WorldWideScience

Sample records for game sense approach

  1. Teaching Game Sense in Soccer

    Science.gov (United States)

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  2. An Appreciative Inquiry Exploring Game Sense Teaching in Physical Education

    Science.gov (United States)

    Pill, Shane

    2016-01-01

    This paper reports on research framed as a strengths-based appreciative inquiry (AI) into the use of a game sense (GS) approach for sport and games teaching in physical education (PE). The aim of this research was to find the elements which sustain teachers in the use of a GS approach. This is particularly pertinent given strong advocacy for GS as…

  3. Operational gaming an international approach

    CERN Document Server

    Ståhl, Ingolf

    1983-01-01

    Operational Gaming: An International Approach focuses on various research on this method of systems analysis. The text points out the value of this method in decision making, planning, and in the implementation of policies. The book presents a survey that highlights the connection of experimental gaming, game theory, and operational gaming. The value of gaming as a balancing method in assessing multifaceted computer models, most notably about their assumptions on human behavior, is noted. The book also offers an overview of gaming in other countries, such as Bulgaria, Soviet Union, and Japan,

  4. The Impact of Game Sense Pedagogy on Australian Rugby Coaches' Practice: A Question of Pedagogy

    Science.gov (United States)

    Light, Richard Lawrence; Robert, John Evans

    2010-01-01

    Background: Recent developments in games and sport teaching such as that of Teaching Games for Understanding, Play Practice and Game Sense suggest that they can make a significant contribution toward the development of tactical understanding, ability to read the game, decision-making and a general "sense of the game", yet empirical…

  5. The Consistent Preferences Approach to Deductive Reasoning in Games

    CERN Document Server

    Asheim, Geir B

    2006-01-01

    "The Consistent Preferences Approach to Deductive Reasoning in Games" presents, applies, and synthesizes what my co-authors and I have called the 'consistent preferences' approach to deductive reasoning in games. Briefly described, this means that the object of the analysis is the ranking by each player of his own strategies, rather than his choice. The ranking can be required to be consistent (in different senses) with his beliefs about the opponent's ranking of her strategies. This can be contrasted to the usual 'rational choice' approach where a player's strategy choice is (in dif

  6. Operational Gaming: An International Approach

    OpenAIRE

    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...

  7. The game as strategy for approach to sexuality with adolescents: theoretical-methodological reflections.

    Science.gov (United States)

    Souza, Vânia de; Gazzinelli, Maria Flávia; Soares, Amanda Nathale; Fernandes, Marconi Moura; Oliveira, Rebeca Nunes Guedes de; Fonseca, Rosa Maria Godoy Serpa da

    2017-04-01

    To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis. Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015. the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction. By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.

  8. Game theoretic approaches for spectrum redistribution

    CERN Document Server

    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

  9. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    Science.gov (United States)

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  10. A New Design Approach to game or play based learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    to ground the students sense of meaning. This paper proposes another approach: using visualization in immersive 3D-worlds as documentation of learning progress while at the same time constituting a reward system which motivate further learning. The overall design idea is to build a game based learning......Abstract: The present paper proposes a new design perspective for game based learning. The general idea is to abandon the long and sought after dream of designing a closed learning system, where students from elementary school to high school without teachers’ interference could learn whatever...... game based learning system, but also confront aspects of modern learning theory especially the notion of reference between content of an assignment and the reality with which it should or could be connected (situated learning). The second idea promotes a way to tackle the common experience...

  11. Learning "Number Sense" through Digital Games with Intrinsic Feedback

    Science.gov (United States)

    Laurillard, Diana

    2016-01-01

    The paper proposes a new interdisciplinary approach to helping low attaining learners in basic mathematics. It reports on the research-informed design and user testing of an adaptive digital game based on constructionist tasks with intrinsic feedback. The approach uses findings from the neuroscience of dyscalculia, cognitive science research on…

  12. Intelligent cognitive radio jamming - a game-theoretical approach

    Science.gov (United States)

    Dabcevic, Kresimir; Betancourt, Alejandro; Marcenaro, Lucio; Regazzoni, Carlo S.

    2014-12-01

    Cognitive radio (CR) promises to be a solution for the spectrum underutilization problems. However, security issues pertaining to cognitive radio technology are still an understudied topic. One of the prevailing such issues are intelligent radio frequency (RF) jamming attacks, where adversaries are able to exploit on-the-fly reconfigurability potentials and learning mechanisms of cognitive radios in order to devise and deploy advanced jamming tactics. In this paper, we use a game-theoretical approach to analyze jamming/anti-jamming behavior between cognitive radio systems. A non-zero-sum game with incomplete information on an opponent's strategy and payoff is modelled as an extension of Markov decision process (MDP). Learning algorithms based on adaptive payoff play and fictitious play are considered. A combination of frequency hopping and power alteration is deployed as an anti-jamming scheme. A real-life software-defined radio (SDR) platform is used in order to perform measurements useful for quantifying the jamming impacts, as well as to infer relevant hardware-related properties. Results of these measurements are then used as parameters for the modelled jamming/anti-jamming game and are compared to the Nash equilibrium of the game. Simulation results indicate, among other, the benefit provided to the jammer when it is employed with the spectrum sensing algorithm in proactive frequency hopping and power alteration schemes.

  13. Let the Game Begin: Ergodic as an Approach for Video Game Translation

    OpenAIRE

    SF. Lukfianka Sanjaya Purnama; SF. Luthfie Arguby Purnomo; Dyah Nugrahani

    2016-01-01

    This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Morta...

  14. Complexity Thinking in PE: Game-Centred Approaches, Games as Complex Adaptive Systems, and Ecological Values

    Science.gov (United States)

    Storey, Brian; Butler, Joy

    2013-01-01

    Background: This article draws on the literature relating to game-centred approaches (GCAs), such as Teaching Games for Understanding, and dynamical systems views of motor learning to demonstrate a convergence of ideas around games as complex adaptive learning systems. This convergence is organized under the title "complexity thinking"…

  15. Let the Game Begin: Ergodic as an Approach for Video Game Translation

    Directory of Open Access Journals (Sweden)

    Sf. Lukfianka Sanjaya Purnama, Sf. Luthfie Arguby Purnomo, Dyah Nugrahani

    2017-01-01

    Full Text Available This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation.

  16. The dynamics of alliances. A game theoretical approach

    NARCIS (Netherlands)

    Ridder, A. de

    2007-01-01

    In this dissertation, Annelies de Ridder presents a game theoretical approach to strategic alliances. More specifically, the dynamics of and within alliances have been studied. To do so, four new models have been developed in the game theoretical tradition. Both coalition theory and strategic game

  17. Creative Mathematical Games: The Enhancement of Number Sense of Kindergarten Children Through Fun Activities

    Science.gov (United States)

    Mirawati

    2017-02-01

    The research departed from an issue found regarding the number sense of kindergarten children and as a solution to this problem, the research proposes the use of creative mathematical games in the teaching and learning. Departing from the issue and the offered solution, the following problems are about Children’s ability of number sense before and after the implementation of creative mathematical games; the forms of creative mathematical games in improving children’s number sense; the implementation of creative mathematical games in improving children’s number sense; and the factors possibly affecting the implementation of creative mathematical games. This study use action research method. The data were collected through observation, interview, and documentation and then qualitatively analysed using thematic analysis technique. The findings show that children respond positively to the creative mathematical games. They demonstrate fairly high enthusiasm and are able to understand number as well as its meaning in various ways. Children’s number sense has also improved in terms of one-on-one correspondence and mentioning and comparing many objects. The factors possibly affecting the implementation of these creative mathematical games are the media and the stages of teaching and learning that should be in accordance with the level of kindergarten children’s number sense.

  18. The game as strategy for approach to sexuality with adolescents: theoretical-methodological reflections

    Directory of Open Access Journals (Sweden)

    Vânia de Souza

    Full Text Available ABSTRACT Objective: To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis. Method: Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015. Results: the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction. Conclusion: By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.

  19. Applying a gaming approach to IP strategy.

    Science.gov (United States)

    Gasnier, Arnaud; Vandamme, Luc

    2010-02-01

    Adopting an appropriate IP strategy is an important but complex area, particularly in the pharmaceutical and biotechnology sectors, in which aspects such as regulatory submissions, high competitive activity, and public health and safety information requirements limit the amount of information that can be protected effectively through secrecy. As a result, and considering the existing time limits for patent protection, decisions on how to approach IP in these sectors must be made with knowledge of the options and consequences of IP positioning. Because of the specialized nature of IP, it is necessary to impart knowledge regarding the options and impact of IP to decision-makers, whether at the level of inventors, marketers or strategic business managers. This feature review provides some insight on IP strategy, with a focus on the use of a new 'gaming' approach for transferring the skills and understanding needed to make informed IP-related decisions; the game Patentopolis is discussed as an example of such an approach. Patentopolis involves interactive activities with IP-related business decisions, including the exploitation and enforcement of IP rights, and can be used to gain knowledge on the impact of adopting different IP strategies.

  20. Math Game(s) - an alternative (approach) to teaching math?

    OpenAIRE

    Ruttkay, Z.M.; Eliens, A.P.W.; Breitlauch, L.

    2009-01-01

    Getting students to read, digest and practice material is difficult in any discipline, but even more so for math, since many students have to cope with motivational problems and feelings of inadequacy, often due to prior unsuccesful training and teaching methods. In this paper we look at the opportunities offered by computer graphics, visual programming and game design as an alternative for traditional methods of teaching mathemathics. In particular, games may be deployed both as intruments to d...

