Mayfield Arnold, Elizabeth

    2011-09-01

    Youth transitioning from childhood to adolescence (tweens) are exposed to increasing amounts of media and advertisement. Tweens have also emerged as a major marketing segment for corporate America with increasing buying power.We examine how tweens relate to popular culture messages and the association of different orientations to popular culture on adjustment. A secondary data analysis was conducted on a marketing survey of 3527 tweens, aged 10-14 years, obtained from 49 schools using stratified sampling methods. A sample of children nationwide described their preferences on popular culture and measures of psychosocial adjustment. Using cluster analysis, we identified three main clusters or adaptation styles of tweens: (1) those who enjoyed gaming, (2) trendy youth and (3) youth less assimilated into popular culture. There were differences in clusters based on adjustment indices. Gaming and trendy tweens reported higher self-perceptions of being smart, caring and confident compared to less assimilated tweens. However, gaming and trendy tweens worried more about fitting in than less assimilated tweens. Gaming and trendy tweens also endorsed future goals and traditional values more strongly than less assimilated tweens. Trendy tweens reported the strongest positive feelings about substance use. Results suggest that for each method of adaptation (gamer, trendy and less assimilated), there are unique differences in adjustment that can impact the child's future. Parents and service providers must recognize the complexity of these decisions and be sensitive to the unique needs of youth as they move from childhood to adolescence.

  16. The ideal free distribution as an evolutionarily stable state in density-dependent population games

    Cressman, R.; Křivan, Vlastimil

    2010-01-01

    Roč. 119, č. 8 (2010), s. 1231-1242 ISSN 0030-1299 R&D Projects: GA AV ČR IAA100070601 Institutional research plan: CEZ:AV0Z50070508 Keywords : density-dependent population games Subject RIV: EH - Ecology, Behaviour Impact factor: 3.393, year: 2010

  17. A finite state, finite memory minimum principle, part 2. [a discussion of game theory, signaling, stochastic processes, and control theory

    Sandell, N. R., Jr.; Athans, M.

    1975-01-01

    The development of the theory of the finite - state, finite - memory (FSFM) stochastic control problem is discussed. The sufficiency of the FSFM minimum principle (which is in general only a necessary condition) was investigated. By introducing the notion of a signaling strategy as defined in the literature on games, conditions under which the FSFM minimum principle is sufficient were determined. This result explicitly interconnects the information structure of the FSFM problem with its optimality conditions. The min-H algorithm for the FSFM problem was studied. It is demonstrated that a version of the algorithm always converges to a particular type of local minimum termed a person - by - person extremal.

  18. Productive Gaming

    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...

  19. A Two-level-games Analysis of AFTA Agreements: What Caused ASEAN States to Move towards Economic Integration?

    Yi-hung Chiou

    2010-04-01

    Full Text Available The goal of this article is to investigate the conditions under which ASEAN states are more likely to pursue regional economic integration, namely, a series of ASEAN Free Trade Area (AFTA agreements/ protocols. Adopting Putnam’s two-level-games model, this article examines the influences of domestic politics, political elites’ preferences, economic performance, and external impacts. Through the construction of a set of hypotheses, this article investigates five AFTA agreements/ protocols and the conditions of ASEAN states during the 1992–2003 period. The findings indicate that political leaders’ preferences have played a pivotal role in the development of the AFTA. Economic performance and domestic support in individual states has also affected the AFTA. The close link between AFTA agreements and external impacts reveals that the AFTA’s inherent nature is defensive.

  20. 76 FR 56466 - Indian Gaming

    2011-09-13

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an approval of the gaming compact between the Flandreau Santee Sioux Tribe and the State of South...

  1. 75 FR 68823 - Indian Gaming

    2010-11-09

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Amendment. SUMMARY: This notice publishes approval of the Amendments to the Class III Gaming Compact (Amendment) between the State of Oregon...

  2. 77 FR 43110 - Indian Gaming

    2012-07-23

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming between the Rosebud Sioux Tribe and the State of South Dakota. DATES...

  3. 76 FR 8375 - Indian Gaming

    2011-02-14

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the Gaming Compact between the Oglala Sioux Tribe and the State of South Dakota...

  4. 78 FR 10203 - Indian Gaming

    2013-02-13

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal State Class III Gaming Compact. SUMMARY: This notice publishes the Approval of the Class III Tribal- State Gaming Compact between the Chippewa-Cree Tribe of the...

  5. 77 FR 45371 - Indian Gaming

    2012-07-31

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming between the Oglala Sioux Tribe and the State of South Dakota. DATES: Effective...

  6. 76 FR 11258 - Indian Gaming

    2011-03-01

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Tribal--State Class III Gaming Compact taking effect. SUMMARY: Notice is given that the Tribal-State Compact for Regulation of Class III Gaming between the Confederated Tribes of the...

  7. 78 FR 15738 - Indian Gaming

    2013-03-12

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the gaming compact between the Rosebud Sioux Tribe and the State of South Dakota...

  8. 77 FR 41200 - Indian Gaming

    2012-07-12

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes approval by the Department of an extension to the Class III Gaming Compact between the State of California...

  9. 77 FR 59641 - Indian Gaming

    2012-09-28

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming between the Rosebud Sioux Tribe and the State of South Dakota. DATES...

  10. 78 FR 17428 - Indian Gaming

    2013-03-21

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes the approval of the Class III Tribal- State Gaming Compact between the Pyramid Lake Paiute Tribe and...

  11. 78 FR 26801 - Indian Gaming

    2013-05-08

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs [DR.5B711.IA000813] Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes the approval of an amendment to the Class III Tribal-State Gaming Compact...

  12. 78 FR 54908 - Indian Gaming

    2013-09-06

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs [DR.5B711.IA000813] Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes the approval of the Class III Tribal- State Gaming Compact between the...

  13. 76 FR 52968 - Indian Gaming

    2011-08-24

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming between the Rosebud Sioux Tribe and the State of South Dakota. DATES...

  14. 76 FR 33341 - Indian Gaming

    2011-06-08

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming between the Rosebud Sioux Tribe and the State of South Dakota. DATES...

  15. 75 FR 55823 - Indian Gaming

    2010-09-14

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming between the Oglala Sioux Tribe and the State of South Dakota. DATES: Effective...

  16. 78 FR 44146 - Indian Gaming

    2013-07-23

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Tribal-State Class III Gaming Compact taking effect. SUMMARY: This notice publishes the Class III Amended and Restated Tribal-State Gaming Compact between the Shingle Springs Band of...

  17. 78 FR 33435 - Indian Gaming

    2013-06-04

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Amendments. SUMMARY: This notice publishes approval of an Agreement to Amend the Class III Tribal-State Gaming Compact between the Salt River...

  18. 78 FR 11221 - Indian Gaming

    2013-02-15

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the gaming compact between the Oglala Sioux Tribe and the State of South Dakota...

  19. Supermodular Games and Potential Games

    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

  20. Real Time Robot Soccer Game Event Detection Using Finite State Machines with Multiple Fuzzy Logic Probability Evaluators

    Elmer P. Dadios

    2009-01-01

    Full Text Available This paper presents a new algorithm for real time event detection using Finite State Machines with multiple Fuzzy Logic Probability Evaluators (FLPEs. A machine referee for a robot soccer game is developed and is used as the platform to test the proposed algorithm. A novel technique to detect collisions and other events in microrobot soccer game under inaccurate and insufficient information is presented. The robots' collision is used to determine goalkeeper charging and goal score events which are crucial for the machine referee's decisions. The Main State Machine (MSM handles the schedule of event activation. The FLPE calculates the probabilities of the true occurrence of the events. Final decisions about the occurrences of events are evaluated and compared through threshold crisp probability values. The outputs of FLPEs can be combined to calculate the probability of an event composed of subevents. Using multiple fuzzy logic system, the FLPE utilizes minimal number of rules and can be tuned individually. Experimental results show the accuracy and robustness of the proposed algorithm.

  1. EnviroAtlas - Big Game Hunting Recreation Demand by 12-Digit HUC in the Conterminous United States

    This EnviroAtlas dataset includes the total number of recreational days per year demanded by people ages 18 and over for big game hunting by location in the contiguous United States. Big game includes deer, elk, bear, and wild turkey. These values are based on 2010 population distribution, 2011 U.S. Fish and Wildlife Service (FWS) Fish, Hunting, and Wildlife-Associated Recreation (FHWAR) survey data, and 2011 U.S. Department of Agriculture (USDA) Forest Service National Visitor Use Monitoring program data, and have been summarized by 12-digit hydrologic unit code (HUC). This dataset was produced by the US EPA to support research and online mapping activities related to the EnviroAtlas. EnviroAtlas (https://www.epa.gov/enviroatlas) allows the user to interact with a web-based, easy-to-use, mapping application to view and analyze multiple ecosystem services for the contiguous United States. The dataset is available as downloadable data (https://edg.epa.gov/data/Public/ORD/EnviroAtlas) or as an EnviroAtlas map service. Additional descriptive information about each attribute in this dataset can be found in its associated EnviroAtlas Fact Sheet (https://www.epa.gov/enviroatlas/enviroatlas-fact-sheets).

  2. Quantum correlation games

    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

  3. Flat-port connectors

    Alrashed, Mohammed

    2017-05-26

    Disclosed are various embodiments for connectors used with electronic devices, such as input and/or output ports to connect peripheral equipment or accessories. More specifically, various flat-port are provided that can be used in place of standard connectors including, but not limited to, audio jacks and Universal Serial Bus (USB) ports. The flat-port connectors are an alternate connection design to replace the traditional receptacle port (female-port), making the device more sealed creation more dust and water resistant. It is unique in the way of using the outer surfaces of the device for the electrical connection between the ports. Flat-port design can allow the manufacture of extremely thin devices by eliminating the side ports slots that take a lot of space and contribute to the increase thickness of the device. The flat-port receptacle improves the overall appearance of the device and makes it more resistant to dust and water.

  4. Flat-space singletons

    Fronsdal, C.

    1987-01-01

    Singletons exist, as particles and as local fields, only in 3+2 de Sitter space. Their kinematical properties make them natural candidates for constituents of massless fields, and perhaps for quarks. It is interesting to find out how to describe this type of compositeness in flat space. A theory of interacting singleton fields in de Sitter space is now available, and in this paper we study the flat-space limit of the Green's functions of that theory. The flat-space limit is an autonomous theory of Green's functions, but is not an operator field theory. The three-point function is calculated and its flat-space limit is found to reveal glimpses of a physical interpretation. Causal and spectral properties are in accord with the tenets of axiomatic field theory. The theory is a generalization of local field theory, in which photons appear as composite objects although the physical S matrix is the same as in conventional QED

  5. Influences of State and Trait Affect on Behavior, Feedback-Related Negativity, and P3b in the Ultimatum Game.

    Korbinian Riepl

    Full Text Available The present study investigates how different emotions can alter social bargaining behavior. An important paradigm to study social bargaining is the Ultimatum Game. There, a proposer gets a pot of money and has to offer part of it to a responder. If the responder accepts, both players get the money as proposed by the proposer. If he rejects, none of the players gets anything. Rational choice models would predict that responders accept all offers above 0. However, evidence shows that responders typically reject a large proportion of all unfair offers. We analyzed participants' behavior when they played the Ultimatum Game as responders and simultaneously collected electroencephalogram data in order to quantify the feedback-related negativity and P3b components. We induced state affect (momentarily emotions unrelated to the task via short movie clips and measured trait affect (longer-lasting emotional dispositions via questionnaires. State happiness led to increased acceptance rates of very unfair offers. Regarding neurophysiology, we found that unfair offers elicited larger feedback-related negativity amplitudes than fair offers. Additionally, an interaction of state and trait affect occurred: high trait negative affect (subsuming a variety of aversive mood states led to increased feedback-related negativity amplitudes when participants were in an angry mood, but not if they currently experienced fear or happiness. We discuss that increased rumination might be responsible for this result, which might not occur, however, when people experience happiness or fear. Apart from that, we found that fair offers elicited larger P3b components than unfair offers, which might reflect increased pleasure in response to fair offers. Moreover, high trait negative affect was associated with decreased P3b amplitudes, potentially reflecting decreased motivation to engage in activities. We discuss implications of our results in the light of theories and research on

  6. Influences of State and Trait Affect on Behavior, Feedback-Related Negativity, and P3b in the Ultimatum Game.

    Riepl, Korbinian; Mussel, Patrick; Osinsky, Roman; Hewig, Johannes

    2016-01-01

    The present study investigates how different emotions can alter social bargaining behavior. An important paradigm to study social bargaining is the Ultimatum Game. There, a proposer gets a pot of money and has to offer part of it to a responder. If the responder accepts, both players get the money as proposed by the proposer. If he rejects, none of the players gets anything. Rational choice models would predict that responders accept all offers above 0. However, evidence shows that responders typically reject a large proportion of all unfair offers. We analyzed participants' behavior when they played the Ultimatum Game as responders and simultaneously collected electroencephalogram data in order to quantify the feedback-related negativity and P3b components. We induced state affect (momentarily emotions unrelated to the task) via short movie clips and measured trait affect (longer-lasting emotional dispositions) via questionnaires. State happiness led to increased acceptance rates of very unfair offers. Regarding neurophysiology, we found that unfair offers elicited larger feedback-related negativity amplitudes than fair offers. Additionally, an interaction of state and trait affect occurred: high trait negative affect (subsuming a variety of aversive mood states) led to increased feedback-related negativity amplitudes when participants were in an angry mood, but not if they currently experienced fear or happiness. We discuss that increased rumination might be responsible for this result, which might not occur, however, when people experience happiness or fear. Apart from that, we found that fair offers elicited larger P3b components than unfair offers, which might reflect increased pleasure in response to fair offers. Moreover, high trait negative affect was associated with decreased P3b amplitudes, potentially reflecting decreased motivation to engage in activities. We discuss implications of our results in the light of theories and research on depression and

  7. High-risk versus low-risk football game weekends: differences in problem drinking and alcohol-related consequences on college campuses in the United States.

    Champion, Heather; Blocker, Jill N; Buettner, Cynthia K; Martin, Barbara A; Parries, Maria; Mccoy, Thomas P; Mitra, Ananda; Andrews, David W; Rhodes, Scott D

    2009-01-01

    Collegiate football games provide multiple social opportunities for alcohol use by students over the course of the weekend. The goal of this study was to examine alcohol use and alcohol-related consequences on football game weekends to determine differences based on characteristics of the game. A random sample of students from two large, public universities in the United States completed a survey on the Sunday-Friday following a high-risk weekend (HRW, important, home game) and low-risk weekend (LRW, no home game or game of importance) (N = 3,238 total). The survey measured the number of days students drank (0-3) and got drunk (0-3) over the weekend and whether 1+ consequences were experienced due to one's own drinking (yes/no) and due to others' drinking (yes/no). Ordinal logistic regression analyses revealed greater odds of drinking alcohol (OR = 1.70, CI = 1.46-1.97) and getting drunk (OR = 1.49, CI = 1.27-1.76) on HRW versus LRW. Logistic regression analyses revealed greater odds of experiencing 1+ consequences as a result of one's own drinking (OR = 1.38, CI = 1.16-1.63) and experiencing 1+ consequences as a result of others' drinking (OR = 1.52, CI = 1.30-1.78) on HRW versus LRW. These findings suggest that additional prevention efforts aimed at reducing risky drinking are needed over HRW and have implications for campus administrators, law enforcement, and substance abuse program coordinators.

  8. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study.

    Pan, Wei; Gao, Xuemei; Shi, Shuo; Liu, Fuqu; Li, Chao

    2017-01-01

    A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won't significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.

  9. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study

    Wei Pan

    2018-01-01

    Full Text Available A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI. We used the amplitude of low-frequency fluctuations (ALFF and fractional ALFF (fALFF to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won’t significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated.

  10. Measurement Invariance of the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) between the United States of America, India and the United Kingdom.

    Pontes, Halley M; Stavropoulos, Vasileios; Griffiths, Mark D

    2017-11-01

    The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) has been extensively used worldwide to assess Internet Gaming Disorder (IGD) behaviors. Therefore, investigating cultural limitations and implications in its applicability is necessary. The cross-cultural feasibility of a test can be psychometrically evaluated with measurement invariance analyses. Thus, the present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across gamers from the United States of America (USA), India, and the United Kingdom (UK). A total of 1013 gamers from the USA (n = 405), India (n = 336), and the UK (n = 272) were recruited. Although the one-factor structure of the IGD construct was supported, cross-country variations were demonstrated considering the way that this was reflected on items assessing preoccupation/salience, tolerance, deception, gaming escapism/mood modification, as well as daily activities' impairment related to gaming. Furthermore, the same scores on items assessing withdrawal symptoms, tolerance, lack of control over gaming engagement, escapism/mood modification and daily activities impairment associated to gaming, have been found to reflect various levels of IGD severity across the three groups. The implications of these results are further discussed in the context of existing evidence regarding the assessment of IGD. Copyright © 2017 Elsevier B.V. All rights reserved.

  11. Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study

    Pan, Wei; Gao, Xuemei; Shi, Shuo; Liu, Fuqu; Li, Chao

    2018-01-01

    A great many of empirical researches have proved that longtime exposure to violent video game can lead to a series of negative effects. Although research has focused on the neural basis of the correlation between violent video game and aggression, little is known whether the spontaneous brain activity is associated with violent video game exposure. To address this question, we measured the spontaneous brain activity using resting-state functional magnetic resonance imaging (fMRI). We used the amplitude of low-frequency fluctuations (ALFF) and fractional ALFF (fALFF) to quantify spontaneous brain activity. The results showed there is no significant difference in ALFF, or fALFF, between violent video game group and the control part, indicating that long time exposure to violent video games won’t significantly influence spontaneous brain activity, especially the core brain regions such as execution control, moral judgment and short-term memory. This implies the adverse impact of violent video games is exaggerated. PMID:29375416

  12. Power and Surveillance in Video Games

    Héctor Puente Bienvenido

    2014-08-01

    Full Text Available In this article we explore the history of video games (focusing on multiplayer ones, from the perspective of power relationships and the ways in which authority has been excesiced by the game industry and game players over time. From a hierarchical system of power and domain to the increasing flatness of the current structure, we address the systems of control and surveillance. We will finish our display assessing the emergent forms of production and relationships between players and developers.

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

    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?

  14. Game theory : Noncooperative games

    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

  15. Product price control using game theory: A case study of a fish price in the state of Terengganu

    Safiih, L. Muhamad; Afiq, R. Mohd Noor

    2014-07-01

    The increase in the price of goods is often a concern among the community. This is caused by factors that beyond of controlled such as a natural disaster, and others that cause the demand exceed the current supply. However, what is more concerning is the increase in price of goods due to the individual who raises the price in order to earn higher profits. Therefore, to overcome this problem, a method of price controls using Game Theory is considered. The Game Theory realizing a form of observational on the action and effects that occur by an individual or group to maximize the utilization under certain circumstances. The study was conducted on prices of 14 fish commodities in the state of Terengganu and also to see the cooperation effect between players of commodity prices. Data were analysed by using the software Gambit. The result shows that there is significant increase due to the influence of middlemen. The findings also shows that the price controls are applied at a set time, then it was applied to other times, prices are more stable and profitable returns to all parties can be maximized.

  16. Differential games

    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

  17. Promoting Daily Physical Activity by Means of Mobile Gaming: A Review of the State of the Art.

    Tabak, Monique; Dekker-van Weering, Marit; van Dijk, Hylke; Vollenbroek-Hutten, Miriam

    2015-12-01

    To review mobile games and gaming applications that claim to improve physical activity behavior in daily life. We searched PubMed, Web of Science, and the ACM Digital Library and performed a manual search of relevant journals and reference lists. Studies that reported on a mobile game that requires players to perform physical activity in daily life and where the game has specific goals, rules, and feedback mechanisms were included. This excludes non-mobile exergames. Theoretical foundations, game characteristics, and evaluation methodologies were assessed. In total, 797 articles were identified through the search, of which 11 articles were included. The reviewed studies show that there is limited theoretical foundation for the game development, and most studies used goal setting as a motivation strategy to engage people in playing the game. There was a large variety in game characteristics found, although the majority of the studies used metaphors or avatars to visualize activity, whereas feedback was mostly provided in relation to the goal. Rewards and competition were the most commonly incorporated game elements. The evaluations were focused on feasibility, and clinical evidence is lacking with only two randomized controlled studies found. This review provides a first overview of mobile gaming applications to promote daily life physical activity and shows this as a new research area with demonstration of its acceptability and feasibility among the users. Clinical effectiveness and the added value of gaming in changing daily activity behavior have by far not yet been established.

  18. ALTEC Learning Games: Successful Integration of Learning and Gaming

    Bacon, Melanie A.; Ault, Marilyn M.

    2009-01-01

    Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with…

  19. Convex games versus clan games

    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. Convex Games versus Clan Games

    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

  1. Game on! : Evaluation malaria games

    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

  2. Game mechanics : advanced game design

    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

  3. Advances in Dynamic Games

    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

  4. An Adaptive Robot Game

    Hansen, Søren Tranberg; Svenstrup, Mikael; Dalgaard, Lars

    2010-01-01

    The goal of this paper is to describe an adaptive robot game, which motivates elderly people to do a regular amount of physical exercise while playing. One of the advantages of robot based games is that the initiative to play can be taken autonomously by the robot. In this case, the goal is to im......The goal of this paper is to describe an adaptive robot game, which motivates elderly people to do a regular amount of physical exercise while playing. One of the advantages of robot based games is that the initiative to play can be taken autonomously by the robot. In this case, the goal...... is to improve the mental and physical state of the user by playing a physical game with the robot. Ideally, a robot game should be simple to learn but difficult to master, providing an appropriate degree of challenge for players with different skills. In order to achieve that, the robot should be able to adapt...

  5. Flat panel display - Impurity doping technology for flat panel displays

    Suzuki, Toshiharu [Advanced Technology Planning, Sumitomo Eaton Nova Corporation, SBS Tower 9F, 10-1, Yoga 4-chome, Setagaya-ku, 158-0097 Tokyo (Japan)]. E-mail: suzuki_tsh@senova.co.jp

    2005-08-01

    Features of the flat panel displays (FPDs) such as liquid crystal display (LCD) and organic light emitting diode (OLED) display, etc. using low temperature poly-Si (LTPS) thin film transistors (TFTs) are briefly reviewed comparing with other FPDs. The requirements for fabricating TFTs used for high performance FPDs and system on glass (SoG) are addressed. This paper focuses on the impurity doping technology, which is one of the key technologies together with crystallization by laser annealing, formation of high quality gate insulator and gate-insulator/poly-Si interface. The issues to be solved in impurity doping technology for state of the art and future TFTs are clarified.