  1. The influences of psychological sense of brand community on mobile game loyalty: a case study research

    OpenAIRE

    Duong, Kim

    2017-01-01

    This thesis contributes to Carlson et al.’s (2008) findings on a brand-based community and its psychological aspects. The research aimed to investigate the influences of psychological sense of brand community (PSBC) on mobile game loyalty. Particularly, it attempted to, first, look at sense of brand community from the social identity viewpoint, and second, explore the influence of PSBC on game loyalty as well as the role PSBC plays in the satisfaction–loyalty relationship. The relevant studie...

  2. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  3. Making Sense of Game-Based User Data: Learning Analytics in Applied Games

    Science.gov (United States)

    Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich

    2015-01-01

    Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…

  4. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  5. Stochastic Game Approach to Guidance Design

    Science.gov (United States)

    1988-09-09

    maneuverable aircraft, which can employ also electronic counter measures, is formulated as an imper- fect information zero-sum pursuit-evasion game played...on Differential Game Applications [36]. However, some other examples which included " electronic jinking", indicated that in an ECM environment a mixed...radius, b) missile/target maneuver ratio, c) nonlinear maneuver similarity parameter (aE T2 max d) normalized end- game duration, e ) ini’tial end- game

  6. Video Game Accessibility: A Legal Approach

    Directory of Open Access Journals (Sweden)

    George Powers

    2015-02-01

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

  7. Human motion sensing and recognition a fuzzy qualitative approach

    CERN Document Server

    Liu, Honghai; Ji, Xiaofei; Chan, Chee Seng; Khoury, Mehdi

    2017-01-01

    This book introduces readers to the latest exciting advances in human motion sensing and recognition, from the theoretical development of fuzzy approaches to their applications. The topics covered include human motion recognition in 2D and 3D, hand motion analysis with contact sensors, and vision-based view-invariant motion recognition, especially from the perspective of Fuzzy Qualitative techniques. With the rapid development of technologies in microelectronics, computers, networks, and robotics over the last decade, increasing attention has been focused on human motion sensing and recognition in many emerging and active disciplines where human motions need to be automatically tracked, analyzed or understood, such as smart surveillance, intelligent human-computer interaction, robot motion learning, and interactive gaming. Current challenges mainly stem from the dynamic environment, data multi-modality, uncertain sensory information, and real-time issues. These techniques are shown to effectively address the ...

  8. Introduction: towards a polyphonic approach to games and music studies

    Directory of Open Access Journals (Sweden)

    Hillegonda Rietveld

    2017-12-01

    Full Text Available Sound has, of course, always been a crucial aspect of gaming audio-visuals. Far from merely accompanying a game, the auditory elements bring life into the game interface. There is a growing recognition of the role of music in games by the gaming industry, game fans, and journalists. Several conferences have been established on the roles of music and sound in video games, such as the industry-focused GameSoundCon, first initiated in Los Angeles in 2009, and Game Music Connect, that has taken place annually between 2013-15 in London. Simultaneously, the study of music and audio in games is gaining interest in game studies. For example, Rob Hubbard, most famous for his work on the Commodore 64 system, has been recognized with an honorary degree by Abertay University in Dundee, Scotland (Wawro, 2016. The tendency, however, is not only in response to the industry. It is also in line with an “Auditory Turn” in the humanities and social sciences, providing an alternative sensory approach to a notable visual dominance in the humanities and in media and cultural studies (Herzogenrath, 2017.

  9. Exploring problematic online gaming: A qualitative approach

    OpenAIRE

    Waters, Joseph M

    2016-01-01

    Online gaming, specifically Massively Multiplayer Online Role-Playing Games (MMORPGs), has become a very popular pastime and often is the subject of scrutiny in the literature regarding problematic play. This study aimed to develop a better understanding of problematic online gaming by recruiting and interviewing MMORPG players who potentially played at problematic levels. Ten participants (9 males, 1 female) from a Mid-Western university were screened and interviewed regarding their online g...

  10. Evaluation of Serious Games: A Holistic Approach

    NARCIS (Netherlands)

    Steiner, Christina; Hollins, Paul; Kluijfhout, Eric; Dascalu, Mihai; Nussbaumer, Alexander; Albert, Dietrich; Westera, Wim

    2015-01-01

    Digital games constitute a major emerging technology that is expected to enter mainstream educational use within a few years. The highly engaging and motivating character of such games bears great potential to support immersive, meaningful, and situated learning experiences. To seize this

  11. A game theoretic approach to assignment problems

    NARCIS (Netherlands)

    Klijn, F.

    2000-01-01

    Game theory deals with the mathematical modeling and analysis of conflict and cooperation in the interaction of multiple decision makers. This thesis adopts two game theoretic methods to analyze a range of assignment problems that arise in various economic situations. The first method has as

  12. The Application of KINECT Motion Sensing Technology in Game-Oriented Study

    Directory of Open Access Journals (Sweden)

    Hui Yu Yang

    2014-03-01

    Full Text Available The learning environment based on the KINECT Motion Sensing technology is able to fully mobilize the learners' multi-sensory organs, closely combine study with sports and enhance human-computer interactions, which can be conducive to the learners' health, greatly increase the relishes of learning and promote effective learning in the game, and finally compensate for the shortage of human-computer interactions in the traditional mouse and keyboard mode. The article elaborates on the KINECT Motion Sensing Technology and its educational applications status by analyzing its effective supports for game-oriented studying environment, based on which the article establishes a game-oriented learning environment. Eventually the article reveals an applicable case of game-oriented teaching and learning as a reference for related researches.

  13. Notes on the Narratological Approach to Board Games

    Directory of Open Access Journals (Sweden)

    Mattia Thibault

    2016-12-01

    Full Text Available Nowadays game studies are in the foreground of cultural and communication debates. Even if video games are strongly studied in semiotics, play is a wide field of study with many areas still unexplored. The area that this paper aims to explore concerns board games and it focuses on the relationship between game and narration and the role of a game’s intertextual dimension from a semiotic point of view. Semiotic tools that have been used include the Greimasian narrative sequence (a structuralist point of view that fits very well with the rigid, explicit grammaticalization of board games and Génette's narratology, unavoidable for every reflection on intertextuality. Last, but not least, cultural semiotics, based on Jurij Lotman's works, offers a valuable asset for understanding the enveloping and organic structure that surrounds games. The research proceeds to focus on some case studies of three ancient board games - chess, backgammon, and mancalas - underlining their common traits and differences. The paper shows that the structure of board games is very similar to the structure of the Greimasian narrative sequence, but they rather form a hybrid narration in which the player has a primary importance. Moreover, we see that games constantly retrieve sense from different kinds of other texts depending on the culture and society in which the game is played. The aim of this research is not to propound a complete theory, but rather to indicate a possible path to follow, between many, that could be a valuable resource in the exploration and the understanding of play.

  14. A Neuroevolution Approach to General Atari Game Playing

    DEFF Research Database (Denmark)

    Hausknecht, Matthew; Lehman, Joel; Miikkulainen, Risto

    2014-01-01

    This article addresses the challenge of learning to play many dierent video games with little domain- specic knowledge. Specically, it introduces a neuro-evolution approach to general Atari 2600 game playing. Four neuro-evolution algorithms were paired with three dierent state representations...... representations while indirect-encoding methods (i.e. HyperNEAT) allow scaling to higher-dimensional representations (i.e. the raw game screen). Previous approaches based on temporal- dierence learning had trouble dealing with the large state spaces and sparse reward gradients often found in Atari games. Neuro...... and evaluated on a set of 61 Atari games. The neuro-evolution agents represent dierent points along the spectrum of algorithmic sophistication - including weight evolution on topologically xed neural net- works (Conventional Neuro-evolution), Covariance Matrix Adaptation Evolution Strategy (CMA-ES), evolution...

  15. An Agent Based approach to design Serious Game

    Directory of Open Access Journals (Sweden)

    Manuel Gentile

    2014-06-01

    Full Text Available Serious games are designed to train and educate learners, opening up new learning approaches like exploratory learning and situated cognition.  Despite growing interest in these games, their design is still an artisan process.On the basis of experiences in designing computer simulation, this paper proposes an agent-based approach to guide the design process of a serious game. The proposed methodology allows the designer to strike the right equilibrium between educational effectiveness and entertainment, realism and complexity.The design of the PNPVillage game is used as a case study. The PNPVillage game aims to introduce and foster an entrepreneurial mindset among young students. It was implemented within the framework of the European project “I  can… I cannot… I go!” Rev.2

  16. Wind energy aggregation: A coalitional game approach

    KAUST Repository

    Baeyens, E.; Bitar, E.Y.; Khargonekar, P.P.; Poolla, K.

    2011-01-01

    power output as single entity into a forward energy market. We prove that wind power generators will always improve their expected profit when they aggregate their generated power and use tools from coalitional game theory to design fair sharing

  17. Wind energy aggregation: A coalitional game approach

    KAUST Repository

    Baeyens, E.

    2011-12-01

    In this paper we explore the extent to which a group of N wind power producers can exploit the statistical benefits of aggregation and quantity risk sharing by forming a willing coalition to pool their variable power to jointly offer their aggregate power output as single entity into a forward energy market. We prove that wind power generators will always improve their expected profit when they aggregate their generated power and use tools from coalitional game theory to design fair sharing mechanisms to allocate the payoff among the coalition participants. We show that the corresponding coalitional game is super-additive and has a nonempty core. Hence, there always exists a mechanism for profit-sharing that makes the coalition stable. However, the game is not convex and the celebrated Shapley value may not belong to the core of the game. An allocation mechanism that minimizes the worst-case dissatisfaction is proposed. © 2011 IEEE.

  18. Game Theoretical Approach to Supply Chain Microfinance

    OpenAIRE

    Sim , Jaehun; Prabhu , Vittaldas ,

    2013-01-01

    Part 1: Sustainable Production; International audience; This paper considers a supply chain microfinance model in which a manufacturer acts as a lender and a raw material supplier as a borrower. Using a game theoretical analysis, the study investigates how investment levels, raw material prices, and profit margins are influenced by loan interest rates under two types of decentralized channel policies: manufacturer Stackelberg and vertical Nash game. In addition, the study shows how the profit...

  19. Game theoretic approaches to operating room management.

    Science.gov (United States)

    Marco, Alan P

    2002-05-01

    All interactions between people can be considered games with rules and outcomes. However, modern business practices demand that the players in the game go beyond traditional game theory and look at new ways to improve the outcome of the game. Choosing the right strategy is important to a player's success. A new business strategy, "co-opetition," can be used to increase the value of the game ("create a bigger pie") through cooperative behavior, whereas competition is used to divided the "pie." By looking at how the players adopt simultaneous roles such as complementor and competitor the stakeholders in the operating room (managers, surgeons, anesthesiologists, and nursing staff) can apply the principles of co-opetition to improve the overall success of their facility. Such stakeholders can utilize knowledge of how populations act in games to enhance cooperative play. Adopting such a perspective may lead to increases in the satisfaction and morale of those involved with the operating rooms. Increased morale should increase productivity and staff retention and reduce recruiting needs.

  20. Computational and Game-Theoretic Approaches for Modeling Bounded Rationality

    NARCIS (Netherlands)

    L. Waltman (Ludo)

    2011-01-01

    textabstractThis thesis studies various computational and game-theoretic approaches to economic modeling. Unlike traditional approaches to economic modeling, the approaches studied in this thesis do not rely on the assumption that economic agents behave in a fully rational way. Instead, economic

  1. Computer Mathematics Games and Conditions for Enhancing Young Children's Learning of Number Sense

    Science.gov (United States)

    Kermani, Hengameh

    2017-01-01

    Purpose: The present study was designed to examine whether mathematics computer games improved young children's learning of number sense under three different conditions: when used individually, with a peer, and with teacher facilitation. Methodology: This study utilized a mixed methodology, collecting both quantitative and qualitative data. A…

  2. Game Sense as a Model for Delivering Quality Teaching in Physical Education

    Science.gov (United States)

    Light, Richard; Curry, Christina; Mooney, Amanda

    2014-01-01

    As a well-developed indicator of high-quality teaching in any subject area we use the New South Wales (NSW) Quality Teaching Framework (QTF) in this article to identify what might constitute quality teaching in physical education and to suggest the extent to which Game Sense pedagogy can be seen to meet the expectations of the NSW QTF. We identify…

  3. Wuzzit Trouble: The Influence of a Digital Math Game on Student Number Sense

    Directory of Open Access Journals (Sweden)

    Holly Pope

    2015-12-01

    Full Text Available This study sought to determine if playing a digital math game could increase student number sense (mathematical proficiency in numeracy. We used a pre- and post-assessment to measure the number sense of two groups of third grade students with the same mathematics teacher. One group played the game Wuzzit Trouble and the other did not. Overall, the group who played Wuzzit Trouble showed a significant increase in number sense between the pre- and post-assessment, compared to the other group who did not. A qualitative analysis of a novel problem revealed differences between the treatment and comparison groups from pre- to post-. A discussion of these findings and features of the game are addressed. Namely, two features inherent in Wuzzit Trouble are associated with the learners’ increased number sense. First, Wuzzit Trouble promoted mathematical proficiency by requiring learners to attend to several mathematical constraints at once. Second, the game engaged learners in an iterative process of decision-making by calling for students to try, check, and revise their strategy as they played.

  4. Gaming Against Violence: A Grassroots Approach to Teen Dating Violence.

    Science.gov (United States)

    Crecente, Drew

    2014-08-01

    Teen dating violence is a pervasive problem that affects millions of adolescents worldwide. Although there have been various approaches to addressing this problem, using videogames had not been employed before 2008, when Jennifer Ann's Group, an Atlanta, GA-based nonprofit organization, created an annual competition. The Life.Love. Game Design Challenge rewards game developers for creating videogames about teen dating violence without using any violence in the games themselves. The resulting videogames have increased awareness about teen dating violence and provided educational information to assist adolescents, parents, and teachers in identifying abusive relationships.

  5. Mapping between Classical Risk Management and Game Theoretical Approaches

    OpenAIRE

    Rajbhandari , Lisa; Snekkenes , Einar ,

    2011-01-01

    Part 2: Work in Progress; International audience; In a typical classical risk assessment approach, the probabilities are usually guessed and not much guidance is provided on how to get the probabilities right. When coming up with probabilities, people are generally not well calibrated. History may not always be a very good teacher. Hence, in this paper, we explain how game theory can be integrated into classical risk management. Game theory puts emphasis on collecting representative data on h...

  6. Measuring Skill in Games : Several Approaches Discussed

    NARCIS (Netherlands)

    Dreef, M.R.M.; Borm, P.E.M.; van der Genugten, B.B.

    2003-01-01

    An aspect of casino games that in general leads to discussions among both participants and spectators, is the relative extent to which a player can positively influence his results by making appropriate strategic choices.This question is closely related to the issue of how to distinguish between

  7. APPROACHES FOR SOLVING BIMATRIX INFORMATIONAL EXTENDED GAMES

    Directory of Open Access Journals (Sweden)

    Boris HÂNCU

    2015-12-01

    Full Text Available Different ways of solving bimatrix games in complete and perfect information (or over the set of informational extended strategies are studied in the present paper. The Nash and Bayes-Nash solutions for informational extended games are discussed.MODALITĂŢI DE SOLUŢIONARE A JOCURILOR BIMATRICEALE INFORMAŢIONAL EXTINSEÎn acest articol sunt analizate diferite moduri de soluţionare a jocurilor bimatriceale în informaţie completă a şi perfectă. Informaţia perfectă permite jucătorilor să utilizeze strategii informaţional extinse. Se analizează asoluţii de tip Nash şi Bayes-Nash pentru jocuri în strategii informaţional extinse.

  8. Religion, Games, and Othering: An Intersectional Approach

    OpenAIRE

    Thrattner, Kathrin

    2016-01-01

    Despite the fact that the medium is technologically capable of an infinite number of representations nowadays, video games still frequently resort to simplistic, ideologized and stereotypical portrayals of characters as well as virtual environments. Binary othering constructions of race, gender, national, cultural or religious identities are common modes of representation in any genre. I argue that in many instances religious identity as an excluding and marginalizing element only becomes vis...

  9. A Game Theoretic Approach to Swarm Robotics

    Directory of Open Access Journals (Sweden)

    S. N. Givigi

    2006-01-01

    Full Text Available In this article, we discuss some techniques for achieving swarm intelligent robots through the use of traits of personality. Traits of personality are characteristics of each robot that, altogether, define the robot's behaviours. We discuss the use of evolutionary psychology to select a set of traits of personality that will evolve due to a learning process based on reinforcement learning. The use of Game Theory is introduced, and some simulations showing its potential are reported.

  10. The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity

    OpenAIRE

    Eklund, Lina

    2012-01-01

    This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. Applying an everyday perspective, focus is on gamers’ day-to-day practices and experiences. Studies I and II enquire into relational aspects of social gaming ba...

  11. Mobile Atmospheric Sensing using Vision Approach

    International Nuclear Information System (INIS)

    Huang, Yuchun; Cui, Weihong; Rui, Yi

    2014-01-01

    Air quality monitoring, especially the atmospheric phenomenon of thick haze, has been an acute problem in most countries and a hot topic in the atmospheric sensing. Recently thick haze occurs more frequently in most cities of China due to the rapid growth of traffic, farming, wildfires, and industrial development. It forms a low-hanging shroud that impairs visibility and becomes a respiratory health threat. Traditionally the dust, smoke, and other particles in relatively dry sky are reported at fixed meteorological stations. The coverage of these sampling stations is limited and cannot accommodate with the emergent incidence of thick haze from industrial pollution. In addition, the visual effect of thick haze is not yet investigated in the current practice. Thick haze appears colorful veil (e.g., yellowish, brownish-grey, etc) in video log images and results in a loss of contrast in the subject due to the light scattering through haze particles. This paper proposes an intuitive and mobile atmospheric sensing using vision approach. Based on the video log images collected by a mobile sensing vehicle, a Haze Veil Index (HVI) is proposed to identify the type and severity level of thick haze from the color and texture perspective. HVI characterizes the overall veil effect of haze spatially. HVI first identifies the haze color from the color deviation histogram of the white-balanced hazy image. The white-balancing is conducted with the most haze-opaque pixels in the dark channel and seed growing strategy. Then pixel-wise haze severity level of atmospheric veil is inferred by approximating the upper veil limit with the dark color of each pixel in a hazy image. The proposed method is tested on a diverse set of actual hazy video log images under varying atmospheric conditions and backgrounds in Wuhan City, China. Experimental results show the proposed HVI is effective for visually atmospheric sensing. The proposed method is promising for haze monitoring and prediction in

  12. Compressed sensing approach for wrist vein biometrics.

    Science.gov (United States)

    Lantsov, Aleksey; Ryabko, Maxim; Shchekin, Aleksey

    2018-04-01

    The work describes features of the compressed sensing (CS) approach utilized for development of a wearable system for wrist vein recognition with single-pixel detection; we consider this system useful for biometrics authentication purposes. The CS approach implies use of a spatial light modulation (SLM) which, in our case, can be performed differently-with a liquid crystal display or diffusely scattering medium. We show that compressed sensing combined with above-mentioned means of SLM allows us to avoid using an optical system-a limiting factor for wearable devices. The trade-off between the 2 different SLM approaches regarding issues of practical implementation of CS approach for wrist vein recognition purposes is discussed. A possible solution of a misalignment problem-a typical issue for imaging systems based upon 2D arrays of photodiodes-is also proposed. Proposed design of the wearable device for wrist vein recognition is based upon single-pixel detection. © 2017 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  13. Context Sensing System Analysis for Privacy Preservation Based on Game Theory.