  6. Flat panel display - Impurity doping technology for flat panel displays

    Suzuki, Toshiharu

    2005-01-01

    Features of the flat panel displays (FPDs) such as liquid crystal display (LCD) and organic light emitting diode (OLED) display, etc. using low temperature poly-Si (LTPS) thin film transistors (TFTs) are briefly reviewed comparing with other FPDs. The requirements for fabricating TFTs used for high performance FPDs and system on glass (SoG) are addressed. This paper focuses on the impurity doping technology, which is one of the key technologies together with crystallization by laser annealing, formation of high quality gate insulator and gate-insulator/poly-Si interface. The issues to be solved in impurity doping technology for state of the art and future TFTs are clarified

  7. D N GAME

    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. Game Theory .net.

    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…

  9. Institutional games played by confined juveniles.

    Bartollas, C; Sieverdes, C M

    1983-01-01

    This study examined the games played by 561 juvenile offenders confined in six coeducational correctional facilities in one state. The types of games these residents used against staff and peers within the confines of the institution varied considerably. The study documented nineteen games used by males and females, twelve to deal with staff and seven to deal with peers. The games were defined as therapeutic games, material games, psychological games, and physical games. Peer-oriented games included attention-seeking activities and a variety of dominance games. Additionally, these games were described and tabulated according to the sex and race of the residents. The conclusion was that game-playing behavior was no less frequent in coeducational institutions than it was in single-sex institutions.

  10. 76 FR 49505 - Indian Gaming

    2011-08-10

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Tribal-State Class III Gaming Compact taking effect. SUMMARY: This publishes..., Director, Office of Indian Gaming, Office of the Deputy Assistant Secretary--Policy and Economic...

  11. 76 FR 65208 - Indian Gaming

    2011-10-20

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an Approval of the Gaming Compact between the Confederated Tribes of the [[Page 65209

  12. 75 FR 8108 - Indian Gaming

    2010-02-23

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes... Governing Class III Gaming. DATES: Effective Date: February 23, 2010. FOR FURTHER INFORMATION CONTACT: Paula...

  13. 77 FR 30550 - Indian Gaming

    2012-05-23

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes approval by the Department of an extension to the Class III Gaming Compact between the Pyramid Lake Paiute...

  14. 75 FR 38833 - Indian Gaming

    2010-07-06

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes... Date: July 6, 2010. FOR FURTHER INFORMATION CONTACT: Paula Hart, Director, Office of Indian Gaming...

  15. 78 FR 62650 - Indian Gaming

    2013-10-22

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs [DR.5B711.IA000813] Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of extension of Tribal-State Class III Gaming Compact. SUMMARY: This publishes notice of the extension of the Class III gaming compact between the Rosebud Sioux...

  16. 78 FR 62649 - Indian Gaming

    2013-10-22

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs [DR.5B711.IA000813] Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Tribal-State Class III Gaming Compact taking effect. SUMMARY: This notice publishes the Class III Gaming Compact between the North Fork Rancheria of Mono...

  17. 77 FR 76513 - Indian Gaming

    2012-12-28

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Amended Tribal-State Class III Gaming Compact taking effect. SUMMARY..., 2012. FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the...

  18. 78 FR 54670 - Indian Gaming

    2013-09-05

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs [DR.5B711.IA000813] Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of extension of Tribal--State Class III Gaming Compact. SUMMARY: This publishes notice of the Extension of the Class III gaming compact between the Yankton Sioux...

  19. 77 FR 76514 - Indian Gaming

    2012-12-28

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact taking effect. SUMMARY: This... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the Deputy...

  20. 78 FR 17427 - Indian Gaming

    2013-03-21

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes... Gaming (Compact). DATES: Effective Date: March 21, 2013. FOR FURTHER INFORMATION CONTACT: Paula L. Hart...

  1. Flat-port connectors

    Alrashed, Mohammed

    2017-01-01

    and water resistant. It is unique in the way of using the outer surfaces of the device for the electrical connection between the ports. Flat-port design can allow the manufacture of extremely thin devices by eliminating the side ports slots that take a lot

  2. Piecewise flat gravitational waves

    van de Meent, M.

    2011-01-01

    We examine the continuum limit of the piecewise flat locally finite gravity model introduced by ’t Hooft. In the linear weak field limit, we find the energy–momentum tensor and metric perturbation of an arbitrary configuration of defects. The energy–momentum turns out to be restricted to satisfy

  3. Leveraging the Social Aspect of Educational Games

    Jiménez, Osvaldo

    2015-01-01

    With games captivating the minds of many children in the United States, educators may be interested in trying to introduce games into their classrooms. This article offers educators insights into how to understand and incorporate games that are inherently social, promoting effective discourse in their classrooms. Although educational games and…

  4. Personalised gaming

    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 Studies

    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

  6. Game theory

    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. Exact Riemann solutions of the Ripa model for flat and non-flat bottom topographies

    Rehman, Asad; Ali, Ishtiaq; Qamar, Shamsul

    2018-03-01

    This article is concerned with the derivation of exact Riemann solutions for Ripa model considering flat and non-flat bottom topographies. The Ripa model is a system of shallow water equations accounting for horizontal temperature gradients. In the case of non-flat bottom topography, the mass, momentum and energy conservation principles are utilized to relate the left and right states across the step-type bottom topography. The resulting system of algebraic equations is solved iteratively. Different numerical case studies of physical interest are considered. The solutions obtained from developed exact Riemann solvers are compared with the approximate solutions of central upwind scheme.

  8. Electronic gaming machines and gambling disorder: a cross-cultural comparison between Brazil and the United States

    Medeiros, Gustavo Costa; Leppink, Eric W.; Yaemi, Ana; Mariani, Mirella; Tavares, Hermano; Grant, Jon E.

    2015-01-01

    Aims The objective of this paper is to perform a cross-cultural comparison of gambling disorder (GD) due to electronic gaming machines (EGM), a form of gambling that may have a high addictive potential. Our goal is to investigate two treatment-seeking samples of adults collected in Brazil and the United States, countries with different socio-cultural backgrounds. This comparison may lead to a better understanding of cultural influences on GD. Methods The total studied sample involved 733 treatment-seeking subjects: 353 men and 380 women (average age = 45.80, standard deviation ±10.9). The Brazilian sample had 517 individuals and the American sample 216. Subjects were recruited by analogous strategies. Results We found that the Brazilian sample was younger, predominantly male, less likely to be Caucasian, more likely to be partnered, had a faster progression from recreational gambling to GD, and were more likely to endorse chasing losses. Conclusion This study demonstrated that there are significant differences between treatment-seeking samples of adults presenting GD due to EGM in Brazil and in the United States. These findings suggest that cultural aspects may have a relevant role in GD due to EGM. PMID:26474662

  9. Decreased prefrontal lobe interhemispheric functional connectivity in adolescents with internet gaming disorder: a primary study using resting-state FMRI.

    Yao Wang

    Full Text Available Recent neuroimaging studies have shown that people with Internet gaming disorder (IGD have structural and functional abnormalities in specific brain areas and connections. However, little is known about the alterations of the interhemispheric resting-state functional connectivity (rsFC in participants with IGD. In the present study, we used a newly developed voxel-mirrored homotopic connectivity (VMHC method to investigate the interhemispheric rsFC of the whole brain in participants with IGD.We compared interhemispheric rsFC between 17 participants with IGD and 24 healthy controls, group-matched on age, gender, and education status. All participants were provided written informed consent. Resting-state functional and structural magnetic resonance images were acquired for all participants. The rsFC between bilateral homotopic voxels was calculated. Regions showing abnormal VMHC in IGD participants were adopted as regions of interest for correlation analyses.Compared to healthy controls, IGD participants showed decreased VMHC between the left and right superior frontal gyrus (orbital part, inferior frontal gyrus (orbital part, middle frontal gyrus and superior frontal gyrus. Further analyses showed Chen Internet Addiction Scale (CIAS-related VMHC in superior frontal gyrus (orbital part and CIAS (r = -0.55, p = 0.02, uncorrected.Our findings implicate the important role of altered interhemispheric rsFC in the bilateral prefrontal lobe in the neuropathological mechanism of IGD, and provide further supportive evidence for the reclassification of IGD as a behavioral addiction.

  10. Promoting Daily Physical Activity by Means of Mobile Gaming: A Review of the State of the Art

    Tabak, Monique; van Weering, Marit; van Dijk, H.W.; Vollenbroek-Hutten, Miriam Marie Rosé

    2015-01-01

    Objectives: To review mobile games and gaming applications that claim to improve physical activity behavior in daily life. Search Methods: We searched PubMed, Web of Science, and the ACM Digital Library and performed a manual search of relevant journals and reference lists. Studies that reported on

  11. The effects of different pre-game motivational interventions on athlete free hormonal state and subsequent performance in professional rugby union matches.

    Cook, Christian J; Crewther, Blair T

    2012-07-16

    We examined the effect of different pre-match motivational interventions on athlete free testosterone (T) and cortisol (C) concentrations and subsequent match performance in professional rugby union. Male participants (n=12) playing at a senior or academy level in rugby union were recruited and each completed three interventions (15 min each) before a competitive game; 1) watching a video clip of successful skill execution by the player with positive coach feedback [VPCF1]; 2) watching a video clip of successful skill execution by an opposing player with cautionary coach feedback [VCCF], 3) the player left alone to self-motivate [SM1]. The first and last interventions were retested [VPCF2 and SM2]. Salivary free T and C measures were taken pre-intervention and pre-game. Within each game, players were rated by coaching staff on a key performance indicator (KPI) from identified skills and an overall performance indicator (OPI), where 1 = best performance to 5 = worst performance. The VPCF1 and VPCF2 interventions both promoted significant T responses (11.8% to 12.5%) before each game and more so than SM1, SM2 and VCCF. The VCCF approach produced the largest C response (17.6%) and this differed from all other treatments. The VPCF interventions were also associated with better game KPI (1.5 to 1.8) and OPI ratings (1.7 to 1.8) than SM1, SM2 and/or VCCF. Across all treatments, greater individual T responses and lower C responses were associated with better KPI and OPI outcomes. In conclusion, the pre-game presentation of motivational strategies to athletes involving specific video footage and coach feedback produced different outcomes on two indicators of match performance, which were also associated with changes in free hormonal state. Copyright © 2012 Elsevier Inc. All rights reserved.

  12. The Use of Test Accommodations as a Gaming Strategy: A State-Level Exploration of Potential Gaming Tendencies in the 2007-2009 Period and Implications for Re-Directing Research on Gaming through Test Accommodations

    Saatcioglu, Argun; Skrtic, Thomas M.; DeLuca, Thomas A.

    2016-01-01

    The overuse of test accommodations (e.g., test readers, extra time, and calculators) for students with disabilities is a potential means of gaming the accountability system because it can inflate proficiency gains. However, no direct evidence on this problem exists, and findings on whether or not test accommodations improve test scores are…

  13. System Dynamics and Serious Games

    Van Daalen, C.; Schaffernicht, M.; Mayer, I.

    2014-01-01

    This paper deals with the relationship between serious games and system dynamics. Games have been used in SD since the beginning. However, the field of serious gaming also has its own development. The purpose of this contribution is to provide a broad overview of the combination of serious gaming and SD and discuss the state of the art and promise. We first define serious game, simulation and case study and then point out how SD overlaps with them. Then we move on to define the basic componen...

  14. Prevalence of Internet gaming disorder in German adolescents: diagnostic contribution of the nine DSM-5 criteria in a state-wide representative sample.

    Rehbein, Florian; Kliem, Sören; Baier, Dirk; Mößle, Thomas; Petry, Nancy M

    2015-05-01

    Internet gaming disorder (IGD) is included as a condition for further study in Section 3 of the DSM-5. Nine criteria were proposed with a threshold of five or more criteria recommended for diagnosis. The aims of this study were to assess how the specific criteria contribute to diagnosis and to estimate prevalence rates of IGD based on DSM-5 recommendations. Large-scale, state-representative school survey using a standardized questionnaire. Germany (Lower Saxony). A total of 11 003 ninth-graders aged 13-18 years (mean = 14.88, 51.09% male). IGD was assessed with a DSM-5 adapted version of the Video Game Dependency Scale that covered all nine criteria of IGD. In total, 1.16% [95% confidence interval (CI) = 0.96, 1.36] of respondents were classified with IGD according to DSM-5 recommendations. IGD students played games for longer periods, skipped school more often, had lower grades in school, reported more sleep problems and more often endorsed feeling 'addicted to gaming' than their non-IGD counterparts. The most frequently reported DSM-5 criteria overall were 'escape adverse moods' (5.30%) and 'preoccupation' (3.91%), but endorsement of these criteria rarely related to IGD diagnosis. Conditional inference trees showed that the criteria 'give up other activities', 'tolerance' and 'withdrawal' were of key importance for identifying IGD as defined by DSM-5. Based on a state-wide representative school survey in Germany, endorsement of five or more criteria of DSM-5 internet gaming disorder (IGD) occurred in 1.16% of the students, and these students evidence greater impairment compared with non-IGD students. Symptoms related to 'give up other activities', 'tolerance' and 'withdrawal' are most relevant for IGD diagnosis in this age group. © 2015 Society for the Study of Addiction.

  15. Fair Play? Violence, Gender and Race in Video Games.

    Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen

    Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…

  16. Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game.

    Leite, Harlei Miguel de Arruda; de Carvalho, Sarah Negreiros; Costa, Thiago Bulhões da Silva; Attux, Romis; Hornung, Heiko Horst; Arantes, Dalton Soares

    2018-01-01

    This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named "Get Coins," through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user.

  17. Writerly Gaming: Political Gaming

    Andersen, Christian Ulrik

    2007-01-01

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

  18. Closing Rocky Flats by 2006

    Tuor, N. R.; Schubert, A. L.

    2002-01-01

    Safely accelerating the closure of Rocky Flats to 2006 is a goal shared by many: the State of Colorado, the communities surrounding the site, the U.S. Congress, the Department of Energy, Kaiser-Hill and its team of subcontractors, the site's employees, and taxpayers across the country. On June 30, 2000, Kaiser-Hill (KH) submitted to the Department of Energy (DOE), KH's plan to achieve closure of Rocky Flats by December 15, 2006, for a remaining cost of $3.96 billion (February 1, 2000, to December 15, 2006). The Closure Project Baseline (CPB) is the detailed project plan for accomplishing this ambitious closure goal. This paper will provide a status report on the progress being made toward the closure goal. This paper will: provide a summary of the closure contract completion criteria; give the current cost and schedule variance of the project and the status of key activities; detail important accomplishments of the past year; and discuss the challenges ahead

  19. Conway's Game of Life is a near-critical metastable state in the multiverse of cellular automata.

    Reia, Sandro M; Kinouchi, Osame

    2014-05-01

    Conway's cellular automaton Game of Life has been conjectured to be a critical (or quasicritical) dynamical system. This criticality is generally seen as a continuous order-disorder transition in cellular automata (CA) rule space. Life's mean-field return map predicts an absorbing vacuum phase (ρ = 0) and an active phase density, with ρ = 0.37, which contrasts with Life's absorbing states in a square lattice, which have a stationary density of ρ(2D) ≈ 0.03. Here, we study and classify mean-field maps for 6144 outer-totalistic CA and compare them with the corresponding behavior found in the square lattice. We show that the single-site mean-field approach gives qualitative (and even quantitative) predictions for most of them. The transition region in rule space seems to correspond to a nonequilibrium discontinuous absorbing phase transition instead of a continuous order-disorder one. We claim that Life is a quasicritical nucleation process where vacuum phase domains invade the alive phase. Therefore, Life is not at the "border of chaos," but thrives on the "border of extinction."

  20. Economic analysis of the Canada-United States softwood lumber dispute : playing the quota game

    Kooten, van G.C.

    2002-01-01

    The Canada-U.S. Softwood Lumber Agreement (SLA) was the latest measure to restrict Canadian exports of softwood lumber to the United States. Rather than a countervail duty or export tax, SLA employed a quota that provides a large windfall (quota) rent to Canadian lumber producers in addition to

  1. Do intertidal flats ever reach equilibrium?

    Maan, D.C.; van Prooijen, B.C.; Wang, Z.B.; de Vriend, H.J.

    2015-01-01

    Various studies have identified a strong relation between the hydrodynamic forces and the equilibrium profile for intertidal flats. A thorough understanding of the interplay between the hydrodynamic forces and the morphology, however, concerns more than the equilibrium state alone. We study the

  2. Designing Flat-Plate Photovoltaic Arrays

    Ross, R. G., Jr.

    1984-01-01

    Report presents overview of state of art in design techniques for flat-plate solar photovoltaic modules and arrays. Paper discusses design requirements, design analyses, and test methods identified and developed for this technology over past several years in effort to reduce cost and improve utility and reliability for broad spectrum of terrestrial applications.

  3. EnviroAtlas - Big Game Hunting Recreation Demand by 12-Digit HUC in the Conterminous United States

    U.S. Environmental Protection Agency — This EnviroAtlas dataset includes the total number of recreational days per year demanded by people ages 18 and over for big game hunting by location in the...

  4. Flat feet in children

    Vukašinović Zoran

    2009-01-01

    Full Text Available The authors describe flatfoot, as one of very frequent deformities in everyday medical practice. A special condition of the deformity associated with a calcaneal valgus position and complicated by a knee valgus position (as a consequence of non-treatment is described. Also, the precise anatomy of the longitudinal foot arches (medial and lateral, definition and classification of the deformity, clinical findings and therapeutic protocols are proposed. The authors especially emphasise that the need for having extensive knowledge on the differences between a flexible and rigid flatfoot, having in mind that the treatment of flexible flat foot is usually not necessary, while the treatment of rigid flatfoot is usually unavoidable.

  5. Criteria impacting shipments of Rocky Flats Plant radioactive mixed wastes

    Clawson, R.L.; Eide, J.H.

    1992-05-01

    Westinghouse Hanford Company, Transportation and Packaging Division, under contract for the Los Alamos Technology Office-Rocky Flats Plant, has developed this synopsis report to be used as a reference in the development of the Rocky Flats Plant Comprehensive Treatment and Management Plan and the Rocky Flats Plant Residue Elimination Plan. This report represents the criteria for packaging, shipping, and transporting Rocky Flats Plant radioactive mixed wastes. It is a compilation of state and federal regulations, US Department of Energy orders, and acceptance criteria specific to US Department of Energy radioactive mixed waste treatment, storage and disposal facilities

  6. 3D flat holography: entropy and logarithmic corrections

    Bagchi, Arjun; Basu, Rudranil

    2014-01-01

    We compute the leading corrections to the Bekenstein-Hawking entropy of the Flat Space Cosmological (FSC) solutions in 3D flat spacetimes, which are the flat analogues of the BTZ black holes in AdS 3 . The analysis is done by a computation of density of states in the dual 2D Galilean Conformal Field Theory and the answer obtained by this matches with the limiting value of the expected result for the BTZ inner horizon entropy as well as what is expected for a generic thermodynamic system. Along the way, we also develop other aspects of holography of 3D flat spacetimes

  7. (ludo) game

    Dr Obe

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

  8. The Caspian energy game: views from the United States and United Kingdom

    Bird, H

    2003-07-01

    The importance of the Caspian Sea region to energy production is increasing and the forces influencing it are changing. The attention on this region focuses on its oil and natural gas reserves. A series of interviews with Western experts mainly from the United States and United Kingdom, including those in international organizations, academia, policy institutions, and government and industry officials identified key trends and issues that are important to their future policies and the significance of the Caspian oil and gas to the world energy market. The overriding issues are: The influence of Russia on regional security, stability, and the transportation of oil and gas products in the Caspian region. The outcome of the test between the United States and Iraq and the major effects it could have on commercial interests in the region and on who will be the major actors. Tensions caused by Iran refusal to settle the international demarcation of the Caspian Sea. Turkey position as a player, the affect of its new islamic-dominated government and its energy policies. Europe need to import gas and to diversify its supply. The construction of a pipeline to China. The impact of September 11, 2001 and terrorism on the Caspian region issues. The stability of the former Soviet Republics in the region. (author)

  9. The Caspian energy game: views from the United States and United Kingdom

    Bird, H.

    2003-01-01

    The importance of the Caspian Sea region to energy production is increasing and the forces influencing it are changing. The attention on this region focuses on its oil and natural gas reserves. A series of interviews with Western experts mainly from the United States and United Kingdom, including those in international organizations, academia, policy institutions, and government and industry officials identified key trends and issues that are important to their future policies and the significance of the Caspian oil and gas to the world energy market. The overriding issues are: The influence of Russia on regional security, stability, and the transportation of oil and gas products in the Caspian region. The outcome of the test between the United States and Iraq and the major effects it could have on commercial interests in the region and on who will be the major actors. Tensions caused by Iran refusal to settle the international demarcation of the Caspian Sea. Turkey position as a player, the affect of its new islamic-dominated government and its energy policies. Europe need to import gas and to diversify its supply. The construction of a pipeline to China. The impact of September 11, 2001 and terrorism on the Caspian region issues. The stability of the former Soviet Republics in the region. (author)

  10. Computational Design of Flat-Band Material

    Hase, I.; Yanagisawa, T.; Kawashima, K.

    2018-02-01

    Quantum mechanics states that hopping integral between local orbitals makes the energy band dispersive. However, in some special cases, there are bands with no dispersion due to quantum interference. These bands are called as flat band. Many models having flat band have been proposed, and many interesting physical properties are predicted. However, no real compound having flat band has been found yet despite the 25 years of vigorous researches. We have found that some pyrochlore oxides have quasi-flat band just below the Fermi level by first principles calculation. Moreover, their valence bands are well described by a tight-binding model of pyrochlore lattice with isotropic nearest neighbor hopping integral. This model belongs to a class of Mielke model, whose ground state is known to be ferromagnetic with appropriate carrier doping and on-site repulsive Coulomb interaction. We have also performed a spin-polarized band calculation for the hole-doped system from first principles and found that the ground state is ferromagnetic for some doping region. Interestingly, these compounds do not include magnetic element, such as transition metal and rare-earth elements.

  11. Ricci-flat branes

    Brecher, D.; Perry, M.J.

    2000-01-01

    Up to overall harmonic factors, the D8-brane solution of the massive type IIA supergravity theory is the product of nine-dimensional Minkowski space (the world-volume) with the real line (the transverse space). We show that the equations of motion allow for the world-volume metric to be generalised to an arbitrary Ricci-flat one. If this nine-dimensional Ricci-flat manifold admits Killing spinors, then the resulting solutions are supersymmetric and satisfy the usual Bogomol'nyi bound, although they preserve fewer than the usual one half of the supersymmetries. We describe the possible choices of such manifolds, elaborating on the connection between the existence of Killing spinors and the self-duality condition on the curvature two-form. Since the D8-brane is a domain wall in ten dimensions, we are led to consider the general case: domain walls in any supergravity theory. Similar considerations hold here also. Moreover, it is shown that the world-volume of any magnetic brane - of which the domain walls are a specific example - can be generalised in precisely the same way. The general class of supersymmetric solutions have gravitational instantons as their spatial sections. Some mention is made of the world-volume solitons of such branes

  12. Flat Engineered Multichannel Reflectors

    V. S. Asadchy

    2017-09-01

    Full Text Available Recent advances in engineered gradient metasurfaces have enabled unprecedented opportunities for light manipulation using optically thin sheets, such as anomalous refraction, reflection, or focusing of an incident beam. Here, we introduce a concept of multichannel functional metasurfaces, which are able to control incoming and outgoing waves in a number of propagation directions simultaneously. In particular, we reveal a possibility to engineer multichannel reflectors. Under the assumption of reciprocity and energy conservation, we find that there exist three basic functionalities of such reflectors: specular, anomalous, and retroreflections. Multichannel response of a general flat reflector can be described by a combination of these functionalities. To demonstrate the potential of the introduced concept, we design and experimentally test three different multichannel reflectors: three- and five-channel retroreflectors and a three-channel power splitter. Furthermore, by extending the concept to reflectors supporting higher-order Floquet harmonics, we forecast the emergence of other multichannel flat devices, such as isolating mirrors, complex splitters, and multi-functional gratings.

  13. Flat Engineered Multichannel Reflectors

    Asadchy, V. S.; Díaz-Rubio, A.; Tcvetkova, S. N.; Kwon, D.-H.; Elsakka, A.; Albooyeh, M.; Tretyakov, S. A.

    2017-07-01

    Recent advances in engineered gradient metasurfaces have enabled unprecedented opportunities for light manipulation using optically thin sheets, such as anomalous refraction, reflection, or focusing of an incident beam. Here, we introduce a concept of multichannel functional metasurfaces, which are able to control incoming and outgoing waves in a number of propagation directions simultaneously. In particular, we reveal a possibility to engineer multichannel reflectors. Under the assumption of reciprocity and energy conservation, we find that there exist three basic functionalities of such reflectors: specular, anomalous, and retroreflections. Multichannel response of a general flat reflector can be described by a combination of these functionalities. To demonstrate the potential of the introduced concept, we design and experimentally test three different multichannel reflectors: three- and five-channel retroreflectors and a three-channel power splitter. Furthermore, by extending the concept to reflectors supporting higher-order Floquet harmonics, we forecast the emergence of other multichannel flat devices, such as isolating mirrors, complex splitters, and multi-functional gratings.

  14. Game Spaces

    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. Violence in teen-rated video games.

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  16. The sexual games of the body politic: fantasy and state violence in Northern Ireland.

    Aretxaga, B

    2001-03-01

    This article analyzes the practice of strip searching women political prisoners in Northern Ireland as a violent technology of control aimed at breaking the political identity of prisoners. Focusing on a controversial case of a mass strip search carried out in 1992, the article examines the phantasmatic investements pervading this seemingly rational technology of control. Using a psychoanalytic notion of fantasy against the backdrop of a Foucaultian theory of power, this article argues that strip searches constitute a gendered form of political domination driven by, and performed within, a phantasmatic scenario of sexual violence. In this scenario both the political and gender identities of prisoners are re-inscribed with the power of a state acting as a male body politic. The article argues that the phantasmatic support of rational technologies of control betrays the contingent and shifting character of domination as well as its ambiguous effects.

  17. Multichoice minority game

    Ein-Dor, Liat; Metzler, Richard; Kanter, Ido; Kinzel, Wolfgang

    2001-01-01

    The generalization of the problem of adaptive competition, known as the minority game, to the case of K possible choices for each player, is addressed, and applied to a system of interacting perceptrons with input and output units of a type of K-state Potts spins. An optimal solution of this minority game, as well as the dynamic evolution of the adaptive strategies of the players, are solved analytically for a general K and compared with numerical simulations

  18. Game theory.

    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. Video games.

    Funk, Jeanne B

    2005-06-01

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

  20. UVIS Flat Field Uniformity

    Quijano, Jessica Kim

    2009-07-01

    The stability and uniformity of the low-frequency flat fields {L-flat} of the UVIS detector will be assessed by using multiple-pointing observations of the globular clusters 47 Tucanae {NGC104} and Omega Centauri {NGC5139}, thus imaging moderately dense stellar fields. By placing the same star over different portions of the detector and measuring relative changes in its brightness, it will be possible to determine local variations in the response of the UVIS detector. Based on previous experience with STIS and ACS, it is deemed that a total of 9 different pointings will suffice to provide adequate characterization of the flat field stability in any given band. For each filter to be tested, the baseline consists of 9 pointings in a 3X3 box pattern with dither steps of about 25% of the FOV, or 40.5", in either the x or y direction {useful also for CTE measurements, if needed in the future}. During SMOV, the complement of filters to be tested is limited to the following 6 filters: F225W, F275W, F336W, for Omega Cen, and F438W, F606W, and F814W for 47 Tuc. Three long exposures for each target are arranged such that the initial dither position is observed with the appropriate filters for that target within one orbit at a single pointing, so that filter-to-filter differences in the observed star positions can be checked. In addition to the 9 baseline exposures, two sets of short exposures will be taken:a} one short exposure will be taken of OmegaCen with each of the visible filters {F438W, F606W and F814W} in order to check the geometric distortion solution to be obtained with the data from proposal 11444;b} for each target, a single short exposure will be taken with each filter to facilitate the study of the PSF as a function of position on the detector by providing unsaturated images of sparsely-spaced bright stars.This proposal corresponds to Activity Description ID WF39. It should execute only after the following proposal has executed:WF21 - 11434

  1. Operational Gaming: An International Approach

    Stahl, I.

    1983-01-01

    Operational gaming involves several people interacting in a simulation of a real-world problem for the purpose of aiding decision making, planning or policy implementation. Contributors to this first book on international aspects of the subject are leading gaming experts from the United States, (including Martin Shubik and Richard Duke), Western Europe, and Japan as well as from the Soviet Union and other socialist countries. It includes such topics as the use of operational gaming in pr...

  2. Negotiation Games

    Philipp Hoffmann

    2015-09-01

    Full Text Available Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for sound and deterministic or even weakly deterministic negotiations the problems can be solved in PTIME. Notice that the input of the problems is a negotiation, which can be exponentially more compact than its state space.

  3. Pattern and management of sports injuries presented by Lagos state athletes at the 16th National Sports Festival (KADA games 2009 in Nigeria

    Owoeye Oluwatoyosi BA

    2010-01-01

    Full Text Available Abstract Background There is a dearth of information on the epidemiology of sports injuries in Nigeria. The study was aimed at documenting sports injuries sustained by Lagos state athletes during the 16th National Sports Festival (KADA Games 2009. It was also aimed at providing information on treatments offered to injured athletes. Methods The study was carried out at Amadu Bello Stadium Complex, sporting arena of the Murtala Square and the team Lagos mini clinic. Participants were accredited Lagos state athletes who at one point in time during the games required treatment from any of the members of the medical team. Demographic data of athletes, type of injuries, body parts injured and treatment modalities used were documented and analysed using descriptive statistics. Results Within the period of the games, a total of 140 sports injuries were documented from 132 athletes with an approximate male to female ratio of 2:1 and age ranging from 15-38 years. Most of the injuries reported by the athletes were "minor" injuries. Muscle strain was the most common type of injury (31.4% followed by ligament sprains (22.9%. The lower extremities were the most injured body region accounting for 50% of all injuries. Over 60% of injuries presented by the athletes were from basketball, cricket, hockey, rugby and baseball. Cryotherapy was the most frequently used treatment modality, followed by bandaging and massage with anti-inflammatory gels. Conclusion Establishing injury prevention programmes directed at the lower extremities may help reduce the risk of injuries to the lower extremities. Since cryotherapy was the most used treatment modality, it is suggested that it should be made abundantly available to the medical team preferably in forms of portable cold sprays for easy transportation and application during the games. It is also important that physiotherapists form the core of the medical team since they are trained to apply most of these treatment

  4. Comparison of the most used game development tools

    Soukup, Martin

    2017-01-01

    This thesis deals with comparison of most used game development tools. Author places game development tools in context of today´s game industry, analyses state of the market and the latest trends in the field of game development tools. The largest part of this thesis is aimed at comparing game development tools, where five tools are selected, overviewed and compared by specified criteria. Author demonstrates several basic features of chosen game development tool on development of a simple And...

  5. Ke'e Lagoon and reef flat users baseline study, Haena State Park, Hawaii, 1999-06-01 to 1999-08-15 (NODC Accession 0002277)

    National Oceanic and Atmospheric Administration, Department of Commerce — Ke'e Lagoon is a popular Kauai destination for tourist and resident beach-goers and snorkelers. It is part of the Haena State Park, and is located at the end of...

  6. Exact piecewise flat gravitational waves

    van de Meent, M.

    2011-01-01

    We generalize our previous linear result (van de Meent 2011 Class. Quantum Grav 28 075005) in obtaining gravitational waves from our piecewise flat model for gravity in 3+1 dimensions to exact piecewise flat configurations describing exact planar gravitational waves. We show explicitly how to

  7. Demographics of undergraduates studying games in the United States: a comparison of computer science students and the general population

    McGill, Monica M.; Settle, Amber; Decker, Adrienne

    2013-06-01

    Our study gathered data to serve as a benchmark of demographics of undergraduate students in game degree programs. Due to the high number of programs that are cross-disciplinary with computer science programs or that are housed in computer science departments, the data is presented in comparison to data from computing students (where available) and the US population. Participants included students studying games at four nationally recognized postsecondary institutions. The results of the study indicate that there is no significant difference between the ratio of men to women studying in computing programs or in game degree programs, with women being severely underrepresented in both. Women, blacks, Hispanics/Latinos, and heterosexuals are underrepresented compared to the US population. Those with moderate and conservative political views and with religious affiliations are underrepresented in the game student population. Participants agree that workforce diversity is important and that their programs are adequately diverse, but only one-half of the participants indicated that diversity has been discussed in any of their courses.

  8. Using Active Video Games for Physical Activity Promotion: A Systematic Review of the Current State of Research

    Peng, Wei; Crouse, Julia C.; Lin, Jih-Hsuan

    2013-01-01

    This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to…

  9. Positional games

    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.

  10. Scintillator high-gain avalanche rushing photoconductor active-matrix flat panel imager: zero-spatial frequency x-ray imaging properties of the solid-state SHARP sensor structure.

    Wronski, M; Zhao, W; Tanioka, K; Decrescenzo, G; Rowlands, J A

    2012-11-01

    The authors are investigating the feasibility of a new type of solid-state x-ray imaging sensor with programmable avalanche gain: scintillator high-gain avalanche rushing photoconductor active matrix flat panel imager (SHARP-AMFPI). The purpose of the present work is to investigate the inherent x-ray detection properties of SHARP and demonstrate its wide dynamic range through programmable gain. A distributed resistive layer (DRL) was developed to maintain stable avalanche gain operation in a solid-state HARP. The signal and noise properties of the HARP-DRL for optical photon detection were investigated as a function of avalanche gain both theoretically and experimentally, and the results were compared with HARP tube (with electron beam readout) used in previous investigations of zero spatial frequency performance of SHARP. For this new investigation, a solid-state SHARP x-ray image sensor was formed by direct optical coupling of the HARP-DRL with a structured cesium iodide (CsI) scintillator. The x-ray sensitivity of this sensor was measured as a function of avalanche gain and the results were compared with the sensitivity of HARP-DRL measured optically. The dynamic range of HARP-DRL with variable avalanche gain was investigated for the entire exposure range encountered in radiography∕fluoroscopy (R∕F) applications. The signal from HARP-DRL as a function of electric field showed stable avalanche gain, and the noise associated with the avalanche process agrees well with theory and previous measurements from a HARP tube. This result indicates that when coupled with CsI for x-ray detection, the additional noise associated with avalanche gain in HARP-DRL is negligible. The x-ray sensitivity measurements using the SHARP sensor produced identical avalanche gain dependence on electric field as the optical measurements with HARP-DRL. Adjusting the avalanche multiplication gain in HARP-DRL enabled a very wide dynamic range which encompassed all clinically relevant

  11. Scintillator high-gain avalanche rushing photoconductor active-matrix flat panel imager: Zero-spatial frequency x-ray imaging properties of the solid-state SHARP sensor structure

    Wronski, M.; Zhao, W.; Tanioka, K.; DeCrescenzo, G.; Rowlands, J. A.

    2012-01-01

    Purpose: The authors are investigating the feasibility of a new type of solid-state x-ray imaging sensor with programmable avalanche gain: scintillator high-gain avalanche rushing photoconductor active matrix flat panel imager (SHARP-AMFPI). The purpose of the present work is to investigate the inherent x-ray detection properties of SHARP and demonstrate its wide dynamic range through programmable gain. Methods: A distributed resistive layer (DRL) was developed to maintain stable avalanche gain operation in a solid-state HARP. The signal and noise properties of the HARP-DRL for optical photon detection were investigated as a function of avalanche gain both theoretically and experimentally, and the results were compared with HARP tube (with electron beam readout) used in previous investigations of zero spatial frequency performance of SHARP. For this new investigation, a solid-state SHARP x-ray image sensor was formed by direct optical coupling of the HARP-DRL with a structured cesium iodide (CsI) scintillator. The x-ray sensitivity of this sensor was measured as a function of avalanche gain and the results were compared with the sensitivity of HARP-DRL measured optically. The dynamic range of HARP-DRL with variable avalanche gain was investigated for the entire exposure range encountered in radiography/fluoroscopy (R/F) applications. Results: The signal from HARP-DRL as a function of electric field showed stable avalanche gain, and the noise associated with the avalanche process agrees well with theory and previous measurements from a HARP tube. This result indicates that when coupled with CsI for x-ray detection, the additional noise associated with avalanche gain in HARP-DRL is negligible. The x-ray sensitivity measurements using the SHARP sensor produced identical avalanche gain dependence on electric field as the optical measurements with HARP-DRL. Adjusting the avalanche multiplication gain in HARP-DRL enabled a very wide dynamic range which encompassed all

  12. Creative Learning with Serious Games

    Aristides Protopsaltis

    2010-11-01

    Full Text Available This paper, summarises the Creative Learning with Serious Games workshop that took place in the Fun and Games 2010 conference. The workshop discussed innovative methodological approaches to Serious Games for creative learning. A special emphasis was given to state-ofthe- art research work and cross-discipline approaches (e.g. the mix of Storytelling and Serious Games. In addition, different case studies coming from very different European (research projects were presented and discussed with the participants. Five papers were selected via a peer reviewed process to be presented at the workshop. The authors presented their work and demonstrated their applications during the second part of the workshop.

  13. Continuous-variable quantum games

    Li Hui; Du Jiangfeng; Massar, Serge

    2002-01-01

    We investigate the quantization of games in which the players can access to a continuous set of classical strategies, making use of continuous-variable quantum systems. For the particular case of the Cournot's duopoly, we find that, even though the two players both act as 'selfishly' in the quantum game as they do in the classical game, they are found to virtually cooperate due to the quantum entanglement between them. We also find that the original Einstein-Podolksy-Rosen state contributes to the best profits that the two firms could ever attain. Moreover, we propose a practical experimental setup for the implementation of such quantum games

  14. Flat plate collector. Solarflachkollektor

    Raab, N

    1979-03-29

    The invention refers to a flat solar collector with an absorber plate, which is arranged on a support and is covered by a transparent window, between which and the plate there is an air space. The previously known structures of this type had the disadvantage that the thermal expansion of the enclosed air caused considerable difficulties. The purpose of the invention is therefore to create a collector, which can be used on the modular system, retains its properties and is safe in spite of the great temperature variations. According to the invention this problem is solved by providing a compensating space in the collector, which is separated by a diaphragm from the airspace between the plate and the covering window. The airspace therefore remains sealed against the atmosphere, so that no dirt, corrosion of the inside and no condensation can reduce the efficiency of the collector. A rise in pressure due to an increase in temperature is immediately reduced by expansion of the diaphragm, which enters the compensation space. In order to increase the pressure in the airspace above the plate for increases in temperature, the compensation space is connected to the atmosphere. The diaphragm can be mirrored on the side towards the absorber, which makes the diaphragm into an insulating element, as it reflects radiated heat from the absorber.

  15. Flat deformation theorem and symmetries in spacetime

    Llosa, Josep; Carot, Jaume

    2009-01-01

    The flat deformation theorem states that given a semi-Riemannian analytic metric g on a manifold, locally there always exists a two-form F, a scalar function c, and an arbitrarily prescribed scalar constraint depending on the point x of the manifold and on F and c, say Ψ(c, F, x) = 0, such that the deformed metric η = cg - εF 2 is semi-Riemannian and flat. In this paper we first show that the above result implies that every (Lorentzian analytic) metric g may be written in the extended Kerr-Schild form, namely η ab := ag ab - 2bk (a l b) where η is flat and k a , l a are two null covectors such that k a l a = -1; next we show how the symmetries of g are connected to those of η, more precisely; we show that if the original metric g admits a conformal Killing vector (including Killing vectors and homotheties), then the deformation may be carried out in a way such that the flat deformed metric η 'inherits' that symmetry.

  16. Nonflat equilibrium liquid shapes on flat surfaces.

    Starov, Victor M

    2004-01-15

    The hydrostatic pressure in thin liquid layers differs from the pressure in the ambient air. This difference is caused by the actions of surface forces and capillary pressure. The manifestation of the surface force action is the disjoining pressure, which has a very special S-shaped form in the case of partial wetting (aqueous thin films and thin films of aqueous electrolyte and surfactant solutions, both free films and films on solid substrates). In thin flat liquid films the disjoining pressure acts alone and determines their thickness. However, if the film surface is curved then both the disjoining and the capillary pressures act simultaneously. In the case of partial wetting their simultaneous action results in the existence of nonflat equilibrium liquid shapes. It is shown that in the case of S-shaped disjoining pressure isotherm microdrops, microdepressions, and equilibrium periodic films exist on flat solid substrates. Criteria are found for both the existence and the stability of these nonflat equilibrium liquid shapes. It is shown that a transition from thick films to thinner films can go via intermediate nonflat states, microdepressions and periodic films, which both can be more stable than flat films within some range of hydrostatic pressure. Experimental investigations of shapes of the predicted nonflat layers can open new possibilities of determination of disjoining pressure in the range of thickness in which flat films are unstable.

  17. Emotional Gaming

    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 ...

  18. Simulation games

    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...

  19. Game physics

    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

  20. Serious Games

    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....

  1. Design Games

    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...

  2. Video games

    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...

  3. The role of measurement in quantum games

    Nawaz, Ahmad; Toor, A H

    2006-01-01

    The game of prisoner dilemma is analysed to study the role of measurement basis in quantum games. Four different types of payoffs for quantum games are identified on the basis of different combinations of initial state and measurement basis. A relation among these different payoffs is established

  4. Rim versus Non-Rim States in the Arctic Region: Prospects for a Zero-Sum Game or a Win-Win One?

    Ana-Maria Ghimiş

    2013-09-01

    Full Text Available The present paper aims to develop a critical approach on one of the most urgent energy security challenges: the Arctic region. Until recently, it was considered to be a frozen desert, upon which no one raised any legal demands or interests. The global warming, the technological development and the increased need for energy resources had transformed the frozen High North into a very hot spot, where states like US, Canada, Norway, Denmark or Russia started an energy race that threatens to escalate. The Arctic became a strategic area given its opportunities: besides the energy resources, new commercial routes could become available for a longer period of time. But, due to legal uncertainties, the lack of coherent and direct legal procedures of international law, the Arctic game is an open one, in which any state can intervene and ask for a solution that is suitable for its interests. This aspect complicates even further the already unstable region. Some of the actors see the region as an international area, as a common good, where everyone has the right to explore or exploit, while the rim states see the Arctic in sovereign rights terms. Therefore, the game tends to complicate as non-rim players (the EU, China, Japan, NATO and South Korea want to intervene in the region and try to influence its development.

  5. 40 CFR 230.42 - Mud flats.

    2010-07-01

    ... 40 Protection of Environment 24 2010-07-01 2010-07-01 false Mud flats. 230.42 Section 230.42... Aquatic Sites § 230.42 Mud flats. (a) Mud flats are broad flat areas along the sea coast and in coastal rivers to the head of tidal influence and in inland lakes, ponds, and riverine systems. When mud flats...

  6. A simple criterion for determining the static friction force between nanowires and flat substrates using the most-bent-state method.

    Hou, Lizhen; Wang, Shiliang; Huang, Han

    2015-04-24

    A simple criterion was developed to assess the appropriateness of the currently available models that estimate the static friction force between nanowires and substrates using the 'most-bent-state' method. Our experimental testing of the static friction force between Al2O3 nanowires and Si substrate verified our theoretical analysis, as well as the establishment of the criterion. It was found that the models are valid only for the bent nanowires with the ratio of wire length over the minimum curvature radius [Formula: see text] no greater than 1. For the cases with [Formula: see text] greater than 1, the static friction force was overestimated as it neglected the effect of its tangential component.

  7. Strategic games and truly playable effectivity functions

    Goranko, Valentin; Jamroga, Wojciech; Turrini, Paolo

    2013-01-01

    A well-known result in the logical analysis of cooperative games states that the so-called playable effectivity functions exactly correspond to strategic games. More precisely, this result states that for every playable effectivity function E there exists a strategic game that assigns to coalitions...... of players exactly the same power as E, and every strategic game generates a playable effectivity function. While the latter direction of the correspondence is correct, we show that the former does not hold for a number of infinite state games. We point out where the original proof of correspondence goes...... wrong, and we present examples of playable effectivity functions for which no equivalent strategic game exists. Then, we characterize the class of truly playable effectivity functions, that do correspond to strategic games. Moreover, we discuss a construction that transforms any playable effectivity...

  8. Habitat use and implications for avian species in Sambisa game ...

    Habitat use and implications for avian species in Sambisa game reserve, Borno state, Nigeria. ... avian species diversity and abundance in Sambisa Game Reserve in Borno State, Sudano-Sahelian vegetation. ... AJOL African Journals Online.

  9. Environmental Prosperity Game. Final report

    Berman, M.; Boyack, K.; VanDevender, J.P.

    1995-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games 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 are unique in that both the game format and the player contributions vary from game to game. This report documents the Environmental Prosperity Game conducted under the sponsorship of the Silicon Valley Environmental Partnership. Players were drawn from all stakeholders involved in environmental technologies including small and large companies, government, national laboratories, universities, environmentalists, the legal profession, finance, and the media. The primary objectives of this game were to: investigate strategies for developing a multi-agency (national/state/regional), one-step regulatory approval process for certifying and implementing environmental technologies and evaluating the simulated results; identify the regulatory hurdles and requirements, and the best approaches for surmounting them; identify technical problems and potential resources (environmental consultants, labs, universities) for solving them. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning environmental issues, including the development, licensing, and commercialization of new technologies.