    Science.gov (United States)

    Wang, Shengling; Li, Luyun; Sun, Weiman; Guo, Junqi; Bie, Rongfang; Lin, Kai

    2017-02-10

    In a context sensing system in which a sensor-equipped mobile phone runs an unreliable context-aware application, the application can infer the user's contexts, based on which it provides personalized services. However, the application may sell the user's contexts to some malicious adversaries to earn extra profits, which will hinder its widespread use. In the real world, the actions of the user, the application and the adversary in the context sensing system affect each other, so that their payoffs are constrained mutually. To figure out under which conditions they behave well (the user releases, the application does not leak and the adversary does not retrieve the context), we take advantage of game theory to analyze the context sensing system. We use the extensive form game and the repeated game, respectively, to analyze two typical scenarios, single interaction and multiple interaction among three players, from which Nash equilibriums and cooperation conditions are obtained. Our results show that the reputation mechanism for the context-sensing system in the former scenario is crucial to privacy preservation, so is the extent to which the participants are concerned about future payoffs in the latter one.

  14. Students' Game Performance Improvements during a Hybrid Sport Education-Step-Game-Approach Volleyball Unit

    Science.gov (United States)

    Araújo, Rui; Mesquita, Isabel; Hastie, Peter; Pereira, Cristiana

    2016-01-01

    The purpose of this study was to examine a hybrid combination of sport education and the step-game-approach (SGA) on students' gameplay performance in volleyball, taking into account their sex and skill-level. Seventeen seventh-grade students (seven girls, 10 boys, average age 11.8) participated in a 25-lesson volleyball season, in which the…

  15. The Application of KINECT Motion Sensing Technology in Game-Oriented Study

    OpenAIRE

    Hui Yu Yang; Hao Zhang; Wei Xu; Ping Jian Zhang; Liang Ming Xu

    2014-01-01

    The learning environment based on the KINECT Motion Sensing technology is able to fully mobilize the learners' multi-sensory organs, closely combine study with sports and enhance human-computer interactions, which can be conducive to the learners' health, greatly increase the relishes of learning and promote effective learning in the game, and finally compensate for the shortage of human-computer interactions in the traditional mouse and keyboard mode. The article elaborates on the KINECT Mot...

  16. A multiobjective approach for solving cooperative n-person games

    Energy Technology Data Exchange (ETDEWEB)

    Maali, Yashar [Department of Industrial Engineering, Payam-e-Noor University, Tehran (Iran)

    2009-11-15

    A linear programming model is introduced to solve cooperative games. The solution is always Pareto optimal. It is based on the idea of the core but instead of requiring rationality for all groups, a multiobjective approach is proposed including the importance weights of the players. A case study illustrates the application of this method. (author)

  17. Multiple stakeholders in road pricing: A game theoretic approach

    NARCIS (Netherlands)

    Ohazulike, Anthony; Still, Georg J.; Kern, Walter; van Berkum, Eric C.; Hausken, Kjell; Zhuang, Jun

    2015-01-01

    We investigate a game theoretic approach as an alternative to the standard multi-objective optimization models for road pricing. Assuming that various, partly conflicting traffic externalities (congestion, air pollution, noise, safety, etcetera) are represented by corresponding players acting on a

  18. R&D, patents and innovation: a differential game approach

    NARCIS (Netherlands)

    Wang, H.-M.

    2016-01-01

    A patent race is a technological competition among firms and the firm making a first-hand innovation takes advantages of patenting. Firms strategically invest in R&D and produce knowledge in order to innovate. Instead of growing model of R&D, I use a differential game approach to investigate firms

  19. Tennis: Applied Examples of a Game-Based Teaching Approach

    Science.gov (United States)

    Crespo, Miguel; Reid, Machar M.; Miley, Dave

    2004-01-01

    In this article, the authors reveal that tennis has been increasingly taught with a tactical model or game-based approach, which emphasizes learning through practice in match-like drills and actual play, rather than in practicing strokes for exact technical execution. Its goal is to facilitate the player's understanding of the tactical, physical…

  20. A Course on Serious Game Design and Development Using an Online Problem-Based Learning Approach

    Science.gov (United States)

    Kapralos, Bill; Fisher, Stephanie; Clarkson, Jessica; van Oostveen, Roland

    2015-01-01

    Purpose: The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and…

  1. Online adaptive approach for a game-theoretic strategy for complete vehicle energy management

    NARCIS (Netherlands)

    Chen, H.; Kessels, J.T.B.A.; Weiland, S.

    2015-01-01

    This paper introduces an adaptive approach for a game-theoretic strategy on Complete Vehicle Energy Management. The proposed method enhances the game-theoretic approach such that the strategy is able to adapt to real driving behavior. The classical game-theoretic approach relies on one probability

  2. A common sense approach to nursing research.

    Science.gov (United States)

    Styles, M M

    1990-01-01

    Two events conspired to force me to develop and then articulate a political or power perspective on nursing research. During my term as president of the American Nurses' Association (ANA) experience taught me that knowledge is the currency of politics--politics defined broadly as governance by the institution, by the profession, by the industry or by the Congress. Data describe. Data explain. Data persuade. And, where the mind is made up, data justify. The second event was the June 1988 meeting in Jerusalem of the Workshop of European Nurse Researchers (WERN) where I was invited to speak on The Power of Knowledge: The Knowledge of Power. This was the challenge to put into words what I had learned on this subject throughout a career as academician topped with a tour in professional politics. The result is a common sense approach to nursing research that I would like to present to the nursing community for further debate.

  3. The Formative Elements of the Sense of Presence and Its Impact on the Identity of the Users of Video Games

    Directory of Open Access Journals (Sweden)

    Behroz Minaei

    2014-09-01

    Full Text Available Nowadays video games have provided an enriched environment for their users to make a sense of presence in interactive media. A sense of presence in the virtual space of video games leads to some sort of twin-concept or even further the unity of the user with the character within the game. This unification brings virtual identity for the user. As time goes by, through the presence in the virtual space of video games, real identity is complicated with virtual identity and it has to be influenced by the virtual elements. The way of making a sense of presence for the users of video games in which leads them to a virtual identity in the new-born medium, and the consequence of the sense of presence above in the real identity of users is the problem this paper is going to seek. Hence, the paper, according to the views of interactive media theorist and data collection of using library research method through descriptive–analytical explanation, suggests the assumption that cinematic aesthetic form, interactive narratives, and the use of the unique capabilities of the media in which video games take the advantages of them and suggest them as well, provides an enriched environment that brings a sense of presence for the user and will alter his real identity.

  4. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  5. Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach

    DEFF Research Database (Denmark)

    Thomsen, Line Ebdrup; Weigert Petersen, Falko; Mirza-Babaei, Pejman

    2016-01-01

    The onboarding phase of Free-to-Play mobile games, covering the first few minutes of play, typically sees a substantial retention rate amongst players. It is therefore crucial to the success of these games that the onboarding phase promotes engagement to the widest degree possible. In this paper ...... of puzzle games, base builders and arcade games, and utilize different onboarding phase design approaches. Results showcase how heuristics can be used to design engaging onboarding phases in mobile games....

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

    Science.gov (United States)

    Guillem, A.; Bruseker, G.

    2017-08-01

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

  7. Effects of an Adaptive Game Intervention on Accessing Number Sense in Low-Socioeconomic-Status Kindergarten Children

    Science.gov (United States)

    Wilson, Anna J.; Dehaene, Stanislas; Dubois, Ophelie; Fayol, Michel

    2009-01-01

    "The Number Race" is an adaptive game designed to improve number sense. We tested its effectiveness using a cross-over design in 53 low socioeconomic status kindergarteners in France. Children showed improvements in tasks traditionally used to assess number sense (numerical comparison of digits and words). However, there was no…

  8. Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches

    Directory of Open Access Journals (Sweden)

    James D. Ivory

    2013-01-01

    Full Text Available Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile— or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games’ social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: “video games as stimulus,” “video games as avocation,” “video games as skill,” and “video games as social environment.” This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games’ social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches’ strengths and limitations with novel methods.

  9. Video games and mobile learning: A Spanish developers approach

    OpenAIRE

    Fernández Gómez, Carlos; Martí Parreño, José

    2016-01-01

    This research presents a work in progress aiming to map Spanish video games developers’ production in the area of mobile educational video games. A sample of 30 Spanish video games developers was analyzed in order to explore the weight that educational video games for mobile devices represents in their product portfolio. Primary findings suggest that Spanish video games developers’ production of educational video games for mobile devices is very scarce. While 23,3% of the analyzed video games...