  10. Rocky Flats cleanup receives new deadline

    Anon.

    1993-01-01

    The Rocky Flats nuclear weapon plant near Denver narrowly missed a court-ordered shutdown of virtually all cleanup activities when it failed to meet an Aug. 22 deadline for a state permit to store mixed radioactive and hazardous wastes on site. US District Court Judge Lewis Babcock granted a 90-day stay of contempt charges against the US Dept. of Energy, but left open the possibility of civil penalties under the Resource Conservation and Recovery Act. DOE's problems stem from a lawsuit the Sierra Club won two years ago in which Babcock gave Rocky Flats until Aug. 22 to obtain a RCRA permit or interim status from Colorado to store 600 cu yd of mixed wastes. If DOE failed to do so, the court said it could not generate further hazardous wastes at the site

  11. Flat slices in Minkowski space

    Murchadha, Niall Ó.; Xie, Naqing

    2015-03-01

    Minkowski space, flat spacetime, with a distance measure in natural units of d{{s}2}=-d{{t}2}+d{{x}2}+d{{y}2}+d{{z}2}, or equivalently, with spacetime metric diag(-1, +1, +1, +1), is recognized as a fundamental arena for physics. The Poincaré group, the set of all rigid spacetime rotations and translations, is the symmetry group of Minkowski space. The action of this group preserves the form of the spacetime metric. Each t = constant slice of each preferred coordinate system is flat. We show that there are also nontrivial non-singular representations of Minkowski space with complete flat slices. If the embedding of the flat slices decays appropriately at infinity, the only flat slices are the standard ones. However, if we remove the decay condition, we find non-trivial flat slices with non-vanishing extrinsic curvature. We write out explicitly the coordinate transformation to a frame with such slices.

  12. Unitarity in three-dimensional flat space higher spin theories

    Grumiller, D.; Riegler, M.; Rosseel, J.

    2014-01-01

    We investigate generic flat-space higher spin theories in three dimensions and find a no-go result, given certain assumptions that we spell out. Namely, it is only possible to have at most two out of the following three properties: unitarity, flat space, non-trivial higher spin states. Interestingly, unitarity provides an (algebra-dependent) upper bound on the central charge, like c=42 for the Galilean W_4"("2"−"1"−"1") algebra. We extend this no-go result to rule out unitary “multi-graviton” theories in flat space. We also provide an example circumventing the no-go result: Vasiliev-type flat space higher spin theory based on hs(1) can be unitary and simultaneously allow for non-trivial higher-spin states in the dual field theory.

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

    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.

  14. Quantum games with correlated noise

    Nawaz, Ahmad; Toor, A H

    2006-01-01

    We analyse quantum games with correlated noise through a generalized quantization scheme. Four different combinations on the basis of entanglement of initial quantum state and the measurement basis are analysed. It is shown that the quantum player only enjoys an advantage over the classical player when both the initial quantum state and the measurement basis are in entangled form. Furthermore, it is shown that for maximum correlation the effects of decoherence diminish and it behaves as a noiseless game

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

    Juckett, Emily; Feinberg, Joseph R.

    2010-01-01

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

  16. Monomial strategies for concurrent reachability games and other stochastic games

    Frederiksen, Søren Kristoffer Stiil; Miltersen, Peter Bro

    2013-01-01

    We consider two-player zero-sum finite (but infinite-horizon) stochastic games with limiting average payoffs. We define a family of stationary strategies for Player I parameterized by ε > 0 to be monomial, if for each state k and each action j of Player I in state k except possibly one action, we...... have that the probability of playing j in k is given by an expression of the form c ε d for some non-negative real number c and some non-negative integer d. We show that for all games, there is a monomial family of stationary strategies that are ε-optimal among stationary strategies. A corollary...... is that all concurrent reachability games have a monomial family of ε-optimal strategies. This generalizes a classical result of de Alfaro, Henzinger and Kupferman who showed that this is the case for concurrent reachability games where all states have value 0 or 1....

  17. Systematizing game learning analytics for serious games

    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

  18. On-Line Flatness Measurement in the Steelmaking Industry

    Rubén Usamentiaga

    2013-08-01

    Full Text Available Shape is a key characteristic to determine the quality of outgoing flat-rolled products in the steel industry. It is greatly influenced by flatness, a feature to describe how the surface of a rolled product approaches a plane. Flatness is of the utmost importance in steelmaking, since it is used by most downstream processes and customers for the acceptance or rejection of rolled products. Flatness sensors compute flatness measurements based on comparing the length of several longitudinal fibers of the surface of the product under inspection. Two main different approaches are commonly used. On the one hand, most mechanical sensors measure the tensile stress across the width of the rolled product, while manufacturing and estimating the fiber lengths from this stress. On the other hand, optical sensors measure the length of the fibers by means of light patterns projected onto the product surface. In this paper, we review the techniques and the main sensors used in the steelmaking industry to measure and quantify flatness defects in steel plates, sheets and strips. Most of these techniques and sensors can be used in other industries involving rolling mills or continuous production lines, such as aluminum, copper and paper, to name a few. Encompassed in the special issue, State-of-the-Art Sensors Technology in Spain 2013, this paper also reviews the most important flatness sensors designed and developed for the steelmaking industry in Spain.

  19. On-Line Flatness Measurement in the Steelmaking Industry

    Molleda, Julio; Usamentiaga, Rubén; Garcίa, Daniel F.

    2013-01-01

    Shape is a key characteristic to determine the quality of outgoing flat-rolled products in the steel industry. It is greatly influenced by flatness, a feature to describe how the surface of a rolled product approaches a plane. Flatness is of the utmost importance in steelmaking, since it is used by most downstream processes and customers for the acceptance or rejection of rolled products. Flatness sensors compute flatness measurements based on comparing the length of several longitudinal fibers of the surface of the product under inspection. Two main different approaches are commonly used. On the one hand, most mechanical sensors measure the tensile stress across the width of the rolled product, while manufacturing and estimating the fiber lengths from this stress. On the other hand, optical sensors measure the length of the fibers by means of light patterns projected onto the product surface. In this paper, we review the techniques and the main sensors used in the steelmaking industry to measure and quantify flatness defects in steel plates, sheets and strips. Most of these techniques and sensors can be used in other industries involving rolling mills or continuous production lines, such as aluminum, copper and paper, to name a few. Encompassed in the special issue, State-of-the-Art Sensors Technology in Spain 2013, this paper also reviews the most important flatness sensors designed and developed for the steelmaking industry in Spain. PMID:23939583

  20. Natural games

    Anttila, Jani; Annila, Arto

    2011-10-01

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

  1. Communication Games Reveal Preparation Contextuality

    Hameedi, Alley; Tavakoli, Armin; Marques, Breno; Bourennane, Mohamed

    2017-12-01

    A communication game consists of distributed parties attempting to jointly complete a task with restricted communication. Such games are useful tools for studying limitations of physical theories. A theory exhibits preparation contextuality whenever its predictions cannot be explained by a preparation noncontextual model. Here, we show that communication games performed in operational theories reveal the preparation contextuality of that theory. For statistics obtained in a particular family of communication games, we show a direct correspondence with correlations in spacelike separated events obeying the no-signaling principle. Using this, we prove that all mixed quantum states of any finite dimension are preparation contextual. We report on an experimental realization of a communication game involving three-level quantum systems from which we observe a strong violation of the constraints of preparation noncontextuality.

  2. How flat is our Universe really?

    Okouma, P.M.; Fantaye, Y.; Bassett, B.A.

    2013-01-01

    Distance measurement provides no constraints on curvature independent of assumptions about the dark energy, raising the question, how flat is our Universe if we make no such assumptions? Allowing for general evolution of the dark energy equation of state with 20 free parameters that are allowed to cross the phantom divide, w(z)=−1, we show that while it is indeed possible to match the first peak in the Cosmic Microwave Background with non-flat models and arbitrary Hubble constant, H 0 , the full WMAP7 and supernova data alone imply −0.12 k 0 prior, this tightens significantly to Ω k =0.002±0.009. These constitute the most conservative and model-independent constraints on curvature available today, and illustrate that the curvature-dynamics degeneracy is broken by current data, with a key role played by the Integrated Sachs Wolfe effect rather than the distance to the surface of last scattering. If one imposes a quintessence prior on the dark energy (−1⩽w(z)⩽1) then just the WMAP7 and supernova data alone force the Universe to near flatness: Ω k =0.013±0.012. Finally, allowing for curvature, we find that all datasets are consistent with a Harrison–Zel'dovich spectral index, n s =1, at 2σ, illustrating the interplay between early and late Universe constraints

  3. Golden Games

    LI XIAO

    2010-01-01

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

  4. Playing Games with Timed Games

    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....

  5. Automating Commercial Video Game Development using Computational Intelligence

    Tse G. Tan; Jason Teo; Patricia Anthony

    2011-01-01

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

  6. Game elements improve performance in a working memory training task

    Manuel Ninaus; Gonçalo Pereira; René Stefitz; Rui Prada; Ana Paiva; Christa Neuper; Guilherme Wood

    2015-01-01

    The utilization of game elements in a non-game context is currently used in a vast range of different domains. However, research on game elements’ effects in cognitive tasks is still sparse. Thus, in this study we implemented three game elements, namely, progress bar, level indicator, and a thematic setting, in a working memory training task. We evaluated the impact of game elements on user performance and perceived state of flow when compared to a conventional version of the task. Participan...

  7. Natural games

    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.

  8. Quantum Locality in Game Strategy.

    Melo-Luna, Carlos A; Susa, Cristian E; Ducuara, Andrés F; Barreiro, Astrid; Reina, John H

    2017-03-22

    Game theory is a well established branch of mathematics whose formalism has a vast range of applications from the social sciences, biology, to economics. Motivated by quantum information science, there has been a leap in the formulation of novel game strategies that lead to new (quantum Nash) equilibrium points whereby players in some classical games are always outperformed if sharing and processing joint information ruled by the laws of quantum physics is allowed. We show that, for a bipartite non zero-sum game, input local quantum correlations, and separable states in particular, suffice to achieve an advantage over any strategy that uses classical resources, thus dispensing with quantum nonlocality, entanglement, or even discord between the players' input states. This highlights the remarkable key role played by pure quantum coherence at powering some protocols. Finally, we propose an experiment that uses separable states and basic photon interferometry to demonstrate the locally-correlated quantum advantage.

  9. Quantum Locality in Game Strategy

    Melo-Luna, Carlos A.; Susa, Cristian E.; Ducuara, Andrés F.; Barreiro, Astrid; Reina, John H.

    2017-03-01

    Game theory is a well established branch of mathematics whose formalism has a vast range of applications from the social sciences, biology, to economics. Motivated by quantum information science, there has been a leap in the formulation of novel game strategies that lead to new (quantum Nash) equilibrium points whereby players in some classical games are always outperformed if sharing and processing joint information ruled by the laws of quantum physics is allowed. We show that, for a bipartite non zero-sum game, input local quantum correlations, and separable states in particular, suffice to achieve an advantage over any strategy that uses classical resources, thus dispensing with quantum nonlocality, entanglement, or even discord between the players’ input states. This highlights the remarkable key role played by pure quantum coherence at powering some protocols. Finally, we propose an experiment that uses separable states and basic photon interferometry to demonstrate the locally-correlated quantum advantage.

  10. Game development tool essentials

    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.

  11. Evolutionary potential games on lattices

    Szabó, György; Borsos, István

    2016-04-01

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

  12. Wetting of flat gradient surfaces.

    Bormashenko, Edward

    2018-04-01

    Gradient, chemically modified, flat surfaces enable directed transport of droplets. Calculation of apparent contact angles inherent for gradient surfaces is challenging even for atomically flat ones. Wetting of gradient, flat solid surfaces is treated within the variational approach, under which the contact line is free to move along the substrate. Transversality conditions of the variational problem give rise to the generalized Young equation valid for gradient solid surfaces. The apparent (equilibrium) contact angle of a droplet, placed on a gradient surface depends on the radius of the contact line and the values of derivatives of interfacial tensions. The linear approximation of the problem is considered. It is demonstrated that the contact angle hysteresis is inevitable on gradient surfaces. Electrowetting of gradient surfaces is discussed. Copyright © 2018 Elsevier Inc. All rights reserved.

  13. Game mechanics engine

    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...

  14. The rocky flats controversy on radionuclide soil action levels

    Earle, T.C.

    2004-01-01

    This report describes how stakeholder involvement processes led to the successful resolution of a dispute over radionuclide soil action levels at the Rocky Flats Site near Denver, Colorado. During the Cold War Era, Rocky Flats, a plutonium fabrication plant, was part of the American government's multi-site nuclear weapons production facilities. Although the Rocky Flats plant had significant positive effects on the local economy, it became a target of public protest due to concerns over both public safety in the area surrounding the site and global nuclear proliferation. In the late 1980's, local safety concerns led to investigations by state and federal agencies. In 1992, with the Cold War ended, the Department of Energy decided to decommission the Rocky Flats site and to begin the long process of decontamination. (author)

  15. Drinking Game Studies

    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....

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

    Van Staalduinen, J.P.

    2012-01-01

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

  17. Behavioural studies of strategic thinking in games.

    Camerer, Colin F.

    2003-05-01

    Game theory is a mathematical language for describing strategic interactions, in which each player's choice affects the payoff of other players (where players can be genes, people, companies, nation-states, etc.). The impact of game theory in psychology has been limited by the lack of cognitive mechanisms underlying game-theoretic predictions. 'Behavioural game theory' is a recent approach linking game theory to cognitive science by adding cognitive details about 'social utility functions', theories of limits on iterated thinking, and statistical theories of how players learn and influence others. New directions include the effects of game descriptions on choice ('framing'), strategic heuristics, and mental representation. These ideas will help root game theory more deeply in cognitive science and extend the scope of both enterprises.

  18. Game Refinement Relations and Metrics

    de Alfaro, Luca; Scott, D.S.; Pierce, B.J.; Majumdar, Rupak; Plotkin, G.J.; Raman, Viswanath; Vardi, M.Y.; Stoelinga, Mariëlle Ida Antoinette; Adámek, J.

    We consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose probability distributions over moves, rather than single moves.

  19. Soil decontamination at Rocky Flats

    Olsen, R.L.; Hayden, J.A.; Alford, C.E.; Kochen, R.L.; Stevens, J.R.

    1979-01-01

    A soils decontamination project was initiated, to remove actinides from soils at Rocky Flats. Wet screening, attrition scrubbing with Calgon at high pH, attrition scrubbing at low pH, and cationic flotation were investigated. Pilot plant studies were carried out. Conceptual designs have been generated for mounting the process in semi-trailers

  20. General game playing

    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

  1. Intrinsic and extrinsic predictors of video-gaming behaviour and adolescent bedtimes: the relationship between flow states, self-perceived risk-taking, device accessibility, parental regulation of media and bedtime.

    Smith, Lisa J; Gradisar, Michael; King, Daniel L; Short, Michelle

    2017-02-01

    How computer games affect the time at which adolescents go to bed is of growing research interest; however, the intrinsic individual and extrinsic sociocultural factors mediating the relationship between gaming and sleep have received minimal attention. This paper investigates how gaming duration mediates the relationship between intrinsic factors (perception of risky events and flow) and extrinsic factors (parental regulation and media accessibility) and adolescent bedtime. Adolescents (N = 422; age = 16.3 ± 2.02 years, 41% M) from six metropolitan schools and the Flinders University completed a questionnaire battery. More flow states (r = .34, p relationship between flow and bedtime during adolescence was fully mediated by gaming duration (b = .142, p Flow and parental regulation of media were identified as the key points for clinical intervention to decrease the duration of gaming of adolescents, thus promoting earlier bedtimes. Crown Copyright © 2016. Published by Elsevier B.V. All rights reserved.

  2. Serious Games

    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...

  3. Serious Games

    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...

  4. Passivity and Evolutionary Game Dynamics

    Park, Shinkyu; Shamma, Jeff S.; Martins, Nuno C.

    2018-01-01

    This paper investigates an energy conservation and dissipation -- passivity -- aspect of dynamic models in evolutionary game theory. We define a notion of passivity using the state-space representation of the models, and we devise systematic methods to examine passivity and to identify properties of passive dynamic models. Based on the methods, we describe how passivity is connected to stability in population games and illustrate stability of passive dynamic models using numerical simulations.

  5. Passivity and Evolutionary Game Dynamics

    Park, Shinkyu

    2018-03-21

    This paper investigates an energy conservation and dissipation -- passivity -- aspect of dynamic models in evolutionary game theory. We define a notion of passivity using the state-space representation of the models, and we devise systematic methods to examine passivity and to identify properties of passive dynamic models. Based on the methods, we describe how passivity is connected to stability in population games and illustrate stability of passive dynamic models using numerical simulations.

  6. Decreased functional connectivity between ventral tegmental area and nucleus accumbens in Internet gaming disorder: evidence from resting state functional magnetic resonance imaging.

    Zhang, Jin-Tao; Ma, Shan-Shan; Yip, Sarah W; Wang, Ling-Jiao; Chen, Chao; Yan, Chao-Gan; Liu, Lu; Liu, Ben; Deng, Lin-Yuan; Liu, Qin-Xue; Fang, Xiao-Yi

    2015-11-18

    Internet gaming disorder (IGD) has become an increasing mental health problem worldwide. Decreased resting-state functional connectivity (rsFC) between the ventral tegmental area (VTA) and the nucleus accumbens (NAcc) has been found in substance use and is thought to play an important role in the development of substance addiction. However, rsFC between the VTA and NAcc in a non-substance addiction, such as IGD, has not been assessed previously. The current study aimed to investigate: (1) if individuals with IGD exhibit alterations in VTA-NAcc functional connectivity; and (2) whether VTA-NAcc functional connectivity is associated with subjective Internet craving. Thirty-five male participants with IGD and 24 healthy control (HC) individuals participated in resting-state functional magnetic resonance imaging. Regions of interest (left NAcc, right NAcc and VTA) were selected based on the literature and were defined by placing spheres centered on Talairach Daemon coordinates. In comparison with HCs, individuals with IGD had significantly decreased rsFC between the VTA and right NAcc. Resting-state functional connectivity strength between the VTA and right NAcc was negatively correlated with self-reported subjective craving for the Internet. These results suggest possible neural functional similarities between individuals with IGD and individuals with substance addictions.

  7. Individual energy savings for individual flats in blocks of flats

    Nielsen, Anker; Rose, Jørgen

    2014-01-01

    and 1980. Normally, we expect the reduction in energy consumption to be around 20% for a 2 °C lower temperature, but for an inner flat the reduction can be up to 71%. The owners of the adjoining flats get an increase in energy demand of 10 to 20% each. They will not be able to figure out whether...... this is because the neighbour maintains a low temperature or the fact that they maintain a higher temperature. The best solution is to keep your own indoor temperature low. We can also turn the problem around: if you maintain a higher temperature than your neighbours, then you will pay part of their heating bill....

  8. Two theorems on flat space-time gravitational theories

    Castagnino, M.; Chimento, L.

    1980-01-01

    The first theorem states that all flat space-time gravitational theories must have a Lagrangian with a first term that is an homogeneous (degree-1) function of the 4-velocity usup(i), plus a functional of nsub(ij)usup(i)usup(j). The second theorem states that all gravitational theories that satisfy the strong equivalence principle have a Lagrangian with a first term gsub(ij)(x)usup(i)usup(j) plus an irrelevant term. In both cases the theories must issue from a unique variational principle. Therefore, under this condition it is impossible to find a flat space-time theory that satisfies the strong equivalence principle. (author)

  9. Extended non-local games and monogamy-of-entanglement games.

    Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John

    2016-05-01

    We study a generalization of non-local games-which we call extended non-local games -in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués-Pironio-Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al.  concerning monogamy-of-entanglement games.

  10. Serious Games: Video Games for Good?

    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…

  11. A Game-based Corpus for Analysing the Interplay between Game Context and Player Experience

    Shaker, Noor; Yannakakis, Georgios N.; Asteriadis, Stylianos

    2011-01-01

    present dierent types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings.We run a number of initial experiments to analyse players' behavior while playing video games as a case......Recognizing players' aective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We...

  12. Global Games

    van Bottenburg, Maarten

    2001-01-01

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

  13. Urban Games

    Nielsen, Rune; Løssing, Tobias

    2004-01-01

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

  14. Gaming conservation

    Fletcher, Robert

    2017-01-01

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

  15. [Lecture Games] Python programming game

    Johnsen, Andreas Lyngstad; Ushakov, Georgy

    2011-01-01

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

  16. Laser illuminated flat panel display

    Veligdan, J.T.

    1995-12-31

    A 10 inch laser illuminated flat panel Planar Optic Display (POD) screen has been constructed and tested. This POD screen technology is an entirely new concept in display technology. Although the initial display is flat and made of glass, this technology lends itself to applications where a plastic display might be wrapped around the viewer. The display screen is comprised of hundreds of planar optical waveguides where each glass waveguide represents a vertical line of resolution. A black cladding layer, having a lower index of refraction, is placed between each waveguide layer. Since the cladding makes the screen surface black, the contrast is high. The prototype display is 9 inches wide by 5 inches high and approximately I inch thick. A 3 milliwatt HeNe laser is used as the illumination source and a vector scanning technique is employed.

  17. Predictors of Video Game Console Aggression

    Bean, Anthony Martin; Ferro, Lauren

    2016-01-01

    This study was designed to investigate the aggression levels of college students found in the Northeastern part of the United States following exposure to video games. The 59 participants played their assigned game, Mortal Kombat on Nintendo Wii or Halo 2 on the Xbox, for 45 minutes with a partner. The researchers employed twelve t-tests (alpha adjusted to .004) and three multiple linear regressions to explore the difference of aggression levels in gender, violent video game, and predictors o...

  18. Search in Real-Time Video Games

    Cowling, Peter I.; Buro, Michael; Bida, Michal; Botea, Adi; Bouzy, Bruno; Butz, Martin V.; Hingston, Philip; Muñoz-Avila, Hector; Nau, Dana; Sipper, Moshe

    2013-01-01

    This chapter arises from the discussions of an experienced international group of researchers interested in the potential for creative application of algorithms for searching finite discrete graphs, which have been highly successful in a wide range of application areas, to address a broad range of problems arising in video games. The chapter first summarises the state of the art in search algorithms for games. It then considers the challenges in implementing these algorithms in video games (p...

  19. Naming game with learning errors in communications

    Lou, Yang; Chen, Guanrong

    2014-01-01

    Naming game simulates the process of naming an objective by a population of agents organized in a certain communication network topology. By pair-wise iterative interactions, the population reaches a consensus state asymptotically. In this paper, we study naming game with communication errors during pair-wise conversations, where errors are represented by error rates in a uniform probability distribution. First, a model of naming game with learning errors in communications (NGLE) is proposed....

  20. Hubungan Kecanduan Online Game Dengan Indeks Prestasi Akademik Pada Mahasiswa Fakultas Kedokteran Universitas Sumatera Utara Angkatan 2012

    Chandrasegaran, Swapna

    2016-01-01

    Background: The market share of online games are among the teens. Online gaming addiction (addiction to online games) is an extension of internet addiction (addiction to the internet). Online gaming addiction is a bound state of a person in a very strong habit and difficulties in letting go of the habbit of playing online game. Gaming addiction can cause significant losses. One disadvantage is that the player can be remiss in real life because they get deeply involved in the game. The phenome...

  1. Polyurethane adhesives in flat roofs

    Bogárová Markéta; Stodůlka Jindřich; Šuhajda Karel

    2017-01-01

    It is necessary to stabilize individual layers of flat roofs, mainly because of wind suction. Apart from anchoring and surcharge, these layers can be secured by bonding. At present gluing is an indispensable and widely used stabilization method. On our market we can found many types of adhesives, most widely used are based on polyurethane. This paper focuses on problematic about stabilization thermal insulation from expanded polystyrene to vapor barrier from bitumen. One of the main issues is...

  2. Flat space physics from holography

    Bousso, Raphael

    2004-01-01

    We point out that aspects of quantum mechanics can be derived from the holographic principle, using only a perturbative limit of classical general relativity. In flat space, the covariant entropy bound reduces to the Bekenstein bound. The latter does not contain Newton's constant and cannot operate via gravitational back reaction. Instead, it is protected by - and in this sense, predicts - the Heisenberg uncertainty principle. (author)

  3. Flat panel planar optic display

    Veligdan, J.T. [Brookhaven National Lab., Upton, NY (United States). Dept. of Advanced Technology

    1994-11-01

    A prototype 10 inch flat panel Planar Optic Display, (POD), screen has been constructed and tested. This display screen is comprised of hundreds of planar optic class sheets bonded together with a cladding layer between each sheet where each glass sheet represents a vertical line of resolution. The display is 9 inches wide by 5 inches high and approximately 1 inch thick. A 3 milliwatt HeNe laser is used as the illumination source and a vector scanning technique is employed.

  4. A small flat fission chamber

    Li Yijun; Wang Dalun; Chen Suhe

    1999-01-01

    With fission materials of depleted uranium, natural uranium, enriched uranium, 239 Pu, and 237 Np, the authors have designed and made a series of small flat fission chamber. The authors narrated the construction of the fission chamber and its technological process of manufacture, and furthermore, the authors have measured and discussed the follow correct factor, self-absorption, boundary effect, threshold loss factor, bottom scatter and or so

  5. Residue management at Rocky Flats

    Olencz, J.

    1995-01-01

    Past plutonium production and manufacturing operations conducted at the Rocky Flats Environmental Technology Site (RFETS) produced a variety of plutonium-contaminated by-product materials. Residues are a category of these materials and were categorized as open-quotes materials in-processclose quotes to be recovered due to their inherent plutonium concentrations. In 1989 all RFETS plutonium production and manufacturing operations were curtailed. This report describes the management of plutonium bearing liquid and solid wastes

  6. How flat is our Universe really?

    Okouma, P.M., E-mail: okouma@saao.ac.za [Department of Maths and Applied Maths, University of Cape Town, Rondebosch 7701, Cape Town (South Africa); South African Astronomical Observatory, Observatory, Cape Town (South Africa); African Institute for Mathematical Sciences, 6-8 Melrose Road, Muizenberg, Cape Town (South Africa); Centre for High Performance Computing, 15 Lower Hope St., Rosebank, Cape Town (South Africa); Fantaye, Y. [Astrophysics Sector, International School for Advanced Studies, SISSA, 34136 Trieste (Italy); Institute of Theoretical Astrophysics, University of Oslo, P.O. Box 1029 Blindern, N-0315, Oslo (Norway); Bassett, B.A. [Department of Maths and Applied Maths, University of Cape Town, Rondebosch 7701, Cape Town (South Africa); South African Astronomical Observatory, Observatory, Cape Town (South Africa); African Institute for Mathematical Sciences, 6-8 Melrose Road, Muizenberg, Cape Town (South Africa); Centre for High Performance Computing, 15 Lower Hope St., Rosebank, Cape Town (South Africa)

    2013-02-12

    Distance measurement provides no constraints on curvature independent of assumptions about the dark energy, raising the question, how flat is our Universe if we make no such assumptions? Allowing for general evolution of the dark energy equation of state with 20 free parameters that are allowed to cross the phantom divide, w(z)=−1, we show that while it is indeed possible to match the first peak in the Cosmic Microwave Background with non-flat models and arbitrary Hubble constant, H{sub 0}, the full WMAP7 and supernova data alone imply −0.12<Ω{sub k}<0.01 (2σ). If we add an H{sub 0} prior, this tightens significantly to Ω{sub k}=0.002±0.009. These constitute the most conservative and model-independent constraints on curvature available today, and illustrate that the curvature-dynamics degeneracy is broken by current data, with a key role played by the Integrated Sachs Wolfe effect rather than the distance to the surface of last scattering. If one imposes a quintessence prior on the dark energy (−1⩽w(z)⩽1) then just the WMAP7 and supernova data alone force the Universe to near flatness: Ω{sub k}=0.013±0.012. Finally, allowing for curvature, we find that all datasets are consistent with a Harrison–Zel'dovich spectral index, n{sub s}=1, at 2σ, illustrating the interplay between early and late Universe constraints.

  7. A game is a game is a game

    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....

  8. Flat beams in the SLC

    Adolphsen, C.; Barklow, T.; Burke, D.; Decker, F.J.; Emma, P.; Hildreth, M.; Himel, T.; Krejcik, P.; Limberg, T.; Minty, M.

    1993-01-01

    The Stanford Linear Collider was designed to operate with round beams; horizontal and vertical emittance made equal in the damping rings. The main motivation was to facilitate the optical matching through beam lines with strong coupling elements like the solenoid spin rotator magnets and the SLC arcs. Tests in 1992 showed that open-quote flat close-quote beams with a vertical to horizontal emittance ratio of around 1/10 can be successfully delivered to the end of the linac. Techniques developed to measure and control the coupling of the SLC arcs allow These beams to be transported to the Interaction Point (IP). Before flat beams could be used for collisions with polarized electrons, a new method of rotating the electron spin orientation with vertical arc orbit bumps had to be developed. Early in the 1993 run, the SLC was switched to open-quote flat close-quote beam operation. Within a short time the peak luminosity of the previous running cycle was reached and then surpassed. The average daily luminosity is now a factor of about two higher than the best achieved last year. In the following the authors present an overview of the problems encountered and their solutions for different parts of the SLC

  9. Electronic gaming machines and gambling disorder: A cross-cultural comparison between treatment-seeking subjects from Brazil and the United States.

    Medeiros, Gustavo C; Leppink, Eric W; Yaemi, Ana; Mariani, Mirella; Tavares, Hermano; Grant, Jon E

    2015-12-15

    The objective of this paper is to perform a cross-cultural comparison of gambling disorder (GD) due to electronic gaming machines (EGM), a form of gambling that may have a high addictive potential. Our goal is to investigate two treatment-seeking samples of adults collected in Brazil and the United States, countries with different socio-cultural backgrounds. This comparison may lead to a better understanding of cultural influences on GD. The total studied sample involved 733 treatment-seeking subjects: 353 men and 380 women (average age=45.80, standard deviation ±10.9). The Brazilian sample had 517 individuals and the American sample 216. Subjects were recruited by analogous strategies. We found that the Brazilian sample was younger, predominantly male, less likely to be Caucasian, more likely to be partnered, tended to have a faster progression from recreational gambling to GD, and were more likely to endorse chasing losses. This study demonstrated that there are significant differences between treatment-seeking samples of adults presenting GD due to EGM in Brazil and in the United States. These findings suggest that cultural aspects may have a relevant role in GD due to EGM. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  10. The Indian Gaming Regulatory Act and Its Effects on American Indian Economic Development

    Randall K. Q. Akee; Katherine A. Spilde; Jonathan B. Taylor

    2015-01-01

    The Indian Gaming Regulatory Act (IGRA), passed by the US Congress in 1988, was a watershed in the history of policymaking directed toward reservation-resident American Indians. IGRA set the stage for tribal government-owned gaming facilities. It also shaped how this new industry would develop and how tribal governments would invest gaming revenues. Since then, Indian gaming has approached commercial, state-licensed gaming in total revenues. Gaming operations have had a far-reaching and trans...

  11. Exploring Newtonian Mechanics in a Conceptually-Integrated Digital Game: Comparison of Learning and Affective Outcomes for Students in Taiwan and the United States

    Clark, Douglas B.; Nelson, Brian C.; Chang, Hsin-Yi; Martinez-Garza, Mario; Slack, Kent; D'Angelo, Cynthia M.

    2011-01-01

    This study investigates the potential of a digital game that overlays popular game-play mechanics with formal physics representations and terminology to support explicit learning and exploration of Newtonian mechanics. The analysis compares test data, survey data, and observational data collected during implementations in Taiwan and the United…

  12. Defining Game Mechanics

    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...

  13. Models and games

    Väänänen, J.

    2011-01-01

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

  14. Teaching Using Computer Games

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

    2011-01-01

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

  15. Alena Lidzhieva, About Games

    Dovurkaev, Karu; Churyumov, Anton

    2015-01-01

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

  16. Harmonic manifolds with minimal horospheres are flat

    Abstract. In this note we reprove the known theorem: Harmonic manifolds with minimal horospheres are flat. It turns out that our proof is simpler and more direct than the original one. We also reprove the theorem: Ricci flat harmonic manifolds are flat, which is generally affirmed by appealing to Cheeger–Gromov splitting ...

  17. Harmonic Manifolds with Minimal Horospheres are Flat

    In this note we reprove the known theorem: Harmonic manifolds with minimal horospheres are flat. It turns out that our proof is simpler and more direct than the original one. We also reprove the theorem: Ricci flat harmonic manifolds are flat, which is generally affirmed by appealing to Cheeger–Gromov splitting theorem.

  18. 49 CFR 231.6 - Flat cars.

    2010-10-01

    ... 49 Transportation 4 2010-10-01 2010-10-01 false Flat cars. 231.6 Section 231.6 Transportation... TRANSPORTATION RAILROAD SAFETY APPLIANCE STANDARDS § 231.6 Flat cars. (Cars with sides 12 inches or less above the floor may be equipped the same as flat cars.) (a) Hand brakes—(1) Number. Same as specified for...

  19. Trajectory Optimization for Differential Flat Systems

    Kahina Louadj; Benjamas Panomruttanarug; Alexandre Carlos Brandao Ramos; Felix Mora-Camino

    2016-01-01

    International audience; The purpose of this communication is to investigate the applicability of Variational Calculus to the optimization of the operation of differentially flat systems. After introducingcharacteristic properties of differentially flat systems, the applicability of variational calculus to the optimization of flat output trajectories is displayed. Two illustrative examples are also presented.

  20. Authoring of digital games via card games

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

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

  1. An Irrotational Flow Field That Approximates Flat Plate Boundary Conditions

    Ruffa, Anthony A.

    2004-01-01

    An irrotational solution is derived for the steady-state Navier-Stokes equations that approximately satisfies the boundary conditions for flow over a finite flat plate. The nature of the flow differs substantially from boundary layer flow, with severe numerical difficulties in some regions.

  2. Minority Games

    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

  3. Flow Game

    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...

  4. Game theoretic approaches for spectrum redistribution

    Wu, Fan

    2014-01-01

    This brief examines issues of spectrum allocation for the limited resources of radio spectrum. It uses a game-theoretic perspective, in which the nodes in the wireless network are rational and always pursue their own objectives. It provides a systematic study of the approaches that can guarantee the system's convergence at an equilibrium state, in which the system performance is optimal or sub-optimal. The author provides a short tutorial on game theory, explains game-theoretic channel allocation in clique and in multi-hop wireless networks and explores challenges in designing game-theoretic m

  5. Back to the future of gaming

    D Duke, Richard

    2014-01-01

    The book is based on Richard Duke's classic ""Gaming: The Future's Language"" and explores the past, present and especially the future of gaming in relation to the main ideas of Duke's book, first published in 1974. This new book serves both as a retrospective and as a thoughtful speculation about the future of gaming. The editors attempted to preserve some history, wisdom and the 'state of the art' of field while creating a source of inspiration for the present and future development of the gaming discipline.   Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der P

  6. Audio Interaction in Computer Mediated Games

    J. R. Parker

    2008-01-01

    Full Text Available The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.

  7. The Game of Tri

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

    The paper-and-pencil game "Tri" is described. The authors argue that students gain logical skills by playing the game, and that the game lends itself to the introduction of diverse mathematical ideas. (SD)

  8. Play the MRI Game

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  9. Play the Electrocardiogram Game

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  10. Negotiation Games

    Philipp Hoffmann

    2015-01-01

    Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever)?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for...

  11. Board game

    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)

  12. Simulations, serious games and their applications

    Goei, Sui

    2014-01-01

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

  13. Towards gaze-controlled platform games

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

    2011-01-01

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

  14. Interacting agegraphic dark energy models in non-flat universe

    Sheykhi, Ahmad

    2009-01-01

    A so-called 'agegraphic dark energy' was recently proposed to explain the dark energy-dominated universe. In this Letter, we generalize the agegraphic dark energy models to the universe with spatial curvature in the presence of interaction between dark matter and dark energy. We show that these models can accommodate w D =-1 crossing for the equation of state of dark energy. In the limiting case of a flat universe, i.e. k=0, all previous results of agegraphic dark energy in flat universe are restored.

  15. Study of conformally flat polytropes with tilted congruence

    Sharif, M.; Sadiq, Sobia

    This paper is aimed to study the modeling of spherically symmetric spacetime in the presence of anisotropic dissipative fluid configuration. This is accomplished for an observer moving relative to matter content using two cases of polytropic equation-of-state under conformally flat condition. We formulate the corresponding generalized Tolman-Oppenheimer-Volkoff equation, mass equation, as well as energy conditions for both cases. The conformally flat condition is imposed to find an expression for anisotropy which helps to study spherically symmetric polytropes. Finally, Tolman mass is used to analyze stability of the resulting models.

  16. Stability of generic thin shells in conformally flat spacetimes

    Amirabi, Z. [Eastern Mediterranean Univ., Gazimagusa (Turkey). Dept. of Physics

    2017-07-15

    Some important spacetimes are conformally flat; examples are the Robertson-Walker cosmological metric, the Einstein-de Sitter spacetime, and the Levi-Civita-Bertotti-Robinson and Mannheim metrics. In this paper we construct generic thin shells in conformally flat spacetime supported by a perfect fluid with a linear equation of state, i.e., p = ωσ. It is shown that, for the physical domain of ω, i.e., 0 < ω ≤ 1, such thin shells are not dynamically stable. The stability of the timelike thin shells with the Mannheim spacetime as the outer region is also investigated. (orig.)

  17. Violent Video Games Recruit American Youth

    Lugo, William

    2006-01-01

    An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…

  18. Digital Games and Language Teaching and Learning

    Sykes, Julie M.

    2018-01-01

    The digital gaming industry has captured the public's attention worldwide and in the United States alone, the video game industry is predicted to increase by 30% from 2010 to 2019, reaching $19.6 billion in revenue (Takahashi, 2015, n.p.). Not surprisingly, digital gameplay is also rapidly expanding in educational domains. Although researchers…

  19. A game magically circling

    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....

  20. Computer Games and Instruction

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  1. PROOF BY GAMES

    2016-03-01

    Robot, in order to explore automated strategies ). The Game Client receives level data from the Game Server and implements the game as the player sees...formal verification domain. If formal verification problems could be turned into entertaining video games , those games could be crowd- sourced to a large...style gates that would destroy the Circuitbots. As the game evolved we found no good strategies for constraint ordering that worked significantly

  2. Mechanizing Exploratory Game Design

    Smith, Adam Marshall

    2012-01-01

    Game design is an art form that deals with inherently interactive artifacts. Game designers craft games (assembled from rule systems and content), but they really seek to manipulate play: the interaction between games and players. When developing new games that are similar to past games, a designer may rely on previous experience with related designs and relatively easy access to players familiar with conventional design choices. When exploratorily venturing into uncharted territory, uncoveri...

  3. A Game for Learning History on Mobile Devices

    Cruz, Sónia; Carvalho, Ana Amélia A.; Araújo, Inês

    2017-01-01

    This paper presents a game designed to support teaching and learning of Portuguese History to 6th grade students. Firstly, a state of the art of mobile game-based learning for History is presented. Then we describe shortly the research carried out which aimed at the analysis of the games most played by students, followed by the identification of…

  4. Reflections on a flat wall

    Stevenson, G.R.; Huhtinen, M.

    1995-01-01

    This paper describes an investigation into whether estimates of attenuation in the flat sidewalls of the tunnel for the MC main ring can be based on a simple point-source/line-of-sight model. Having seen the limitations of such a model, an alternative is proposed where the main radiation source is not the initial object struck by the beam but the plane source provided by the first interactions of secondaries from the target in the shield-wall. This is shown to have a closer relation to reality than the point-source/line-of-sight model. (author)

  5. Blowup for flat slow manifolds

    Kristiansen, Kristian Uldall

    2017-01-01

    In this paper, we present a way of extending the blowup method, in the formulation of Krupa and Szmolyan, to flat slow manifolds that lose hyperbolicity beyond any algebraic order. Although these manifolds have infinite co-dimensions, they do appear naturally in certain settings; for example, in (a......) the regularization of piecewise smooth systems by tanh, (b) a particular aircraft landing dynamics model, and finally (c) in a model of earthquake faulting. We demonstrate the approach using a simple model system and the examples (a) and (b)....

  6. Blowup for flat slow manifolds

    Kristiansen, K. U.

    2017-05-01

    In this paper, we present a way of extending the blowup method, in the formulation of Krupa and Szmolyan, to flat slow manifolds that lose hyperbolicity beyond any algebraic order. Although these manifolds have infinite co-dimensions, they do appear naturally in certain settings; for example, in (a) the regularization of piecewise smooth systems by \\tanh , (b) a particular aircraft landing dynamics model, and finally (c) in a model of earthquake faulting. We demonstrate the approach using a simple model system and the examples (a) and (b).

  7. Alterations of Resting-State Static and Dynamic Functional Connectivity of the Dorsolateral Prefrontal Cortex in Subjects with Internet Gaming Disorder

    Xu Han

    2018-02-01

    Full Text Available Internet gaming disorder (IGD, a major behavior disorder, has gained increasing attention. Recent studies indicate altered resting-state static functional connectivity (FC of the dorsolateral prefrontal cortex (DLPFC in subjects with IGD. Whereas static FC often provides information on functional changes in subjects with IGD, investigations of temporal changes in FC between the DLPFC and the other brain regions may shed light on the dynamic characteristics of brain function associated with IGD. Thirty subjects with IGD and 30 healthy controls (HCs matched for age, gender and education status were recruited. Using the bilateral DLPFC as seeds, static FC and dynamic FC maps were calculated and compared between groups. Correlations between alterations in static FC and dynamic FC and clinical variables were also investigated within the IGD group. The IGD group showed significantly lower static FC between the right DLPFC and the left rolandic operculum while higher static FC between the right DLPFC and the left pars triangularis when compared to HCs. The IGD group also had significantly decreased dynamic FC between the right DLPFC and the left insula, right putamen and left precentral gyrus, and increased dynamic FC in the left precuneus. Moreover, the dynamic FC between the right DLPFC and the left insula was negatively correlated with the severity of IGD. Dynamic FC can be used as a powerful supplement to static FC, helping us obtain a more comprehensive understanding of large-scale brain network activity in IGD and put forward new ideas for behavioral intervention therapy for it.

  8. Game engines: a survey

    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.

  9. Games, theory and applications

    Thomas, L C

    2011-01-01

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

  10. The mathematics of games

    Beasley, John D

    2006-01-01

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

  11. Game of Life Cellular Automata

    Adamatzky, Andrew

    2010-01-01

    In the late 1960s, British mathematician John Conway invented a virtual mathematical machine that operates on a two-dimensional array of square cell. Each cell takes two states, live and dead. The cells' states are updated simultaneously and in discrete time. A dead cell comes to life if it has exactly three live neighbours. A live cell remains alive if two or three of its neighbours are alive, otherwise the cell dies. Conway's Game of Life became the most programmed solitary game and the most known cellular automaton. The book brings together results of forty years of study into computational

  12. Theory of Fermi Liquid with Flat Bands

    Khodel, V. A.

    2018-04-01

    A self-consistent theory of Fermi systems hosting flat bands is developed. Compared with an original model of fermion condensation, its key point consists in proper accounting for mixing between condensate and non-condensate degrees of freedom that leads to formation of a non-BCS gap Υ (p) in the single-particle spectrum. The results obtained explain: (1) the two-gap structure of spectra of single-particle excitations of electron systems of copper oxides, revealed in ARPES studies, (2) the role of violation of the topological stability of the Landau state in the arrangement of the T-x phase diagram of this family of high-T_c superconductors, (3) the topological nature of a metal-insulator transition, discovered in homogeneous two-dimensional low-density electron liquid of MOSFETs more than 20 years ago.

  13. Online Evolution for Multi-Action Adversarial Games

    Justesen, Niels; Mahlmann, Tobias; Togelius, Julian

    2016-01-01

    We present Online Evolution, a novel method for playing turn-based multi-action adversarial games. Such games, which include most strategy games, have extremely high branching factors due to each turn having multiple actions. In Online Evolution, an evolutionary algorithm is used to evolve the combination of atomic actions that make up a single move, with a state evaluation function used for fitness. We implement Online Evolution for the turn-based multi-action game Hero Academy and compare i...

  14. The Specificity of Digital Games and Their Communication in Growdfunding

    Pecháček, Václav

    2015-01-01

    This thesis deals with a relatively new phenomenon of crowdfunding, specifically relating it to the computer games industry. It poses the question: What is the reason for the disproportionate success of computer games compared to other types of products? and clarifies the rules of crowdfunding and the current state of the computer game industry. It analyses computer games as a medium and also their publicand among all these elements tries to identify those relevant for crowdfunding success an...

  15. Latency reduction in online multiplayer games using detour routing

    Ly, Cong

    2010-01-01

    Long network latency negatively impacts the performance of online multiplayer games. In this thesis, we propose a novel approach to reduce the network latency in online gaming. Our approach employs application level detour routing in which game-state update messages between two players can be forwarded through other intermediate relay nodes in order to reduce network latency. We present results from an extensive measurement study to show the potential benefits of detour routing in online game...