  10. A review of game theory approach to cyber security risk management

    African Journals Online (AJOL)

    A review of game theory approach to cyber security risk management. ... This paper presents a review of game theoretic-based model for cyber security risk management. Specifically, issues on ... AJOL African Journals Online. HOW TO USE ...

  11. Foreign Direct Investment versus Portfolio Investment : A Global Games Approach

    OpenAIRE

    Yamin Ahmad; Pietro Cova; Rodrigo Harrison

    2004-01-01

    We present a model of investment under uncertainty about fundamentals, using a global games approach. Goldstein & Razin (2003) show that there is an information based trade-off between foreign direct investment (FDI) and portfolio investment (PI) which rationalizes some well known stylised facts in the literature - the relative volatility and reversibility of foreign direct investment versus portfolio investment. We extend their result and show that uncertainty about fundamentals does not imp...

  12. Optimization of Investment Planning Based on Game-Theoretic Approach

    Directory of Open Access Journals (Sweden)

    Elena Vladimirovna Butsenko

    2018-03-01

    Full Text Available The game-theoretic approach has a vast potential in solving economic problems. On the other hand, the theory of games itself can be enriched by the studies of real problems of decision-making. Hence, this study is aimed at developing and testing the game-theoretic technique to optimize the management of investment planning. This technique enables to forecast the results and manage the processes of investment planning. The proposed method of optimizing the management of investment planning allows to choose the best development strategy of an enterprise. This technique uses the “game with nature” model, and the Wald criterion, the maximum criterion and the Hurwitz criterion as criteria. The article presents a new algorithm for constructing the proposed econometric method to optimize investment project management. This algorithm combines the methods of matrix games. Furthermore, I show the implementation of this technique in a block diagram. The algorithm includes the formation of initial data, the elements of the payment matrix, as well as the definition of maximin, maximal, compromise and optimal management strategies. The methodology is tested on the example of the passenger transportation enterprise of the Sverdlovsk Railway in Ekaterinburg. The application of the proposed methodology and the corresponding algorithm allowed to obtain an optimal price strategy for transporting passengers for one direction of traffic. This price strategy contributes to an increase in the company’s income with minimal risk from the launch of this direction. The obtained results and conclusions show the effectiveness of using the developed methodology for optimizing the management of investment processes in the enterprise. The results of the research can be used as a basis for the development of an appropriate tool and applied by any economic entity in its investment activities.

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

    OpenAIRE

    Mats Wiklund; Peter Mozelius

    2014-01-01

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

  14. Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games

    Science.gov (United States)

    Shelton, Brett E.; Scoresby, Jon

    2011-01-01

    We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…

  15. A Computer-Based Game That Promotes Mathematics Learning More than a Conventional Approach

    Science.gov (United States)

    McLaren, Bruce M.; Adams, Deanne M.; Mayer, Richard E.; Forlizzi, Jodi

    2017-01-01

    Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The…

  16. Phase Imaging: A Compressive Sensing Approach

    Energy Technology Data Exchange (ETDEWEB)

    Schneider, Sebastian; Stevens, Andrew; Browning, Nigel D.; Pohl, Darius; Nielsch, Kornelius; Rellinghaus, Bernd

    2017-07-01

    Since Wolfgang Pauli posed the question in 1933, whether the probability densities |Ψ(r)|² (real-space image) and |Ψ(q)|² (reciprocal space image) uniquely determine the wave function Ψ(r) [1], the so called Pauli Problem sparked numerous methods in all fields of microscopy [2, 3]. Reconstructing the complete wave function Ψ(r) = a(r)e-iφ(r) with the amplitude a(r) and the phase φ(r) from the recorded intensity enables the possibility to directly study the electric and magnetic properties of the sample through the phase. In transmission electron microscopy (TEM), electron holography is by far the most established method for phase reconstruction [4]. Requiring a high stability of the microscope, next to the installation of a biprism in the TEM, holography cannot be applied to any microscope straightforwardly. Recently, a phase retrieval approach was proposed using conventional TEM electron diffractive imaging (EDI). Using the SAD aperture as reciprocal-space constraint, a localized sample structure can be reconstructed from its diffraction pattern and a real-space image using the hybrid input-output algorithm [5]. We present an alternative approach using compressive phase-retrieval [6]. Our approach does not require a real-space image. Instead, random complimentary pairs of checkerboard masks are cut into a 200 nm Pt foil covering a conventional TEM aperture (cf. Figure 1). Used as SAD aperture, subsequently diffraction patterns are recorded from the same sample area. Hereby every mask blocks different parts of gold particles on a carbon support (cf. Figure 2). The compressive sensing problem has the following formulation. First, we note that the complex-valued reciprocal-space wave-function is the Fourier transform of the (also complex-valued) real-space wave-function, Ψ(q) = F[Ψ(r)], and subsequently the diffraction pattern image is given by |Ψ(q)|2 = |F[Ψ(r)]|2. We want to find Ψ(r) given a few differently coded diffraction pattern measurements yn

  17. Designing Science Learning with Game-Based Approaches

    Science.gov (United States)

    Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina

    2014-01-01

    Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…

  18. The Commonality Between Approaches to Determine Jump Fatigue During Basketball Activity in Junior Players: In-Game Versus Across-Game Decrements.

    Science.gov (United States)

    Scanlan, Aaron T; Fox, Jordan L; Borges, Nattai R; Dalbo, Vincent J

    2017-02-01

    Declines in high-intensity activity during game play (in-game approach) and performance tests measured pre- and postgame (across-game approach) have been used to assess player fatigue in basketball. However, a direct comparison of these approaches is not available. Consequently, this study examined the commonality between in- and across-game jump fatigue during simulated basketball game play. Australian, state-level, junior male basketball players (n = 10; 16.6 ± 1.1 y, 182.4 ± 4.3 cm, 68.3 ± 10.2 kg) completed 4 × 10-min standardized quarters of simulated basketball game play. In-game jump height during game play was measured using video analysis, while across-game jump height was determined pre-, mid-, and postgame play using an in-ground force platform. Jump height was determined using the flight-time method, with jump decrement calculated for each approach across the first half, second half, and entire game. A greater jump decrement was apparent for the in-game approach than for the across-game approach in the first half (37.1% ± 11.6% vs 1.7% ± 6.2%; P = .005; d = 3.81, large), while nonsignificant, large differences were evident between approaches in the second half (d = 1.14) and entire game (d = 1.83). Nonsignificant associations were evident between in-game and across-game jump decrement, with shared variances of 3-26%. Large differences and a low commonality were observed between in- and across-game jump fatigue during basketball game play, suggesting that these approaches measure different constructs. Based on our findings, it is not recommended that basketball coaches use these approaches interchangeably to monitor player fatigue across the season.

  19. R&D, patents and innovation: a differential game approach

    OpenAIRE

    Wang, H.-M.

    2016-01-01

    A patent race is a technological competition among firms and the firm making a first-hand innovation takes advantages of patenting. Firms strategically invest in R&D and produce knowledge in order to innovate. Instead of growing model of R&D, I use a differential game approach to investigate firms interaction of R&D behavior in a patent race. In general, knowledge is an intangible good that gives a special feature of a patent race. Whether knowledge is substitutable to the existing knowledge ...

  20. 348 A GIS AND REMOTE SENSING APPROACH TO ASSESSMENT ...

    African Journals Online (AJOL)

    Osondu

    A GIS AND REMOTE SENSING APPROACH TO ASSESSMENT OF DEFORESTATION IN ... This study measured and analyzed deforestation in Uyo and examined the possible effects of the ..... the Burkill technique, (1985, 1994, 1995, 1997.

  1. Remote sensing approach to structural modelling

    International Nuclear Information System (INIS)

    El Ghawaby, M.A.

    1989-01-01

    Remote sensing techniques are quite dependable tools in investigating geologic problems, specially those related to structural aspects. The Landsat imagery provides discrimination between rock units, detection of large scale structures as folds and faults, as well as small scale fabric elements such as foliation and banding. In order to fulfill the aim of geologic application of remote sensing, some essential surveying maps might be done from images prior to the structural interpretation: land-use, land-form drainage pattern, lithological unit and structural lineament maps. Afterwards, the field verification should lead to interpretation of a comprehensive structural model of the study area to apply for the target problem. To deduce such a model, there are two ways of analysis the interpreter may go through: the direct and the indirect methods. The direct one is needed in cases where the resources or the targets are controlled by an obvious or exposed structural element or pattern. The indirect way is necessary for areas where the target is governed by a complicated structural pattern. Some case histories of structural modelling methods applied successfully for exploration of radioactive minerals, iron deposits and groundwater aquifers in Egypt are presented. The progress in imagery, enhancement and integration of remote sensing data with the other geophysical and geochemical data allow a geologic interpretation to be carried out which become better than that achieved with either of the individual data sets. 9 refs

  2. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

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

  3. The Effect of Using Computer Games in Teaching Mathematics on Developing the Number Sense of Fourth Grade Students

    Science.gov (United States)

    Nejem, Khamis Mousa; Muhanna, Wafa

    2013-01-01

    The purpose of this study was to investigate the effect of using computer games in teaching mathematics on developing the number sense of fourth grade students. To achieve this purpose a study sample of (81) students was selected from the fourth grade. This sample was divided into two groups. One group was randomly chosen to be the experimental…

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

    Science.gov (United States)

    Almeida, Fernando L. F.