  16. Engineering flat electronic bands in quasiperiodic and fractal loop geometries

    Nandy, Atanu, E-mail: atanunandy1989@gmail.com; Chakrabarti, Arunava, E-mail: arunava_chakrabarti@yahoo.co.in

    2015-11-06

    Exact construction of one electron eigenstates with flat, non-dispersive bands, and localized over clusters of various sizes is reported for a class of quasi-one-dimensional looped networks. Quasiperiodic Fibonacci and Berker fractal geometries are embedded in the arms of the loop threaded by a uniform magnetic flux. We work out an analytical scheme to unravel the localized single particle states pinned at various atomic sites or over clusters of them. The magnetic field is varied to control, in a subtle way, the extent of localization and the location of the flat band states in energy space. In addition to this we show that an appropriate tuning of the field can lead to a re-entrant behavior of the effective mass of the electron in a band, with a periodic flip in its sign. - Highlights: • Exact construction of eigenstates with flat and dispersive bands is reported. • Competition between translational order and growth of aperiodicity is discussed. • The effect of magnetic field on the location of flat band states is shown. • Flux tunable re-entrant behavior of the effective mass of electron is studied.

  17. Polyurethane adhesives in flat roofs

    Bogárová Markéta

    2017-01-01

    Full Text Available It is necessary to stabilize individual layers of flat roofs, mainly because of wind suction. Apart from anchoring and surcharge, these layers can be secured by bonding. At present gluing is an indispensable and widely used stabilization method. On our market we can found many types of adhesives, most widely used are based on polyurethane. This paper focuses on problematic about stabilization thermal insulation from expanded polystyrene to vapor barrier from bitumen. One of the main issues is to calculate the exact amount of adhesive, which is required to guarantee the resistance against wind suction. In this problematic we can not find help neither in technical data sheets provided by the manufactures. Some of these data sheets contain at least information about amount of adhesive depending on location in roof plane and building height, but they do not specify the strength of such connection. It was therefore resorted to select several representatives polyurethane adhesives and their subsequent testing on specimens simulating the flat roof segment. The paper described the test methodology and results for two types of polyurethane adhesives.

  18. Flat Coalgebraic Fixed Point Logics

    Schröder, Lutz; Venema, Yde

    Fixed point logics are widely used in computer science, in particular in artificial intelligence and concurrency. The most expressive logics of this type are the μ-calculus and its relatives. However, popular fixed point logics tend to trade expressivity for simplicity and readability, and in fact often live within the single variable fragment of the μ-calculus. The family of such flat fixed point logics includes, e.g., CTL, the *-nesting-free fragment of PDL, and the logic of common knowledge. Here, we extend this notion to the generic semantic framework of coalgebraic logic, thus covering a wide range of logics beyond the standard μ-calculus including, e.g., flat fragments of the graded μ-calculus and the alternating-time μ-calculus (such as ATL), as well as probabilistic and monotone fixed point logics. Our main results are completeness of the Kozen-Park axiomatization and a timed-out tableaux method that matches ExpTime upper bounds inherited from the coalgebraic μ-calculus but avoids using automata.

  19. National construction, Denmark. Flat roofs

    Rode, C

    1995-04-01

    The Paris meeting of IEA Annex 24 (held in the spring of 1991) declared a set of typical building constructions, the Heat, Air and Moisture characteristics of which should be dealt with as part of the Annex work. Each type of construction was assigned to one or more countries as their National Construction, and it has been the responsibility of each country to prepare a report on what may be regarded as common knowledge in the country on the hygrothermal behaviour of their construction. This knowledge is in part due to experimental work carried out by research bodies in the countries, and due to experience form practice. This report has two main sections: Section 2 gives a general overview of the design of the most common variants of flat roofs and common knowledge reported for such roofs. Section 3 gives an account of research projects carried out in Denmark on flat roofs to analyze their hygrothermal performance. Whenever possible, an emphasis will be put on the hygrothermal consequences of thermally insulating such constructions. (EG) 19 refs.

  20. Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study.

    Hull, Damien C; Williams, Glenn A; Griffiths, Mark D

    2013-09-01

    Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction. A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics, an adapted Flow State Scale, the Oxford Happiness Questionnaire, and the Game Addiction Scale. The study revealed decreases in general happiness had the strongest role in predicting increases in gaming addiction. One of the nine factors of the flow experience was a significant predictor of gaming addiction - perceptions of time being altered during play. The structural characteristic that significantly predicted addiction was its social element with increased sociability being associated with higher levels of addictive-like experiences. Overall, the structural characteristics of video games, elements of the flow experience, and general happiness accounted for 49.2% of the total variance in Game Addiction Scale levels. Implications for interventions are discussed, particularly with regard to making players more aware of time passing and in capitalising on benefits of social features of video game play to guard against addictive-like tendencies among video game players.

  1. Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study

    Hull, Damien C.; Williams, Glenn A.; Griffiths, Mark D.

    2013-01-01

    Aims: Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction. Method: A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics, an adapted Flow State Scale, the Oxford Happiness Questionnaire, and the Game Addiction Scale. Results: The study revealed decreases in general happiness had the strongest role in predicting increases in gaming addiction. One of the nine factors of the flow experience was a significant predictor of gaming addiction – perceptions of time being altered during play. The structural characteristic that significantly predicted addiction was its social element with increased sociability being associated with higher levels of addictive-like experiences. Overall, the structural characteristics of video games, elements of the flow experience, and general happiness accounted for 49.2% of the total variance in Game Addiction Scale levels. Conclusions: Implications for interventions are discussed, particularly with regard to making players more aware of time passing and in capitalising on benefits of social features of video game play to guard against addictive-like tendencies among video game players. PMID:25215196

  2. Pair Formation of Hard Core Bosons in Flat Band Systems

    Mielke, Andreas

    2018-05-01

    Hard core bosons in a large class of one or two dimensional flat band systems have an upper critical density, below which the ground states can be described completely. At the critical density, the ground states are Wigner crystals. If one adds a particle to the system at the critical density, the ground state and the low lying multi particle states of the system can be described as a Wigner crystal with an additional pair of particles. The energy band for the pair is separated from the rest of the multi-particle spectrum. The proofs use a Gerschgorin type of argument for block diagonally dominant matrices. In certain one-dimensional or tree-like structures one can show that the pair is localised, for example in the chequerboard chain. For this one-dimensional system with periodic boundary condition the energy band for the pair is flat, the pair is localised.

  3. Design of Game Space

    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....

  4. Governance issues, potentials and failures of participative collective action in the Kafue Flats, Zambia

    Harry Nixon Chabwela

    2010-09-01

    Full Text Available Fisheries, wildlife and pastures are under massive pressure in the Kafue Flats, a wetland, which is one of the largest floodplains in Southern and Central Africa. This ecosystem which once harboured abundant common-pool resources and which was managed by local common property regimes is now being threatened with overexploitation. The last 30 years however, have witnessed severe pressure and overuse of these commons. A historical and institutional analysis of the situation of common-pool resources indicates that overuse of fisheries and the mismanagement of wildlife goes back to the erosion of traditional institutions by state governance. Institutional weakness resulting from economic decline in the country is of major concern as the institutions can no longer effectively enforce regulations in the area, a situation which has led to a de facto open access constellation for common-pool resources. The paper discusses three cases. The first is the WWF-Wetland Project and the Administrative Management Design (ADMADE initiative which was designed to deal with management of Lochinvar and Blue Lagoon National Parks and the adjacent Game Management Area through the involvement of local chiefs and local communities. The second case refers to the Partners for Wetlands Project, which included local people via their chiefs as well as the public and private sectors from large agricultural enterprises to the eastern side of the Kafue Flats (Mwanachinwala Conservation Area project in Mazabuka. However, both attempts yielded poor results due to misconceptions of traditional representation of local communities and misinterpretation of local economic and political incentives. Although the ADMADE programme appears to be a scaling up case, its implementation continues to receive considerable resistance from opposition leaders of chiefs and later by the chiefs themselves. In the third case, the paper examines the fishery constitutional process which had started in

  5. Study of Nash equilibrium by increasing game parameters in 3-player quantum game

    H Goudarzi

    2013-03-01

    Full Text Available  Using the quantum game formalism in 3-player system, we calculate the Nash equilibrium in quantum Prisoners’ Dilemma by increasing parameters of unitary operator. Since, the entanglement plays an important role in quantum states of particles quantum game, actually its effect on the obtained results of Nash equilibrium is investigated. It is shown that increasing the parameters enhances the game payoff function.

  6. The standard set game of a cooperative game

    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

  7. Verified Gaming

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    ---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games......In recent years, several Grand Challenges (GCs) of computing have been identified and expounded upon by various professional organizations in the U.S. and England. These GCs are typically very difficult problems that will take many hundreds, or perhaps thousands, of man-years to solve. Researchers...

  8. A quantum kinematics for asymptotically flat gravity

    Campiglia, Miguel; Varadarajan, Madhavan

    2015-07-01

    We construct a quantum kinematics for asymptotically flat gravity based on the Koslowski-Sahlmann (KS) representation. The KS representation is a generalization of the representation underlying loop quantum gravity (LQG) which supports, in addition to the usual LQG operators, the action of ‘background exponential operators’, which are connection dependent operators labelled by ‘background’ su(2) electric fields. KS states have, in addition to the LQG state label corresponding to one dimensional excitations of the triad, a label corresponding to a ‘background’ electric field that describes three dimensional excitations of the triad. Asymptotic behaviour in quantum theory is controlled through asymptotic conditions on the background electric fields that label the states and the background electric fields that label the operators. Asymptotic conditions on the triad are imposed as conditions on the background electric field state label while confining the LQG spin net graph labels to compact sets. We show that KS states can be realised as wave functions on a quantum configuration space of generalized connections and that the asymptotic behaviour of each such generalized connection is determined by that of the background electric fields which label the background exponential operators. Similar to the spatially compact case, the Gauss law and diffeomorphism constraints are then imposed through group averaging techniques to obtain a large sector of gauge invariant states. It is shown that this sector supports a unitary action of the group of asymptotic rotations and translations and that, as anticipated by Friedman and Sorkin, for appropriate spatial topology, this sector contains states that display fermionic behaviour under 2π rotations.

  9. Violence in E-rated video games.

    Thompson, K M; Haninger, K

    2001-08-01

    Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of

  10. Spatial effect on stochastic dynamics of bistable evolutionary games

    So, Kohaku H Z; Ohtsuki, Hisashi; Kato, Takeo

    2014-01-01

    We consider the lifetimes of metastable states in bistable evolutionary games (coordination games), and examine how they are affected by spatial structure. A semiclassical approximation based on a path integral method is applied to stochastic evolutionary game dynamics with and without spatial structure, and the lifetimes of the metastable states are evaluated. It is shown that the population dependence of the lifetimes is qualitatively different in these two models. Our result indicates that spatial structure can accelerate the transitions between metastable states. (paper)

  11. "Flat-Fish" Vacuum Chamber

    CERN PhotoLab

    1978-01-01

    The picture shows a "Flat-Fish" vacuum chamber being prepared in the ISR workshop for testing prior to installation in the Split Field Magnet (SFM) at intersection I4. The two shells of each part were hydroformed from 0.15 mm thick inconel 718 sheet (with end parts in inconel 600 for easier manual welding to the arms) and welded toghether with two strips which were attached by means of thin stainless steel sheets to the Split Field Magnet poles in order to take the vertical component of the atmospheric pressure force. This was the thinnest vacuum chamber ever made for the ISR. Inconel material was chosen for its high elastic modulus and strenght at chamber bake-out temperature. In this picture the thin sheets transferring the vertical component of the atmosferic pressure force are attached to a support frame for testing. See also 7712182, 7712179.

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

    Chumbley, Justin; Griffiths, Mark

    2006-06-01

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

  13. Mobile Game for Learning Bacteriology

    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…

  14. Game-Based Teaching

    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....

  15. Games for Learning

    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…

  16. Nested Potential Games

    Hiroshi Uno

    2007-01-01

    This paper proposes a new class of potential games, the nested potential games, which generalize the potential games defined in Monderer and Shapley (1996), as well as the pseudo-potential games defined in Dubey et al. (2006). We show that each maximizer of a nested potential is a Nash equilibrium.

  17. Patience of matrix games

    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...

  18. Learning with Calculator Games

    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…

  19. Play the Mosquito Game

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  20. Minority Games

    Metzler, R [Institut fuer Theoretische Physik, Universitaet Wuerzburg, Am Hubland, D-97074 Wuerzburg (Germany)

    2005-02-25

    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

  1. Symbolic BDD and ADD Algorithms for Energy Games

    Shahar Maoz

    2016-11-01

    Full Text Available Energy games, which model quantitative consumption of a limited resource, e.g., time or energy, play a central role in quantitative models for reactive systems. Reactive synthesis constructs a controller which satisfies a given specification, if one exists. For energy games a synthesized controller ensures to satisfy not only the safety constraints of the specification but also the quantitative constraints expressed in the energy game. A symbolic algorithm for energy games, recently presented by Chatterjee et al., is symbolic in its representation of quantitative values but concrete in the representation of game states and transitions. In this paper we present an algorithm that is symbolic both in the quantitative values and in the underlying game representation. We have implemented our algorithm using two different symbolic representations for reactive games, Binary Decision Diagrams (BDD and Algebraic Decision Diagrams (ADD. We investigate the commonalities and differences of the two implementations and compare their running times on specifications of energy games.

  2. Marketing in Game Design

    Nurminen, Emilia

    2013-01-01

    In my thesis, Marketing in Game Design, I wanted to inspect how developing a game from a purely commercial perspective affects on the game design. The purpose of this thesis is to define the valid aspects of product marketing for games, how they are perceived in game industry and how those aspects affect to the game design. The question I am asking is how to make marketing a fluent part of indie game development process. Through my thesis project, Puzzleplatform, I study how the marketing asp...

  3. Computer Games and Art

    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.

  4. Actinide solution processing at the Rocky Flats Environmental Technology Site

    1995-04-01

    The Department of Energy (DOE) has prepared an Environmental Assessment (EA), DOE/EA-1039, for radioactive solution removal and processing at Rocky Flats Environmental Technology Site, Golden, Colorado. The proposal for solution removal and processing is in response to independent safety assessments and an agreement with the State of Colorado to remove mixed residues at Rocky Flats and reduce the risk of future accidents. Monthly public meetings were held during the scoping and preparation of the EA. The scope of the EA included evaluations of alternative methods and locations of solution processing. A comment period from February 20, 1995 through March 21, 1995 was provided to the public and the State of Colorado to offer written comment on the EA. Comments were received from the State of Colorado and the U.S. Environmental Protection Agency. A response to the agency comments is included in the Final EA

  5. Nonlocality and Multipartite Entanglement in Asymptotically Flat Space-Times

    Moradi, Shahpoor; Amiri, Firouz

    2016-01-01

    We study the Bell's inequality and multipartite entanglement generation for initially maximally entangled states of free Dirac field in a non inertial frame and asymptotically flat Robertson–Walker space-time. For two qubit case, we show that the Bell's inequality always is violated as measured by the accelerated observers which are in the causally connected regions. On the other hand, for those observers in the causally disconnected regions inequality is not violated for any values of acceleration. The generated three qubit state from two qubit state due to acceleration of one parties has a zero 3-tangle. For a three qubit state, the inequality violated for measurements done by both causally connected and disconnected observers. Initially GHZ state with non zero 3-tangle, in accelerated frame, transformed to a four qubit state with vanishing 4-tangle value. On the other hand, for a W-state with zero 3-tangle, in non inertial frame, transformed to a four qubit state with a non-zero 4-tangle acceleration dependent. In an expanding space-time with asymptotically flat regions, for an initially maximally entangled state, the maximum value of violation of Bell's inequality in the far past decreased in the far future due to cosmological particle creation. For some initially maximally entangled states, the generated four qubit state due to expansion of space-time, has non vanishing 4-tangle. (paper)

  6. Altered Gray Matter Volume and Resting-State Connectivity in Individuals With Internet Gaming Disorder: A Voxel-Based Morphometry and Resting-State Functional Magnetic Resonance Imaging Study

    Seok, Ji-Woo; Sohn, Jin-Hun

    2018-01-01

    Neuroimaging studies on the characteristics of individuals with Internet gaming disorder (IGD) have been accumulating due to growing concerns regarding the psychological and social problems associated with Internet use. However, relatively little is known about the brain characteristics underlying IGD, such as the associated functional connectivity and structure. The aim of this study was to investigate alterations in gray matter (GM) volume and functional connectivity during resting state in individuals with IGD using voxel-based morphometry and a resting-state connectivity analysis. The participants included 20 individuals with IGD and 20 age- and sex-matched healthy controls. Resting-state functional and structural images were acquired for all participants using 3 T magnetic resonance imaging. We also measured the severity of IGD and impulsivity using psychological scales. The results show that IGD severity was positively correlated with GM volume in the left caudate (p < 0.05, corrected for multiple comparisons), and negatively associated with functional connectivity between the left caudate and the right middle frontal gyrus (p < 0.05, corrected for multiple comparisons). This study demonstrates that IGD is associated with neuroanatomical changes in the right middle frontal cortex and the left caudate. These are important brain regions for reward and cognitive control processes, and structural and functional abnormalities in these regions have been reported for other addictions, such as substance abuse and pathological gambling. The findings suggest that structural deficits and resting-state functional impairments in the frontostriatal network may be associated with IGD and provide new insights into the underlying neural mechanisms of IGD. PMID:29636704

  7. Altered Gray Matter Volume and Resting-State Connectivity in Individuals With Internet Gaming Disorder: A Voxel-Based Morphometry and Resting-State Functional Magnetic Resonance Imaging Study

    Ji-Woo Seok

    2018-03-01

    Full Text Available Neuroimaging studies on the characteristics of individuals with Internet gaming disorder (IGD have been accumulating due to growing concerns regarding the psychological and social problems associated with Internet use. However, relatively little is known about the brain characteristics underlying IGD, such as the associated functional connectivity and structure. The aim of this study was to investigate alterations in gray matter (GM volume and functional connectivity during resting state in individuals with IGD using voxel-based morphometry and a resting-state connectivity analysis. The participants included 20 individuals with IGD and 20 age- and sex-matched healthy controls. Resting-state functional and structural images were acquired for all participants using 3 T magnetic resonance imaging. We also measured the severity of IGD and impulsivity using psychological scales. The results show that IGD severity was positively correlated with GM volume in the left caudate (p < 0.05, corrected for multiple comparisons, and negatively associated with functional connectivity between the left caudate and the right middle frontal gyrus (p < 0.05, corrected for multiple comparisons. This study demonstrates that IGD is associated with neuroanatomical changes in the right middle frontal cortex and the left caudate. These are important brain regions for reward and cognitive control processes, and structural and functional abnormalities in these regions have been reported for other addictions, such as substance abuse and pathological gambling. The findings suggest that structural deficits and resting-state functional impairments in the frontostriatal network may be associated with IGD and provide new insights into the underlying neural mechanisms of IGD.

  8. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    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)

  9. Deterministic Graphical Games Revisited

    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....

  10. Advances in dynamic and mean field games theory, applications, and numerical methods

    Viscolani, Bruno

    2017-01-01

    This contributed volume considers recent advances in dynamic games and their applications, based on presentations given at the 17th Symposium of the International Society of Dynamic Games, held July 12-15, 2016, in Urbino, Italy. Written by experts in their respective disciplines, these papers cover various aspects of dynamic game theory including mean-field games, stochastic and pursuit-evasion games, and computational methods for dynamic games. Topics covered include Pedestrian flow in crowded environments Models for climate change negotiations Nash Equilibria for dynamic games involving Volterra integral equations Differential games in healthcare markets Linear-quadratic Gaussian dynamic games Aircraft control in wind shear conditions Advances in Dynamic and Mean-Field Games presents state-of-the-art research in a wide spectrum of areas. As such, it serves as a testament to the continued vitality and growth of the field of dynamic games and their applications. It will be of interest to an interdisciplinar...

  11. Variations on the Game of Life

    Peper, Ferdinand; Adachi, Susumu; Lee, Jia

    The Game of Life is defined in the framework of Cellular Automata with discrete states that are updated synchronously. Though this in itself has proven to be fertile ground for research, it leaves open questions regarding the robustness of the model with respect to variations in updating methods, cell state representations, neighborhood definitions, etc. These questions may become important when the ideal conditions under which the Game of Life is supposed to operate cannot be satisfied, like in physical realizations. This chapter describes three models in which Game of Life-like behavior is obtained, even though some basic tenets are violated.

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

    Giovanni Caruso; Riccardo Fassone; Gabriele Ferri; Stefano Gualeni; Mauro Salvador

    2016-01-01

    Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011), the practice of producing artifacts of different sorts in order to supple...

  13. Statistical mechanics of the majority game

    Kozlowski, P; Marsili, M

    2003-01-01

    The majority game, modelling a system of heterogeneous agents trying to behave in a similar way, is introduced and studied using methods of statistical mechanics. The stationary states of the game are given by the (local) minima of a particular Hopfield-like Hamiltonian. On the basis of replica symmetric calculations, we draw the phase diagram, which contains the analogue of a retrieval phase. The number of metastable states is estimated using the annealed approximation. The results are confronted with extensive numerical simulations

  14. Estrutura populacional de Uca maracoani (Decapoda, Brachyura, Ocypodidae no Baixio Mirim, Baía de Guaratuba, Paraná Population structure of Uca maracoani (Decapoda, Brachyura, Ocypodidae from the tidal flat of Baixio Mirim, Guaratuba Bay, Parana State, Brazil

    Mariângela Di Benedetto

    2009-12-01

    Full Text Available Um estudo sobre a flutuação anual da abundância, composição de tamanho dos indivíduos, proporção de sexos, período reprodutivo e de recrutamento dos juvenis de uma população de Uca maracoani (Latreille, 1802-1803 foi realizado no Baixio Mirim, Baía de Guaratuba, Paraná (48º36'W e 25º52'S. Os animais foram coletados mensalmente, de fevereiro/2005 a janeiro/2006, durante as marés baixas de sizígia, e a sua largura da carapaça (LC medida. A temperatura pontual do ar variou de 17 a 29ºC, a luminosidade de 8.740 a 151.300 lux, a salinidade de 8 a 25 e a temperatura do solo (superfície, 5 cm, 10 cm, 15 cm e 20 cm de profundidade de 18,3 a 28,9ºC. Foram analisados 7.120 indivíduos, dos quais, 2.578 juvenis sexualmente indefinidos, 2.377 machos e 2.165 fêmeas. A abundância da população variou de 341 (abril a 994 indivíduos (janeiro, mas a sua flutuação anual não esteve relacionada com a das variáveis abióticas estudadas. A proporção de sexos foi de 1:1 e a reprodução da espécie é do tipo contínuo, com dois picos de intensidade: um em abril e outro em novembro. O recrutamento de juvenis, também, é contínuo com dois períodos mais intensos no ano, um em julho e outro em dezembro-janeiro. A LC da população variou de 1,14 a 2,62 mm para juvenis sexualmente indefinidos, 2,58 a 17,83 mm para machos juvenis, 2,60 a 11,72 mm para fêmeas juvenis, 17,85 a 35,81 mm para machos maduros e 11,75 a 31,76 mm para fêmeas maduras. Os machos atingem tamanhos maiores do que as fêmeas.A study about the annual fluctuation of the abundance, size composition, sexual proportion, reproductive period and juvenile recruitment of the fiddler crab Uca maracoani (Latreille, 1802-1803 was carried out in a population living in a tidal flat at Guaratuba Bay, Parana State, Brazil (48º36'W e 25º52'S. Crabs were obtained from February 2005 to January 2006, during low spring tides, in monthly collections, and their carapace width was measured

  15. Pursuit-evasion differential games

    Yavin, Y

    1987-01-01

    Twenty papers are devoted to the treatment of a wide spectrum of problems in the theory and applications of dynamic games with the emphasis on pursuit-evasion differential games. The problem of capturability is thoroughly investigated, also the problem of noise-corrupted (state) measurements. Attention is given to aerial combat problems and their attendant modelling issues, such as variable speed of the combatants, the three-dimensionality of physical space, and the combat problem, i.e. problems related to 'role determination'.

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

    Jones, Phillip N.; Cuper, Taryn

    2010-01-01

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

  17. Game Changers

    Helms, Niels Henrik

    2012-01-01

    at forsøge at beskrive nogle af de mekanismer, som gør, at nogle af disse kreative industrier bliver netop kreative og innovative, at de ikke alene kan klare sig, men også ændre og udvikle både indhold, form og organisering – at de bliver det der på managementsprog hedder game changers.......Den kreative industri er en statistisk kategori, der omfatter virksomheder, der beskæftiger sig med produktion af krea- tive produkter. Det kan være film, computerspil, grafisk de- sign etc. Men det er ikke nødvendigvis virksomheder, som er særligt kreative. Det, der er anliggendet her, er...

  18. The $-game

    Vitting Andersen, J.; Sornette, D.

    2003-01-01

    We propose a payoff function extending Minority Games (MG) that captures the competition between agents to make money. In contrast with previous MG, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. The emergent properties of the price dynamics and of the wealth of agents are strikingly different from those found in MG. As the memory of agents is increased, we find a phase transition between a self-sustained speculative phase in which a ``stubborn majority'' of agents effectively collaborate to arbitrage a market-maker for their mutual benefit and a phase where the market-maker always arbitrages the agents. A subset of agents exhibit a sustained non-equilibrium risk-return profile.

  19. Nonconformally flat initial data for binary compact objects

    Uryu, Koji; Limousin, Francois; Gourgoulhon, Eric; Friedman, John L.; Shibata, Masaru

    2009-01-01

    A new method is described for constructing initial data for a binary neutron-star system in quasiequilibrium circular orbit. Two formulations for nonconformally flat data, waveless and near-zone helically symmetric, are introduced; in each formulation, the Einstein-Euler system, written in 3+1 form on an asymptotically flat spacelike hypersurface, is exactly solved for all metric components, including the spatially nonconformally flat potentials, and for irrotational flow. A numerical method applicable to both formulations is explained with an emphasis on the imposition of a spatial gauge condition. Results are shown for solution sequences of irrotational binary neutron-stars with matter approximated by parametrized equations of state that use a few segments of polytropic equations of state. The binding energy and total angular momentum of solution sequences computed within the conformally flat--Isenberg-Wilson-Mathews--formulation are closer to those of the third post-Newtonian (3PN) two point particles up to the closest orbits, for the more compact stars, whereas sequences resulting from the waveless/near-zone helically symmetric formulations deviate from the 3PN curve even more for the sequences with larger compactness. We think it likely that this correction reflects an overestimation in the Isenberg-Wilson-Mathews formulation as well as in the 3PN formula, by ∼1 cycle in the gravitational-wave phase during the last several orbits. The work suggests that imposing spatial conformal flatness results in an underestimate of the quadrupole deformation of the components of binary neutron-star systems in the last few orbits prior to merger.

  20. Laser Doppler thermometry in flat flames

    Maaren, van A.; Goey, de L.P.H.

    1994-01-01

    Laser Doppler Velocimetry measurements are performed in flat flames, stabilized on a newly developed flat-flame burner. It is shown that the velocity component perpendicular to the main flow direction, induced by expansion in the reaction zone and buoyancy in the burnt gas, is significant. A method

  1. Radiation monitor training program at Rocky Flats

    Medina, L.C.; Kittinger, W.D.; Vogel, R.M.

    The Rocky Flats Radiation Monitor Training Program is tailored to train new health physics personnel in the field of radiation monitoring. The purpose of the prescribed materials and media is to be consistent in training in all areas of Rocky Flats radiation monitoring job involvement

  2. Development of Mobile Educational Game of Economics

    Indah Rahayu Kurniasari

    2018-05-01

    Full Text Available Along the rapid development of Information and Communication Technology (ICT, learning media are required to undergo renewal. Innovation of learning media that combines modern technology is needed to improve the effectiveness of learning. The research is a Research and Development (R&D. The product result of this research is mobile educational game of economics. This research aims to determine the feasibility of mobile educational game of economics. Media feasibility was assessed based on the results of media-use response questionnaires that given to experts and students. Expert validation result showed that mobile educational game of economics achieved very good judgment. The assessment questionnaires result from the student also stated that the quality and effectiveness of mobile educational game of economics were very good. So, the research concluded that mobile educational game of economics worthy to be used as a media of economics learning.

  3. Simulation and serious games for education

    Goei, Sui; Trooster, Wim

    2017-01-01

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

  4. Equivalence between quantum simultaneous games and quantum sequential games

    Kobayashi, Naoki

    2007-01-01

    A framework for discussing relationships between different types of games is proposed. Within the framework, quantum simultaneous games, finite quantum simultaneous games, quantum sequential games, and finite quantum sequential games are defined. In addition, a notion of equivalence between two games is defined. Finally, the following three theorems are shown: (1) For any quantum simultaneous game G, there exists a quantum sequential game equivalent to G. (2) For any finite quantum simultaneo...

  5. Flat flexible polymer heat pipes

    Oshman, Christopher; Li, Qian; Liew, Li-Anne; Yang, Ronggui; Bright, Victor M; Lee, Y C

    2013-01-01

    Flat, flexible, lightweight, polymer heat pipes (FPHP) were fabricated. The overall geometry of the heat pipe was 130 mm × 70 mm × 1.31 mm. A commercially available low-cost film composed of laminated sheets of low-density polyethylene terephthalate, aluminum and polyethylene layers was used as the casing. A triple-layer sintered copper woven mesh served as a liquid wicking structure, and water was the working fluid. A coarse nylon woven mesh provided space for vapor transport and mechanical rigidity. Thermal power ranging from 5 to 30 W was supplied to the evaporator while the device was flexed at 0°, 45° and 90°. The thermal resistance of the FPHP ranged from 1.2 to 3.0 K W −1 depending on the operating conditions while the thermal resistance for a similar-sized solid copper reference was a constant at 4.6 K W −1 . With 25 W power input, the thermal resistance of the liquid–vapor core of the FPHP was 23% of a copper reference sample with identical laminated polymer material. This work shows a promising combination of technologies that has the potential to usher in a new generation of highly flexible, lightweight, low-cost, high-performance thermal management solutions. (paper)

  6. Introduction to game theory

    2003-01-01

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

  7. Rocky Flats Cleanup Agreement implementation successes and challenges

    Shelton, D.C.

    1997-01-01

    On July 19, 1996 the US Department of Energy (DOE), State of Colorado (CDPHE), and US Environmental Protection Agency (EPA) entered into an agreement called the Rocky Flats Cleanup Agreement (RFCA) for the cleanup and closure of the Rocky Flats Environmental Technology Site (RFETS or Rocky Flats). Major elements of the agreement include: an Integrated Site-Wide Baseline; up to twelve significant enforceable milestones per year; agreed upon soil and water action levels and standards for cleanup; open space as the likely foreseeable land use; the plutonium and TRU waste removed by 2015; streamlined regulatory process; agreement with the Defense Nuclear Facilities Safety Board (DNFSB) to coordinate activities; and a risk reduction focus. Successful implementation of RFCA requires a substantial effort by the parties to change their way of thinking about RFETS and meet the deliverables and commitments. Substantial progress toward Site closure through the implementation of RFCA has been accomplished in the short time since the signing, yet much remains to be done. Much can be learned from the Rocky Flats experience by other facilities in similar situations

  8. Public involvement in cleanup - the Rocky Flats experience

    Paukert, J.; Pennock, S.; Schassburger, R.

    1992-01-01

    The U.S. Department of Energy's Rocky Flats Plant recently completed and implemented the Rocky Flats Plant Community Relations Plan for public involvement in environmental restoration of the site. The plan was developed in cooperation with the plant's regulators, the U.S. Environmental Protection Agency and the Colorado Department of Health. In addition, citizens near the plant played a significant role in shaping the document through extensive community interviews and public comment. The result of these cooperative efforts is a plan that meets and exceeds the applicable federal and state community relations requirements for a cleanup program. In fact, the U.S. Environmental Protection Agency has used the Rocky Flats Plant Community Relations Plants a model for similar plans at other federal facilities. Plan development, however, is only the starting point for an effective community relations effort. The Rocky Flats Plant and the public will face many challenges together as we implement the plan and build a partnership for addressing environmental cleanup issues. (author)

  9. Trading Shovels for Controllers: A Brief Exploration of the Portrayal of Archaeology in Video Games

    Reinhard, Andrew; Meyers Emery, Kathryn

    2016-01-01

    Archaeology has been a persistent theme for video games, from the long-running Indiana Jones and Lara Croft franchises to more recent uses of archaeology in games like Destiny and World of Warcraft. In these games, archaeology is often portrayed as a search for treasure among lost worlds that leads to looting and the destruction of cultural heritage. In this article, we review the current state of archaeological video games, including mainstream and educational games. While this is not an exh...

  10. A dynamic game on Green Supply Chain Management

    Mehrnoosh Khademi; Massimiliano Ferrara; Bruno Pansera; Mehdi Salimi

    2015-01-01

    In this paper, we establish a dynamic game to allocate CSR (Corporate Social Responsibility) to the members of a supply chain. We propose a model of three-tier supply chain in decentralized state that is including supplier, manufacturer and retailer. For analyzing supply chain performance in decentralized state and the relationships between the members of supply chain, we use Stackelberg game and we consider in this paper a hierarchical equilibrium solution for a two-level game. Specially, we...

  11. Pro Android Games

    Silva, Vladimir

    2010-01-01

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

  12. What games do

    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....

  13. Introduction: Changing the Game

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

    2013-01-01

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

  14. Social Network Gaming Trends

    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.

  15. Ageing and digital games

    Iversen, Sara Mosberg

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

  16. Quantum repeated games revisited

    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)

  17. Serious game design principles: The impact of game design on learning outcomes

    Martin, Michael W.

    This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of

  18. Long-range Rocky Flats utilization study

    1983-02-01

    The purpose of this Study was to provide information concerning the Rocky Flats Plant and its operations that will be useful to the Nation's decision-makers in determining the long-range future of the Plant. This Study was conducted under the premise that national defense policy must be supported and, accordingly, the capabilities at Rocky Flats must be maintained there or at some other location(s). The Study, therefore, makes no attempt to speculate on how possible future changes in national defense policy might affect decisions regarding the utilization of Rocky Flats. Factors pertinent to decisions regarding Rocky Flats, which are included in the Study, are: physical condition of the Plant and its vulnerabilities to natural phenomena; risks associated with plutonium to Plant workers and the public posed by postulated natural phenomena and operational accidents; identification of alternative actions regarding the future use of the Rocky Flats Plant with associated costs and time scales; local socioeconomic impacts if Rocky Flats operations were relocated; and potential for other uses if Rocky Flats facilities were vacated. The results of the tasks performed in support of this Study are summarized in the context of these five factors

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

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

    2017-01-01

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

  20. Gaias Game

    Niklas Schrape

    2014-09-01

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

  1. Exact Algorithms for Solving Stochastic Games

    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....

  2. Chaotic inflation in models with flat directions

    Graziani, F.; Olive, K.

    1989-01-01

    We consider the chaotic inflationary scenario in models with flat directions. We find that unless the scalars along the flat directions have vacuum expectation values p or 10 14 M p 15 M p depending on the expectation values of the chaotic inflator, Ψ, one or two or more periods of inflation occur but with a resulting energy density perturbation δρ/ρ ≅ 10 -16 , far too small to be of any consequence for galaxy formation. Even with p only limited initial values of ≅ (3-200) M p result in inflation with reasonable density perturbations. Thus chaotic inflation in models with flat directions require rather special initial conditions. (orig.)

  3. Caspian games: A dynamic bargaining game

    Michaud, Dennis Wright

    This Dissertation was written under the direction of Professor P.Terrence Hopmann. In this work, the author seeks to identify the independent variables affecting the outcome of three key decisions required of the international consortiums constructing Caspian oil export pipelines. The first of involves whether or not the enterprises developing the pipelines to export Kazakh oil, the Caspian Pipeline Consortium ("CPC"), and Azeri oil, the Azerbaijan International Operating Consortium ("CPC"), cooperate by utilizing the same route or utilize separate energy export corridors. Second, I analyzed how the actual Main Export Pipeline route ("MEP") for Azeri oil was selected by the AIOC. Finally, I tried to understand the factors driving the residual equity positions in each consortium. I was particularly interested in the equity position of Russian state and commercial interests in each consortium. I approached the puzzle as a multilevel bargaining problem. Hence, the preferences of each relevant actor (state and corporate levels) were assessed. The covering theory utilized was rational choice. An application of game theoretic modeling, particularly Bayesian analysis (used as a metaphor), accounted for the learning process resulting from the strategic interaction between actors. I sought to understand greater the refinement of each actor's perception of counterpart preferences. Additionally, the Gordon Constant Growth Model ("CGM") and the Sharp's Capital Asset Pricing Model ("CAPM") were utilized to relate multinational actors preferences, achieving a cost of capital based hurdle rate, to political risk. My end findings demonstrate this interrelationship and provide a clear argument for great power states to persuade newly developing Caspian states to adopt a more transparent, and credible approach to corporate governance. This revised state strategy will reduce multinationals' perception of political risk, lower firms' cost of capital (hurdle rate), and increase the

  4. Wages and employment in a repeated game with revenue fluctuations

    Schultz, Christian

    1997-01-01

    Empirical investigations suggests that the real wage is surprisingly flat over the business cycle. This paper analyses a repeated game between a union and a firm which can contribute to explaining the flat wage. The parties cannot enter binding contracts, and revenue is fluctuating. The paper...... focuses on the best subgame-perfect equilibrium among those sharing the expected surplus in given fixed shares - e.g. equal shares. It is shown that (for moderate discount factors) this equilibrium has a more counter-cyclical wage, than what would be the case if the parties shared the surplus in each...

  5. Stinging Insect Matching Game

    ... 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 ...

  6. Polymorphic Evolutionary Games.

    Fishman, Michael A

    2016-06-07

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

  7. Game development with Swift

    Haney, Stephen

    2015-01-01

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

  8. Big Game Reporting Stations

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

  9. Designing an Educational Game

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

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

  10. Games in Science Education

    Magnussen, Rikke

    2014-01-01

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

  11. Design Games to Learn

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

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

  12. Serious Games Network

    Carlos Vaz de Carvalho

    2013-11-01

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

  13. Robot Games for Elderly

    Hansen, Søren Tranberg

    2011-01-01

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

  14. Play the Tuberculosis Game

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

  15. Lessons from an Educational Game Usability Evaluation

    Gabriela Trindade Perry

    2012-04-01

    Full Text Available In this paper, we present the results of a usability evaluation for Xenubi, a cell phone game about the periodic table. We describe and discuss the issues that we faced during the evaluation, which took place in a state high school. These issues are related to conflicts between the data that were gathered through video recordings and through a questionnaire. We also point to the poor performance of the game mechanics during the evaluation. This result was unexpected because the game had an excellent performance in the pilot test. Possible causes for these differences are discussed.

  16. Adaptive Motion Gaming AI for Health Promotion

    Paliyawan, Pujana; Kusano, Takahiro; Nakagawa, Yuto; Harada, Tomohiro; Thawonmas, Ruck

    2017-01-01

    This paper presents a design of a non-player character (AI) for promoting balancedness in use of body segments when engaging in full-body motion gaming. In our experiment, we settle a battle between the proposed AI and a player by using FightingICE, a fighting game platform for AI development. A middleware called UKI is used to allow the player to control the game by using body motion instead of the keyboard and mouse. During gameplay, the proposed AI analyze health states of the player; it d...

  17. Digging deeper into platform game level design: session size and sequential features

    Shaker, Noor; Yannakakis, Georgios N.; Togelius, Julian

    2012-01-01

    A recent trend within computational intelligence and games research is to investigate how to affect video game players’ in-game experience by designing and/or modifying aspects of game content. Analysing the relationship between game content, player behaviour and self-reported affective states...... constitutes an important step towards understanding game experience and constructing effective game adaptation mechanisms. This papers reports on further refinement of a method to understand this relationship by analysing data collected from players, building models that predict player experience...... and analysing what features of game and player data predict player affect best. We analyse data from players playing 780 pairs of short game sessions of the platform game Super Mario Bros, investigate the impact of the session size and what part of the level that has the major affect on player experience...

  18. Sensitivity of the Game Control of Ship in Collision Situations

    Lisowski Józef

    2015-12-01

    Full Text Available The paper introduces the application of the theory of deterministic sensitivity control systems for sensitivity analysis taking place in game control systems of moving objects, such as ships. The sensitivity of parametric model of game ship control process and game control in collision situations - sensitivity to changes in its parameters have been presented. First-order and k-th order sensitivity functions of parametric model of the process and game control are described. The structure of the game ship control system in collision situations and the mathematical model of game control process in the form of state equations are given. Characteristics of sensitivity functions of the model and game ship control process on the base of computer simulation in Matlab/Simulink software have been presented. At the end are given proposals regarding the use of sensitivity analysis to practical synthesis of computer-aided system navigator in potential collision situations.

  19. Cognitive Modeling of Video Game Player User Experience

    Bohil, Corey J.; Biocca, Frank A.

    2010-01-01

    This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user experience during game play. Applying cognitive models to game play data can help researchers understand a player's attentional focus, memory status, learning state, and decision strategies (among other things) as these cognitive processes occurred throughout game play. This is a stark contrast to the common approach of trying to assess the long-term impact of games on cognitive functioning after game play has ended. We describe what cognitive models are, what they can be used for and how game researchers could benefit by adopting these methods. We also provide details of a single model - based on decision field theory - that has been successfUlly applied to data sets from memory, perception, and decision making experiments, and has recently found application in real world scenarios. We examine possibilities for applying this model to game-play data.

  20. Evaluation of Flat Surface Temperature Probes

    Beges, G.; Rudman, M.; Drnovsek, J.

    2011-01-01

    The objective of this paper is elaboration of elements related to metrological analysis in the field of surface temperature measurement. Surface temperature measurements are applicable in many fields. As examples, safety testing of electrical appliances and a pharmaceutical production line represent case studies for surface temperature measurements. In both cases correctness of the result of the surface temperature has an influence on final product safety and quality and thus conformity with specifications. This paper deals with the differences of flat surface temperature probes in measuring the surface temperature. For the purpose of safety testing of electrical appliances, surface temperature measurements are very important for safety of the user. General requirements are presented in European standards, which support requirements in European directives, e.g., European Low Voltage Directive 2006/95/EC and pharmaceutical requirements, which are introduced in official state legislation. This paper introduces a comparison of temperature measurements of an attached thermocouple on the measured surface and measurement with flat surface temperature probes. As a heat generator, a so called temperature artifact is used. It consists of an aluminum plate with an incorporated electrical heating element with very good temperature stability in the central part. The probes and thermocouple were applied with different forces to the surface in horizontal and vertical positions. The reference temperature was measured by a J-type fine-wire (0.2 mm) thermocouple. Two probes were homemade according to requirements in the European standard EN 60335-2-9/A12, one with a fine-wire (0.2 mm) thermocouple and one with 0.5mm of thermocouple wire diameter. Additional commercially available probes were compared. Differences between probes due to thermal conditions caused by application of the probe were found. Therefore, it can happen that measurements are performed with improper equipment or

  1. Symmetry Reduction in Infinite Games with Finite Branching

    Markey, Nicolas; Vester, Steen

    2014-01-01

    infinite-state games on graphs with finite branching where the objectives of the players can be very general. As particular applications, it is shown that the technique can be applied to reduce the state space in parity games as well as when doing modelchecking of the Alternating-time temporal logic ATL....

  2. Quantum game theory

    Stohler, Michael Lehman

    2002-01-01

    Non-cooperative quantum games have received much attention recently. This thesis defines and divides current works into two major categories of gaming techniques with close attention paid to Nash equilibria, form and possibilities for the payoff functions, and the benefits of using a quantum strategy. In addition to comparing and contrasting these techniques, new applications and calculations are discussed. Finally, the techniques are expanded into 3 x 3 games which allows the study of non-transitive strategies in quantum games.

  3. Cooperative Trust Games

    2013-01-01

    the more widely recognized competitive (non-cooperative) game theory. Cooperative game theory focuses on what groups of self-interested agents can...provides immediate justification for using non-cooperative game theory as the basis for modeling the purely competitive agents. 2.4. Superadditive...the competitive and altruistic contributions of the subset team. Definition: Given a payoff function ( ) in a subset team game , the total marginal

  4. COMPUTER GAMES AND EDUCATION

    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...

  5. In-game marketing

    Neuheisl, Lukáš

    2017-01-01

    The bachelor's thesis is dedicated to the in-game marketing: marketing in digital games. Apart from usual mechanics, such as microtransactions, monthly membership payments, paid downloadable content or in-game advertising this thesis describes the game as a marketing tool and problems related to cybersecurity and persuasive microtransactions. The theoretical part contains recent and distinctive examples of described mechanics. The thesis also contains the evaluation of the questionnaire resea...

  6. Computer games addiction

    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...

  7. Macroscopic and non-linear quantum games

    Aerts, D.; D'Hooghe, A.; Posiewnik, A.; Pykacz, J.