    2017-01-01

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

  5. An Approach to Scoring Collaboration in Online Game Environments

    Science.gov (United States)

    Scoular, Claire; Care, Esther; Awwal, Nafisa

    2017-01-01

    With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…

  6. Competition and quality in health care markets: a differential-game approach.

    Science.gov (United States)

    Brekke, Kurt R; Cellini, Roberto; Siciliani, Luigi; Straume, Odd Rune

    2010-07-01

    We investigate the effect of competition on quality in health care markets with regulated prices taking a differential game approach, in which quality is a stock variable. Using a Hotelling framework, we derive the open-loop solution (health care providers set the optimal investment plan at the initial period) and the feedback closed-loop solution (providers move investments in response to the dynamics of the states). Under the closed-loop solution competition is more intense in the sense that providers observe quality in each period and base their investment on this information. If the marginal provision cost is constant, the open-loop and closed-loop solutions coincide, and the results are similar to the ones obtained by static models. If the marginal provision cost is increasing, investment and quality are lower in the closed-loop solution (when competition is more intense). In this case, static models tend to exaggerate the positive effect of competition on quality.

  7. A New Design Approach to Game-Based learning

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2012-01-01

    to ground the student’s reason to learn. This paper proposes a different approach: using visualisation in immersive 3D worlds as both documentation of learning progress and as a reward system which motivates further learning. The overall design idea is to build a game based learning system from three......This paper puts forward a new design perspective for gamebased learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn – without the interference of teachers – whatever subject......-based learning system, but will also confront aspects of modern learning theory, especially the notion of reference between the content of an assignment and the reality with which it should or could be connected (situated learning). The second idea promotes a way of tackling the common experience of the average...

  8. A Nash-game approach to joint image restoration and segmentation

    OpenAIRE

    Kallel , Moez; Aboulaich , Rajae; Habbal , Abderrahmane; Moakher , Maher

    2014-01-01

    International audience; We propose a game theory approach to simultaneously restore and segment noisy images. We define two players: one is restoration, with the image intensity as strategy, and the other is segmentation with contours as strategy. Cost functions are the classical relevant ones for restoration and segmentation, respectively. The two players play a static game with complete information, and we consider as solution to the game the so-called Nash Equilibrium. For the computation ...

  9. Educational Game Development Approach to a particular case: the donor's evaluation.

    Science.gov (United States)

    Borro Escribano, B; del Blanco, A; Torrente, J; Borro Mate, J M; Fernandez Manjon, B

    2015-01-01

    Serious games are a current trend nowadays. Almost every sector has used serious games in recent years for different educational purposes. The eLearning research team of the Complutense University of Madrid main focus of research is the development of low-cost serious games. During the past 10 years, we have been working with and developing serious games, paying special attention to those related to healthcare. From all these studies, a methodology was defined-the Educational Game Development Approach (EGDA)-to design, develop, and evaluate game-like simulations or serious games in healthcare. We present the application of the EGDA to a particular case, the development of a serious game representing the donor's evaluation in an intensive care unit from the point of view of a hospital coordinator following the EGDA methodology. In this simulation, we changed the strategy of selection of teaching cases by exponentially increasing the number of teaching cases. This kind of educational content provides several benefits to students as they learn while playing; they receive immediate feedback of mistakes and correct moves and an objective assessment. These simulations allow the students to practice in a risk-free environment. Moreover, the addition of game elements increases engagement and promotes the retention of important information. A game-like simulation has been developed through the use of this methodology. This simulation represents a complex medical procedure. Copyright © 2015 Elsevier Inc. All rights reserved.

  10. Android arcade game app a real world project : case study approach

    CERN Document Server

    DiMarzio, Jerome

    2012-01-01

    Apress, the leading Android books publisher, continues to provide you with very hands-on, practical books for teaching and showing app developers how to build and design apps, including game apps, that can be built and deployed in the various Android app stores out there. Android Arcade Game App:  A Real World Project - Case Study Approach is no different in that it walks you through creating an arcade style Prison Break game app-top to bottom-for an Android smartphone or tablet.  This book teaches you the unique characteristics and challenges of creating an Arcade style game And it provides y

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

    Science.gov (United States)

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

    2016-01-01

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

  12. Learning Biology through Innovative Curricula: A Comparison of Game- and Nongame-Based Approaches

    Science.gov (United States)

    Sadler, Troy D.; Romine, William L.; Menon, Deepika; Ferdig, Richard E.; Annetta, Leonard

    2015-01-01

    This study explored student learning in the context of innovative biotechnology curricula and the effects of gaming as a central element of the learning experience. The quasi-experimentally designed study compared learning outcomes between two curricular approaches: One built around a computer-based game, and the other built around a narrative…

  13. How people learn while playing serious games: A computational modelling approach

    NARCIS (Netherlands)

    Westera, Wim

    2017-01-01

    This paper proposes a computational modelling approach for investigating the interplay of learning and playing in serious games. A formal model is introduced that allows for studying the details of playing a serious game under diverse conditions. The dynamics of player action and motivation is based

  14. A Game-Based Approach to an Entire Physical Chemistry Course

    Science.gov (United States)

    Daubenfeld, Thorsten; Zenker, Dietmar

    2015-01-01

    We designed, implemented, and evaluated a game-based learning approach to increase student motivation and achievement for an undergraduate physical chemistry course. By focusing only on the most important game aspects, the implementation was realized with a production ratio of 1:8 (study load in hours divided by production effort in hours).…

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

    Science.gov (United States)

    Kriz, Willy Christian

    2010-01-01

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

  16. Educational games for brain health: revealing their unexplored potential through a neurocognitive approach

    Directory of Open Access Journals (Sweden)

    Patrick eFissler

    2015-07-01

    Full Text Available Educational games link the motivational nature of games with learning of knowledge and skills. Here, we go beyond effects on these learning outcomes. We review two lines of evidence which indicate the currently unexplored potential of educational games to promote brain health: First, gaming with specific neurocognitive demands (e.g., executive control, and second, educational learning experiences (e.g., studying foreign languages improve brain health markers. These markers include cognitive ability, brain function, and brain structure. As educational games allow the combination of specific neurocognitive demands with educational learning experiences, they seem to be optimally suited for promoting brain health. We propose a neurocognitive approach to reveal this unexplored potential of educational games in future research.

  17. Revisiting video game ratings: Shift from content-centric to parent-centric approach

    Directory of Open Access Journals (Sweden)

    Jiow Hee Jhee

    2017-01-01

    Full Text Available The rapid adoption of video gaming among children has placed tremendous strain on parents’ ability to manage their children’s consumption. While parents refer online to video games ratings (VGR information to support their mediation efforts, there are many difficulties associated with such practice. This paper explores the popular VGR sites, and highlights the inadequacies of VGRs to capture the parents’ concerns, such as time displacement, social interactions, financial spending and various video game effects, beyond the widespread panics over content issues, that is subjective, ever-changing and irrelevant. As such, this paper argues for a shift from content-centric to a parent-centric approach in VGRs, that captures the evolving nature of video gaming, and support parents, the main users of VGRs, in their management of their young video gaming children. This paper proposes a Video Games Repository for Parents to represent that shift.

  18. Using the Tactical Games Approach when Teaching Rugby and Tchoukball

    Science.gov (United States)

    Cramer, Stanley J.

    2011-01-01

    To be successful in game play requires students to do more than merely execute sport-specific movement skills well. Students should be learning how to read specific game situations while not in possession of the ball, respond appropriately with movements to reposition themselves to gain an advantage for their team or self, react to produce…

  19. Understanding and Accommodating Online Social Communities: A Common Sense Approach

    Science.gov (United States)

    Lennon, Sean M.

    2013-01-01

    Online social networks such as Facebook have changed the context and definitions of socialization. Focusing on teacher use, this article considers the size and impact of these forums and the importance many young professionals feel toward them. Themed as a common sense approach, the author uses anecdotal points and discussions with…

  20. PNNL: A Supervised Maximum Entropy Approach to Word Sense Disambiguation

    Energy Technology Data Exchange (ETDEWEB)

    Tratz, Stephen C.; Sanfilippo, Antonio P.; Gregory, Michelle L.; Chappell, Alan R.; Posse, Christian; Whitney, Paul D.

    2007-06-23

    In this paper, we described the PNNL Word Sense Disambiguation system as applied to the English All-Word task in Se-mEval 2007. We use a supervised learning approach, employing a large number of features and using Information Gain for dimension reduction. Our Maximum Entropy approach combined with a rich set of features produced results that are significantly better than baseline and are the highest F-score for the fined-grained English All-Words subtask.

  1. A Mobile Device Based Serious Gaming Approach for Teaching and Learning Java Programming

    Directory of Open Access Journals (Sweden)

    Tobias Jordine

    2015-01-01

    Full Text Available Most first year computer science students find that learning object-oriented programming is hard. Serious games have ever been used as one approach to handle this problem. But most of them cannot be played with mobile devices. This obviously does not suit the era of mobile computing that intends to allow students to learn programming skills in anytime anywhere. To enhance mobile teaching and learning, a research project started over a year ago and aims to create a mobile device based serious gaming approach along with a serious game for enhancing mobile teaching and learning for Java programming. So far the project has completed a literature review for understanding existing work and identifying problems in this area, conducted a survey for eliciting students’ requirements for mobile gaming approach, and then established a mobile-device based serious gaming approach with a developed prototype of the game. This paper introduces the project in details, and in particularly presents and discusses its current results. It is expected that the presented project will be helpful and useful to bring more efficient approaches with new mobile games into teaching object-oriented programming and to enhance students’ learning experiences.