    2005-01-01

    Full text: We consider two models of quantum games. The first one is Marinatto and Weber's 'restricted' quantum game in which only the identity and the spin-flip operators are used. We show that this quantum game allows macroscopic mechanistic realization with the use of a version of the 'macroscopic quantum machine' described by Aerts already in 1980s. In the second model we use non-linear quantum state transformations which operate on points of spin-1/2 on the Bloch sphere and which can be used to distinguish optimally between two non-orthogonal states. We show that efficiency of these non-linear strategies out-perform any linear ones. Some hints on the possible theory of non-linear quantum games are given. (author)

  8. Convex Interval Games

    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

  9. German War Gaming

    2012-07-01

    This game became known as ajedrez in Spanish, xadres in Portuguese, and zatrikion in Greek. The game was introduced to Western Europe generally by...six companies, one or two cavalry squadrons, and a quarter or a half of a battery.59 A large game en - compassed the tactical exercise of forces up

  10. Protective Behavior in Games

    Fiestras-Janeiro, G.; Borm, P.E.M.; van Megen, F.J.C.

    1996-01-01

    This paper introduces the notion of protective equilibrium in the context of fin ite games in strategic form.It shows that for matrix games the set of protective equilibria equals the set of proper equilibria.Moreover, in the context of bima trix games, the notion of protective behaviour is used as a refinement tool.

  11. Playing the Cell Game.

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

    1980-01-01

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

  12. Being a Game Changer

    Herrig, Brian; Taranto, Greg

    2012-01-01

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

  13. An Extended Duopoly Game.

    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…

  14. Protective Behavior in Games

    Fiestras-Janeiro, G.; Borm, P.E.M.; van Megen, F.J.C.

    1996-01-01

    This paper introduces the notion of protective equilibrium in the context of fin ite games in strategic form.It shows that for matrix games the set of protective equilibria equals the set of proper equilibria.Moreover, in the context of bima trix games, the notion of protective behaviour is used as

  15. Games and Platform Decisions

    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. Online Strategy Games.

    Dye, Bryan

    2002-01-01

    A strategy game is an online interactive game that requires thinking in order to be played at its best and whose winning strategy is not obvious. Provides information on strategy games that are written in Java or JavaScript and freely available on the web. (KHR)

  17. Dynamic Gaming Platform (DGP)

    2009-04-01

    GAMING PLATFORM (DGP) Lockheed Martin Corporation...YYYY) APR 09 2. REPORT TYPE Final 3. DATES COVERED (From - To) Jul 07 – Mar 09 4. TITLE AND SUBTITLE DYNAMIC GAMING PLATFORM (DGP) 5a...CMU Carnegie Mellon University DGP Dynamic Gaming Platform GA Genetic Algorithm IARPA Intelligence Advanced Research Projects Activity LM ATL Lockheed Martin Advanced Technology Laboratories PAINT ProActive INTelligence

  18. Semantic Game Worlds

    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

  19. GameSalad essentials

    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.

  20. Understanding Video Games

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

    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...

  1. Game theory in philosophy

    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

  2. Brain Games for Babies.

    Silberg, Jackie

    2001-01-01

    Presents games for caregivers to use with infants to enhance brain development. Includes games that develop trust and security, language skills, and fine motor skills, as well as games that are fun or stimulate vision. Includes videotape references for parents and caregivers. (KB)

  3. Educational Games for Learning

    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…

  4. The Game Experience Questionnaire

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

    2013-01-01

    This document contains the English version of the Game Experience Questionnaire. The development and testing of the Game Experience Questionnaire is described in project Deliverable 3.3. The Game Experience Questionnaire has a modular structure and consists of : 1. The core questionnaire 2. The

  5. Progressive tax or flat tax

    A. Man

    2013-12-01

    Full Text Available The state tries to achieve a balance between efficiency and equity, by using fiscal tools. On the one hand, the state must ensure through fiscality, the collection of funds for social, economic, international cooperation, etc. programs. On the other hand, taxation should be organized so that it does not put excessive pressure on the disadvantaged, which translates in a redistribution of income.

  6. Morphodynamic Modeling of Tidal Mud Flats

    Winterwerp, Johan C

    2008-01-01

    The objective of the current research proposal is to develop and test a numerical model to simulate and predict the seasonal morphodynamic evolution of intertidal mud flats in macrotidal environments...

  7. Game Literacy, Gaming Cultures and Media Education

    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…

  8. Designing Game Analytics For A City-Builder Game

    Korppoo, Karoliina

    2015-01-01

    The video game industry continues to grow. Competition is tough as games become more and more popular and easier for the users to get, thanks to digital distribution and social media platforms that support games. Thanks to the readily available internet connections and games using them, data of player behaviour can be acquired. This is where game analytics come in. What sort of player actions provide meaningful information that can be used to iterate the game? Typically game analytics is appl...

  9. Socio-educational assessment of electronic games

    Gulbinas, Rokas; Rapkauskaitė, Gintarė

    2015-01-01

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

  10. Extended Deterministic Mean-Field Games

    Gomes, Diogo A.

    2016-04-21

    In this paper, we consider mean-field games where the interaction of each player with the mean field takes into account not only the states of the players but also their collective behavior. To do so, we develop a random variable framework that is particularly convenient for these problems. We prove an existence result for extended mean-field games and establish uniqueness conditions. In the last section, we consider the Master Equation and discuss properties of its solutions.

  11. Extended Deterministic Mean-Field Games

    Gomes, Diogo A.; Voskanyan, Vardan K.

    2016-01-01

    In this paper, we consider mean-field games where the interaction of each player with the mean field takes into account not only the states of the players but also their collective behavior. To do so, we develop a random variable framework that is particularly convenient for these problems. We prove an existence result for extended mean-field games and establish uniqueness conditions. In the last section, we consider the Master Equation and discuss properties of its solutions.

  12. Near-field flat focusing mirrors

    Cheng, Yu-Chieh; Staliunas, Kestutis

    2018-03-01

    This article reviews recent progress towards the design of near-field flat focusing mirrors, focusing/imaging light patterns in reflection. An important feature of such flat focusing mirrors is their transverse invariance, as they do not possess any optical axis. We start with a review of the physical background to the different focusing mechanisms of near- and far-field focusing. These near-field focusing devices like flat lenses and the reviewed near-field focusing mirrors can implement planar focusing devices without any optical axis. In contrast, various types of far-field planar focusing devices, such as high-contrast gratings and metasurfaces, unavoidably break the transverse invariance due to their radially symmetrical structures. The particular realizations of near-field flat focusing mirrors including Bragg-like dielectric mirrors and dielectric subwavelength gratings are the main subjects of the review. The first flat focusing mirror was demonstrated with a chirped mirror and was shown to manage an angular dispersion for beam focusing, similar to the management of chromatic dispersion for pulse compression. Furthermore, the reviewed optimized chirped mirror demonstrated a long near-field focal length, hardly achieved by a flat lens or a planar hyperlens. Two more different configurations of dielectric subwavelength gratings that focus a light beam at normal or oblique incidence are also reviewed. We also summarize and compare focusing performance, limitations, and future perspectives between the reviewed flat focusing mirrors and other planar focusing devices including a flat lens with a negative-index material, a planar hyperlens, a high-contrast grating, and a metasurface.

  13. Loop quantum gravity in asymptotically flat spaces

    Arnsdorf, M.

    2000-01-01

    This thesis describes applications and extensions of the loop variable approach to non-perturbative quantum gravity. The common theme of the work presented, is the need to generalise loop quantum gravity to be applicable in cases where space is asymptotically flat, and no longer compact as is usually assumed. This is important for the study of isolated gravitational systems. It also presents a natural context in which to search for the semi-classical limit, one of the main outstanding problems in loop quantum gravity. In the first part of the thesis we study how isolated gravitational systems can be attributed particle-like properties. In particular, we show how spinorial states can arise in pure loop quantum gravity if spatial topology is non-trivial, thus confirming an old conjecture of Friedman and Sorkin. Heuristically, this corresponds to the idea that we can rotate isolated regions of spatial topology relative to the environment at infinity, and that only a 4π-rotation will take us back to the original configuration. To do this we extend the standard loop quantum gravity formalism by introducing a compactification of our non-compact spatial manifold, and study the knotting of embedded graphs. The second part of the thesis takes a more systematic approach to the study of loop quantum gravity on non-compact spaces. We look for new representations of the loop algebra, which give rise to quantum theories that are inequivalent to the standard one. These theories naturally describe excitations of a fiducial background state, which is specified via the choice of its vacuum expectation values. In particular, we can choose background states that describe the geometries of non-compact manifolds. We also discuss how suitable background states can be constructed that can approximate classical phase space data, in our case holonomies along embedded paths and geometrical quantities related to areas and volumes. These states extend the notion of the weave and provide a

  14. A preparation of thin flat target for RD lifetime measurements

    El-Badry, A M; Abdel Samie, Sh; Ahmed, A A [Department of Physics, Faculty of Science, El Minia University, Minia (Egypt); Kuroyanagi, T; Morinobu, S [Tandem Accelerator Laboratory, Department of Physics, Kyushu University, (Japan)

    1997-12-31

    An extreme flatness for a target surface is the most necessary in recoil distance method (RDM). A suitable technique was used for preparing a La target. The {sup 139} La target of thickness 0.22 mg/cm{sup 2} was evaporated onto a very flat soft Au foil of thickness 2 mg/cm{sup 2}. This target was successively used for lifetime measurements of the excited nuclear states in {sup 145} Sm nucleus through the nuclear reaction {sup 139} La ({sup 10} B, 4 n) {sup 145} Sm. Background {gamma} rays produced by the {sup 10} B irradiation for the Au backing and the Pb stopper without the La target were measured. Besides that, the {gamma} rays from residual activities were also measured. 3 figs.

  15. Population Games, Stable Games, and Passivity

    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.

  16. European Conference on Game Theory & Networking Games and Management

    Mazalov, Vladimir

    2016-01-01

    This contributed volume contains fourteen papers based on selected presentations from the European Conference on Game Theory SING11-GTM 2015, held at Saint Petersburg State University in July 2015, and the Networking Games and Management workshop, held at the Karelian Research Centre of the Russian Academy of Sciences in Petrozvavodsk, Russia, also in July 2015. These papers cover a wide range of topics in game theory, including recent advances in areas with high potential for future work, as well as new developments on classical results. Some of these include A new approach to journal ranking using methods from social choice theory; A differential game of a duopoly in which two firms are competing for market share in an industry with network externalities; The impact of information propagation in the model of tax audits; A voting model in which the results of previous votes can affect the process of coalition formation in a decision-making body; The Selten-Szidarovsky technique for the analysis of Nash equil...

  17. Results of a Dietitian Survey About Nutrition Games.

    Frederico, Catherine

    2012-02-01

    Registered dietitians are the nutrition experts in America. As such, their opinions about using technology-based nutrition games as teaching tools are important. The purpose of this study was to query registered dietitians about their experience and recommendations for topics, age, and platforms for future nutrition game development. The author gave a 1-hour talk to two state dietetic conference groups about nutrition games and their efficacy, concerns, and hopes and opportunities for their future as viable nutrition teaching tools. After the talks attendees completed a five-question survey about nutrition games, including if they played nutrition games, if they thought games could possibly help in their work, and preferences for topics, ages, and platforms for which they wanted to see priority development. Although only 4% of respondents played nutrition games, 79% thought they could be of benefit, and 21% felt that "maybe" they could be beneficial educational tools. Games on all nutrition topics were welcome, with preference for computers and smartphone apps. After a lengthy presentation on the new genre of technology-based nutrition games, registered dietitians reported that they are open to using technology-based nutrition education apps and feel they could have some benefit in educating the public about nutrition, even though dietitians presently have little experience with them. The talk was successful in informing dietitians about this new game genre, and their suggestions for topics, target ages, and tech platforms will be helpful to nutrition game developers and designers.

  18. Flat H Frangible Joint Evolution

    Diegelman, Thomas E.; Hinkel, Todd J.; Benjamin, Andrew; Rochon, Brian V.; Brown, Christopher W.

    2016-01-01

    Space vehicle staging and separation events require pyrotechnic devices. They are single-use mechanisms that cannot be tested, nor can failure-tolerant performance be demonstrated in actual flight articles prior to flight use. This necessitates the implementation of a robust design and test approach coupled with a fully redundant, failure-tolerant explosive mechanism to ensure that the system functions even in the event of a single failure. Historically, NASA has followed the single failure-tolerant (SFT) design philosophy for all human-rated spacecraft, including the Space Shuttle Program. Following the end of this program, aerospace companies proposed building the next generation human-rated vehicles with off-the-shelf, non-redundant, zero-failure-tolerant (ZFT) separation systems. Currently, spacecraft and launch vehicle providers for both the Orion and Commercial Crew Programs (CCPs) plan to deviate from the heritage safety approach and NASA's SFT human rating requirements. Both programs' partners have base-lined ZFT frangible joints for vehicle staging and fairing separation. These joints are commercially available from pyrotechnic vendors. Non-human-rated missions have flown them numerous times. The joints are relatively easy to integrate structurally within the spacecraft. In addition, the separation event is debris free, and the resultant pyro shock is lower than that of other design solutions. It is, however, a serious deficiency to lack failure tolerance. When used for critical applications on human-rated vehicles, a single failure could potentially lead to loss of crew (LOC) or loss of mission (LOM)). The Engineering and Safety & Mission Assurance directorates within the NASA Johnson Space Center took action to address this safety issue by initiating a project to develop a fully redundant, SFT frangible joint design, known as the Flat H. Critical to the ability to retrofit on launch vehicles being developed, the SFT mechanisms must fit within the same

  19. Learn Grammar in Games

    孟静

    2007-01-01

    Grammar learning has often been regarded as a structure based activity .Grammar games which are worth paying attention to and implementing in the classroom can help learner to learn and recall a grammar material in a pleasant, entertaining way and motivate learners,promote the communicative competence and generate the fluency. In this essay, the author compares the use of games in learning grammar with some traditional techniques for grammar presentation and revision, in order to find the advantages of using games. Also the author discusses how to choose appropriate games and when to use games.

  20. Clockwork game design

    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

  1. Serious games: design and development

    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. Shapley's value for fuzzy games

    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.

  3. Failure analysis of edge flat-slab column connections with shear reinforcement

    Bompa, Dan V.; Muttoni, Aurelio

    2013-01-01

    Flat-slab column connections are susceptible to brittle failure, which lead to the necessity of improving ductility and ultimate strength. In case of edge connections, the behaviour at ultimate state is highly influenced by nonsymmetrical distribution of stresses originated by a moment transfer between the slab and the column. The paper presents the test results of three full-scale reinforced concrete flat-slab edge connections with stud-rail shear reinforcement subjected to concentrated load...

  4. Robust flat bands in RCo5 (R=rare earth) compounds

    Ochi, Masayuki; Arita, Ryotaro; Matsumoto, Munehisa; Kino, Hiori; Miyake, Takashi

    2014-01-01

    The mechanism to realize the peculiar flat bands generally existing in RCo5 (R=rare earth) compounds is clarified by analyzing the first-principles band structures and the tight-binding model. These flat bands are constructed from the localized eigenstates, the existence of which is guaranteed by the partial cancelation between the intersite hopping amplitudes among the Co-3d states at the Kagome sites and those between the Kagome and honeycomb sites. Their relative positions to other bands c...

  5. Games and Agents: Designing Intelligent Gameplay

    F. Dignum

    2009-01-01

    Full Text Available There is an attention shift within the gaming industry toward more natural (long-term behavior of nonplaying characters (NPCs. Multiagent system research offers a promising technology to implement cognitive intelligent NPCs. However, the technologies used in game engines and multiagent platforms are not readily compatible due to some inherent differences of concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multiagent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, it raises problems when current game design techniques are used to incorporate state-of-the-art multiagent system technology. In this paper, we will focus on three specific problem areas that arise from this difference of view: synchronization, information representation, and communication. We argue that the current attempts for integration still fall short on some of these aspects. We show that to fully integrate intelligent agents in games, one should not only use a technical solution, but also a design methodology that is amenable to agents. The game design should be adjusted to incorporate the possibilities of agents early on in the process.

  6. Simulation gaming in nursing education.

    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.

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

    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

  8. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    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.

  9. Mean Field Game for Marriage

    Bauso, Dario; Dia, Ben Mansour; Djehiche, Boualem; Tembine, Hamidou; Tempone, Raul

    2014-01-01

    The myth of marriage has been and is still a fascinating historical societal phenomenon. Paradoxically, the empirical divorce rates are at an all-time high. This work describes a unique paradigm for preserving relationships and marital stability from mean-field game theory. We show that optimizing the long-term well-being via effort and society feeling state distribution will help in stabilizing relationships.

  10. Mean Field Game for Marriage

    Bauso, Dario

    2014-01-06

    The myth of marriage has been and is still a fascinating historical societal phenomenon. Paradoxically, the empirical divorce rates are at an all-time high. This work describes a unique paradigm for preserving relationships and marital stability from mean-field game theory. We show that optimizing the long-term well-being via effort and society feeling state distribution will help in stabilizing relationships.

  11. Games as Actors - Interaction, Play, Design, and Actor Network Theory

    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 for the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games a chieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative......, and by doing so they create in humans what in modern play theory is known as a “state of play”...

  12. Transport processes in intertidal sand flats

    Wu, Christy

    2010-05-01

    Methane rich sulfate depleted seeps are observed along the low water line of the intertidal sand flat Janssand in the Wadden Sea. It is unclear where in the flat the methane is formed, and how it is transported to the edge of the sand flat where the sulfidic water seeps out. Methane and sulfate distributions in pore water were determined along transects from low water line toward the central area of the sand flat. The resulting profiles showed a zone of methane-rich and sulfate-depleted pore water below 2 m sediment depth. Methane production and sulfate reduction are monitored over time for surface sediments collected from the upper flat and seeping area. Both activities were at 22 C twice as high as at 15 C. The rates in sediments from the central area were higher than in sediments from the methane seeps. Methanogenesis occurred in the presence of sulfate, and was not significantly accelerated when sulfate was depleted. The observations show a rapid anaerobic degradation of organic matter in the Janssand. The methane rich pore water is obviously transported with a unidirectional flow from the central area of the intertidal sand flat toward the low water line. This pore water flow is driven by the pressure head caused by elevation of the pore water relative to the sea surface at low tide (Billerbeck et al. 2006a). The high methane concentration at the low water line accumulates due to a continuous outflow of pore water at the seepage site that prevents penetration of electron acceptors such as oxygen and sulfate to reoxidize the reduced products of anaerobic degradation (de Beer et al. 2006). It is, however, not clear why no methane accumulates or sulfate is depleted in the upper 2 m of the flats.

  13. Trends: cyborg games

    Ian Yeoman

    2015-03-01

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

  14. Playing a quantum game with a qutrit

    Sinha, Urbasi; Kolenderski, Piotr; Youning, Li; Zhao, Tong; Volpini, Matthew; Laflamme, Raymond; Jennewein, Thomas; Cabello, Adan

    2014-01-01

    The Aharon Vaidman (AV) quantum game [1] demonstrates the advantage of using simple quantum systems to outperform classical strategies. We present an experimental test of this quantum advantage by using a three-state quantum system (qutrit) encoded in a spatial mode of a single photon passing through a system of three slits [2,3]. We prepare its states by controlling the photon propagation and the number of open and closed slits. We perform POVM measurements by placing detectors in the positions corresponding to near and far field. These tools allow us to perform tomographic reconstructions of qutrit states and play the AV game with compelling evidence of the quantum advantage

  15. Sex, Lies and Video Games

    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. Smoke-free legislation and charitable gaming in Kentucky.

    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.

  17. Strategic Games and Truly Playable Effectivity Functions

    Goranko, Valentin; Jamroga, Wojtek; Turrini, Paolo

    2011-01-01

    A well known (and often used) result by Marc Pauly states that for every playable effectivity function E there exists a strategic game that assigns to coalitions exactly the same power as E, and vice versa. While the latter direction of the correspondence is correct, we show that the former does...... not always hold in the case of infinite game models. We point out where the proof of correspondence goes wrong, and we present examples of playable effectivity functions in infinite models for which no equivalent strategic game exists. Then, we characterize the class of truly playable effectivity func- tions......, that does correspond to strategic games. Moreover, we discuss a construction that transforms any playable effec- tivity function into a truly playable one while preserving the power of most (but not all) coalitions. We also show that Coalition Logic is not expressive enough to distinguish be- tween playable...

  18. Decoherence Effects on Multiplayer Cooperative Quantum Games

    Khan, Salman; Ramzan, M.; Khan, M. Khalid.

    2011-01-01

    We study the behavior of cooperative multiplayer quantum games [Q. Chen, Y. Wang, J.T. Liu, and K.L. Wang, Phys. Lett. A 327 (2004) 98; A.P. Flitney and L.C.L. Hollenberg, Quantum Inf. Comput. 7 (2007) 111] in the presence of decoherence using different quantum channels such as amplitude damping, depolarizing and phase damping. It is seen that the outcomes of the games for the two damping channels with maximum values of decoherence reduce to same value. However, in comparison to phase damping channel, the payoffs of cooperators are strongly damped under the influence amplitude damping channel for the lower values of decoherence parameter. In the case of depolarizing channel, the game is a no-payoff game irrespective of the degree of entanglement in the initial state for the larger values of decoherence parameter. The decoherence gets the cooperators worse off. (general)

  19. Authorship and Moral Rights in Video Games

    Julian Stein

    2015-10-01

    Full Text Available The complex and multimedia nature of video games results in several original and derivative works of copyright contained in a single game. Although there is no need to establish a new category of work and the current state of law offers comprehensive protection of the works, it also means there can be many different authors in a single production, so assignment of rights can be difficult.This interrelation of works and their respective authors can also have a negative effect on authors' moral rights, or, more specifically, the right to claim authorship and the right to object to derogatory treatment of the work.This article analyses the current law of the United Kingdom with regard to authorship and ownership of copyright in video games and underlying works before analysing and evaluating the moral rights of video games' contributors.

  20. THE EDUCATIONAL POTENTIAL OF VIDEO GAMES

    Ruxandra Claudia CHIRCA (NEACȘU

    2015-11-01

    Full Text Available In nowadays' world, technological assistance is no longer confined to its primary purpose of communication or informational support and the boundaries between real and virtual world are becoming increasingly harder to be defined. This is the world of digital natives, today's children, who grow up in a technology-brimming environment and who spend most of their time playing video games. Are these video games constructive in any way? Scientific studies state they are. Video games help children in setting their goals, provide constant feedback and offer immediate rewards, along with the opportunity to collaborate with other players. Furthermore, video games can generate strong emotional reactions, such as joy or fear, and they have a captivating story line, which reveals itself within a realm of elaborate graphics.