  2. Knowledge-based biomedical word sense disambiguation: comparison of approaches

    Directory of Open Access Journals (Sweden)

    Aronson Alan R

    2010-11-01

    Full Text Available Abstract Background Word sense disambiguation (WSD algorithms attempt to select the proper sense of ambiguous terms in text. Resources like the UMLS provide a reference thesaurus to be used to annotate the biomedical literature. Statistical learning approaches have produced good results, but the size of the UMLS makes the production of training data infeasible to cover all the domain. Methods We present research on existing WSD approaches based on knowledge bases, which complement the studies performed on statistical learning. We compare four approaches which rely on the UMLS Metathesaurus as the source of knowledge. The first approach compares the overlap of the context of the ambiguous word to the candidate senses based on a representation built out of the definitions, synonyms and related terms. The second approach collects training data for each of the candidate senses to perform WSD based on queries built using monosemous synonyms and related terms. These queries are used to retrieve MEDLINE citations. Then, a machine learning approach is trained on this corpus. The third approach is a graph-based method which exploits the structure of the Metathesaurus network of relations to perform unsupervised WSD. This approach ranks nodes in the graph according to their relative structural importance. The last approach uses the semantic types assigned to the concepts in the Metathesaurus to perform WSD. The context of the ambiguous word and semantic types of the candidate concepts are mapped to Journal Descriptors. These mappings are compared to decide among the candidate concepts. Results are provided estimating accuracy of the different methods on the WSD test collection available from the NLM. Conclusions We have found that the last approach achieves better results compared to the other methods. The graph-based approach, using the structure of the Metathesaurus network to estimate the relevance of the Metathesaurus concepts, does not perform well

  3. Making sense of gender from digital game play in three-year-old children’s everyday lives: An ethnographic case study

    Directory of Open Access Journals (Sweden)

    Youn Jung Huh

    2015-06-01

    Full Text Available This study explores very young children performing and talking about game characters in their everyday life. In this study, young children’s digital game play is considered as a hybrid and complex site for the children to meet popular culture and their everyday family experiences. This article represents a case study of six three-year-old children and their families, which combines ethnographic methods (spending time with the families, being a participant observer and critical perspectives analysis with Bakhtinian perspectives to construct analyses that have the potential to understand how young children make sense of their everyday roles as a boy or a girl through their game play. This study shows that young children do not directly receive ideological messages from the game media, but they make sense of the messages by decoding and interpreting the game media based on their own theories of everyday life.

  4. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

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

  5. A Graphical Evolutionary Game Approach to Social Learning

    Science.gov (United States)

    Cao, Xuanyu; Liu, K. J. Ray

    2017-06-01

    In this work, we study the social learning problem, in which agents of a networked system collaborate to detect the state of the nature based on their private signals. A novel distributed graphical evolutionary game theoretic learning method is proposed. In the proposed game-theoretic method, agents only need to communicate their binary decisions rather than the real-valued beliefs with their neighbors, which endows the method with low communication complexity. Under mean field approximations, we theoretically analyze the steady state equilibria of the game and show that the evolutionarily stable states (ESSs) coincide with the decisions of the benchmark centralized detector. Numerical experiments are implemented to confirm the effectiveness of the proposed game-theoretic learning method.

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

    Directory of Open Access Journals (Sweden)

    Daniela Stanciulescu

    2015-11-01

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

  7. A game-theoretic approach to real-time system testing

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Li, Shuhao

    2008-01-01

    This paper presents a game-theoretic approach to the testing of uncontrollable real-time systems. By modelling the systems with Timed I/O Game Automata and specifying the test purposes as Timed CTL formulas, we employ a recently developed timed game solver UPPAAL-TIGA to synthesize winning...... strategies, and then use these strategies to conduct black-box conformance testing of the systems. The testing process is proved to be sound and complete with respect to the given test purposes. Case study and preliminary experimental results indicate that this is a viable approach to uncontrollable timed...... system testing....

  8. A computational approach towards conflict resolution for serious games

    OpenAIRE

    Cheong, Yun-Gyung; Khaled, Rilla; Grappiolo, Corrado; Campos, Joana; Martinho, Carlos; Ingram, Gordon P. D.; Paiva, Ana; Yannakakis, Georgios N.; The International Conference on the Foundations of Digital Games

    2011-01-01

    Conflict is an unavoidable feature of life, but the development of conflict resolution management skills can facilitate the parties involved in resolving their conflicts in a positive manner. The goal of our research is to develop a serious game in which children may experiment with conflict resolution strategies and learn how to work towards positive conflict outcomes. While serious games related to conflict exist at present, our work represents the first attempt to teach conflict resolution...

  9. APPROACHING CARBOHYDRATES AND ITS METABOLISM: AN EXPERIENCE FOR EDUCATIONAL GAMES

    Directory of Open Access Journals (Sweden)

    Sandro Henrique Dias Ribeiro

    2016-11-01

    Full Text Available INTRODUCTION: The study of carbohydrates, its metabolism and many other fields of biochemistry are often understood by students as a junction of chemical structures and reactions of difficult compression. However, Biochemistry should no longer be seen as an abstruse field, but a way to know the human body and its components, including molecular, structural and functional aspects. Therefore, some alternatives are being evaluated in order to assist and improve the dissemination of knowledge among them highlights are the educational games. OBJECTIVES: The aim of this work is the production of two educational games able to include the contents of carbohydrates and its metabolism in higher education. MATERIALS AND METHODS: The educational games produced were made from available materials and low cost. The games were tested in courses of Biological Sciences and Biotechnology of the Federal University of Uberlândia and the response of the students towards the activities was analyzed. The application, had the presence of trained students to instruct on the activity and correcting. DISCUSSION AND RESULTS: "What is the Carbohydrate?" and "Mastering the metabolism" are two educational games covering the content of structure and function carbohydrates and basal metabolism, respectively. "What is the Carbohydrate?" consists in unravel amid several options the carbohydrate in the hands of the others players. For this, several questions with two possible answers, “yes” or “not”, are accepted each round, and if the player find difficulty in formulating questions, there are cards tips. “Mastering the metabolism” consists in a combination of cards that simulate pieces of a domino that must be mounted following the metabolic pathway of carbohydrates, and as the game progresses, the main points of regulation of the pathway will be accompanied by surprise questions. The games showed great acceptance by students. CONCLUSION: “What is the Carbohydrate

  10. The scientific learning approach using multimedia-based maze game to improve learning outcomes

    Science.gov (United States)

    Setiawan, Wawan; Hafitriani, Sarah; Prabawa, Harsa Wara

    2016-02-01

    The objective of curriculum 2013 is to improve the quality of education in Indonesia, which leads to improving the quality of learning. The scientific approach and supported empowerment media is one approach as massaged of curriculum 2013. This research aims to design a labyrinth game based multimedia and apply in the scientific learning approach. This study was conducted in one of the Vocational School in Subjects of Computer Network on 2 (two) classes of experimental and control. The method used Mix Method Research (MMR) which combines qualitative in multimedia design, and quantitative in the study of learning impact. The results of a survey showed that the general of vocational students like of network topology material (68%), like multimedia (74%), and in particular, like interactive multimedia games and flash (84%). Multimediabased maze game developed good eligibility based on media and material aspects of each value 840% and 82%. Student learning outcomes as a result of using a scientific approach to learning with a multimediabased labyrinth game increase with an average of gain index about (58%) and higher than conventional multimedia with index average gain of 0.41 (41%). Based on these results the scientific approach to learning by using multimediabased labyrinth game can improve the quality of learning and increase understanding of students. Multimedia of learning based labyrinth game, which developed, got a positive response from the students with a good qualification level (75%).

  11. Making Sense of Virtual Risks : A Quasi-Experimental Investigation into Game-Based Training

    NARCIS (Netherlands)

    Harteveld, C.

    2012-01-01

    Along with the rise of digital games over the past decades came an increased interest for using games for other purposes than entertainment. Although a few successes are known, much research seems to suggest little evidence for games’ advantages. Existing literature claims that more studies are

  12. Nintendo Wii related Achilles tendon rupture: first reported case and literature review of motion sensing video game injuries.

    Science.gov (United States)

    Singh, Rohit; Manoharan, Gopikanthan; Moores, Thomas Steven; Patel, Amit

    2014-05-14

    Achilles tendon ruptures tend to occur more commonly in healthy men between the ages of 30 and 50 years who have had no previous injury or problem reported in the affected leg. The injury is usually due to sudden forced plantar flexion of the foot, unexpected dorsiflexion of the foot and violent dorsiflexion of a plantar flexed foot, all of which occur during high impact activities. We present the first reported case of interactive activity with Nintendo Wii games that have resulted in Achilles tendon rupture in a 46-year-old man. There have been no previous reports of Achilles tendon rupture with Nintendo Wii usage; it is a relatively uncommon mode of injury and is rare in terms of epidemiology of motion sensing video game injuries. 2014 BMJ Publishing Group Ltd.

  13. A Game-Theoretical Approach to Multimedia Social Networks Security

    Science.gov (United States)

    Liu, Enqiang; Liu, Zengliang; Shao, Fei; Zhang, Zhiyong

    2014-01-01

    The contents access and sharing in multimedia social networks (MSNs) mainly rely on access control models and mechanisms. Simple adoptions of security policies in the traditional access control model cannot effectively establish a trust relationship among parties. This paper proposed a novel two-party trust architecture (TPTA) to apply in a generic MSN scenario. According to the architecture, security policies are adopted through game-theoretic analyses and decisions. Based on formalized utilities of security policies and security rules, the choice of security policies in content access is described as a game between the content provider and the content requester. By the game method for the combination of security policies utility and its influences on each party's benefits, the Nash equilibrium is achieved, that is, an optimal and stable combination of security policies, to establish and enhance trust among stakeholders. PMID:24977226

  14. A game-theoretic approach to donor kidney sharing.

    Science.gov (United States)

    O'Brien, B J

    1988-01-01

    Graft survival in renal transplantation is a function, amongst other things, of the degree of histocompatibility lymphocyte-A (HLA) tissue matching achieved between donor and recipient. Yet a donor procured at centre A might match a transplant candidate at centre B and vice versa. This raises the question of whether, and under what circumstances, surgeons will offer and exchange donor kidneys and gain from such trade in terms of graft survival. We analyse the problem in a game-theoretic framework where the choice of strategy 'to offer or not?' is evaluated in the context of the uncertainty of reciprocation by the other player(s) in the game. The equilibrium solution to a number of variations of the game is predicted to be non-cooperation resulting in collectively sub-optimal graft survival rates. Some policy options for improving cooperation are considered including exchange incentives and coercive measures.

  15. A Microworld-Based Role-Playing Game Development Approach to Engaging Students in Interactive, Enjoyable, and Effective Mathematics Learning

    Science.gov (United States)

    Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying

    2018-01-01

    In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…

  16. A Game Theoretical Approach for Solving Winner Determination Problems

    Directory of Open Access Journals (Sweden)

    Chen-Kun Tsung

    2014-01-01

    Full Text Available Determining the winners in combinatorial auctions to maximize the auctioneer's revenue is an NP-complete problem. Computing an optimal solution requires huge computation time in some instances. In this paper, we apply three concepts of the game theory to design an approximation algorithm: the stability of the Nash equilibrium, the self-learning of the evolutionary game, and the mistake making of the trembling hand assumption. According to our simulation results, the proposed algorithm produces near-optimal solutions in terms of the auctioneer's revenue. Moreover, reasonable computation time is another advantage of applying the proposed algorithm to the real-world services.

  17. Modeling Routinization in Games: An Information Theory Approach

    DEFF Research Database (Denmark)

    Wallner, Simon; Pichlmair, Martin; Hecher, Michael

    2015-01-01

    Routinization is the result of practicing until an action stops being a goal-directed process. This paper formulates a definition of routinization in games based on prior research in the fields of activity theory and practice theory. Routinization is analyzed using the formal model of discrete......-time, discrete-space Markov chains and information theory to measure the actual error between the dynamically trained models and the player interaction. Preliminary research supports the hypothesis that Markov chains can be effectively used to model routinization in games. A full study design is presented...

  18. A Fast Approach to Bimatrix Games with Intuitionistic Fuzzy Payoffs

    Directory of Open Access Journals (Sweden)

    Min Fan

    2014-01-01

    Full Text Available The aim of this paper is to develop an effective method for solving bimatrix games with payoffs of intuitionistic fuzzy value. Firstly, bimatrix game model with intuitionistic fuzzy payoffs (IFPBiG was put forward. Secondly, two kinds of nonlinear programming algorithms were discussed with the Nash equilibrium of IFPBiG. Thirdly, Nash equilibrium of the algorithm was proved by the fixed point theory and the algorithm was simplified by linear programming methods. Finally, an example was solved through Matlab; it showed the validity, applicability, and superiority.

  19. A Game Theory Approach for Product Specialization in International Trade

    Directory of Open Access Journals (Sweden)

    Ioana-Veronica ALEXA

    2011-11-01

    Full Text Available Game theory, in its most basic form, considers two players and analyses the different strategies that they can use and the effect that these strategies will have on each player. International trade allows countries to use better their resources (labor, technology or capital. Since countries have different capital or natural resources, some of them will produce a good more efficiently than others and therefore could sell it cheaper than other countries. By using game theory in international trade we could determine if the H-O-S model is correct and what would be the best specialization for each country.

  20. Game-theoretic interference coordination approaches for dynamic spectrum access

    CERN Document Server

    Xu, Yuhua

    2016-01-01

    Written by experts in the field, this book is based on recent research findings in dynamic spectrum access for cognitive radio networks. It establishes a game-theoretic framework and presents cutting-edge technologies for distributed interference coordination. With game-theoretic formulation and the designed distributed learning algorithms, it provides insights into the interactions between multiple decision-makers and the converging stable states. Researchers, scientists and engineers in the field of cognitive radio networks will benefit from the book, which provides valuable information, useful methods and practical algorithms for use in emerging 5G wireless communication.

  1. Dynamic Pricing of New Products in Competitive Markets: A Mean-Field Game Approach

    OpenAIRE

    Chenavaz, Régis; Paraschiv, Corina; Turinici, Gabriel

    2017-01-01

    Dynamic pricing of new products has been extensively studied in monopolistic and oligopolistic markets. But, the optimal control and differential game tools used to investigate the pricing behavior on markets with a finite number of firms are not well-suited to model competitive markets with an infinity of firms. Using a mean-field games approach, this paper examines dynamic pricing policies in competitive markets, where no firm exerts market power. The theoretical setting is based on a diffu...

  2. A Lightweight Story-Comprehension Approach to Game Dialogue

    DEFF Research Database (Denmark)

    van Leeuwen, Robert P.; Cheong, Yun-Gyung; Nelson, Mark Jason

    2013-01-01

    In this paper we describe Answery, a rule-based system that allows authors to specify game characters' background stories in natural language. The system parses these background stories, applies transfor- mation rules to turn them into semantic content, and generates dialogue during gameplay...

  3. An approach to the virtual education of video-games

    Directory of Open Access Journals (Sweden)

    Charo SÁDABA

    2017-07-01

    Full Text Available Could a platform, as videogames, that requires the active participation of users, be helpful to develop a broader participation attitude? Is it possible to acquire social skills and attitudes for participation through videogames? Any of these questions have a simple answer; this article discusses several reflection points trying to guess how this new scenario of digital gaming affects teenagers.

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

    DEFF Research Database (Denmark)

    Andreasen, Kristian Emil; Tambo, Torben

    2012-01-01

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

  5. Internet and video game addictions: a cognitive behavioral approach

    Directory of Open Access Journals (Sweden)

    Igor Lins Lemos

    2014-07-01

    Full Text Available Background While several benefits are attributed to the Internet and video games, an important proportion of the population presents symptoms related to possible new technological addictions and there has been little discussion of treatment of problematic technology use. Although demand for knowledge is growing, only a small number of treatments have been described. Objective To conduct a systematic review of the literature, to establish Cognitive Behavioral Therapy (CBT as a possible strategy for treating Internet and video game addictions. Method The review was conducted in the following databases: Science Direct on Line, PubMed, PsycINFO, Cochrane Clinical Trials Library, BVS and SciELO. The keywords used were: Cognitive Behavioral Therapy; therapy; treatment; with association to the terms Internet addiction and video game addiction. Given the scarcity of studies in the field, no restrictions to the minimum period of publication were made, so that articles found until October 2013 were accounted. Results Out of 72 articles found, 23 described CBT as a psychotherapy for Internet and video game addiction. The manuscripts showed the existence of case studies and protocols with satisfactory efficacy. Discussion Despite the novelty of technological dependencies, CBT seems to be applicable and allows an effective treatment for this population.

  6. A potential approach to solutions for set games

    NARCIS (Netherlands)

    Driessen, T.S.H.; Sun, H.

    2001-01-01

    Concerning the solution theory for set games, the paper introduces a new solution by allocating, to any player, the items (taken from an universe) that are attainable for the player, but can not be blocked (by any coalition not containing the player). The resulting value turns out to be an utmost

  7. Modeling Misbehavior in Cooperative Diversity: A Dynamic Game Approach

    Science.gov (United States)

    Dehnie, Sintayehu; Memon, Nasir

    2009-12-01

    Cooperative diversity protocols are designed with the assumption that terminals always help each other in a socially efficient manner. This assumption may not be valid in commercial wireless networks where terminals may misbehave for selfish or malicious intentions. The presence of misbehaving terminals creates a social-dilemma where terminals exhibit uncertainty about the cooperative behavior of other terminals in the network. Cooperation in social-dilemma is characterized by a suboptimal Nash equilibrium where wireless terminals opt out of cooperation. Hence, without establishing a mechanism to detect and mitigate effects of misbehavior, it is difficult to maintain a socially optimal cooperation. In this paper, we first examine effects of misbehavior assuming static game model and show that cooperation under existing cooperative protocols is characterized by a noncooperative Nash equilibrium. Using evolutionary game dynamics we show that a small number of mutants can successfully invade a population of cooperators, which indicates that misbehavior is an evolutionary stable strategy (ESS). Our main goal is to design a mechanism that would enable wireless terminals to select reliable partners in the presence of uncertainty. To this end, we formulate cooperative diversity as a dynamic game with incomplete information. We show that the proposed dynamic game formulation satisfied the conditions for the existence of perfect Bayesian equilibrium.

  8. Modeling Misbehavior in Cooperative Diversity: A Dynamic Game Approach

    Directory of Open Access Journals (Sweden)

    Sintayehu Dehnie

    2009-01-01

    Full Text Available Cooperative diversity protocols are designed with the assumption that terminals always help each other in a socially efficient manner. This assumption may not be valid in commercial wireless networks where terminals may misbehave for selfish or malicious intentions. The presence of misbehaving terminals creates a social-dilemma where terminals exhibit uncertainty about the cooperative behavior of other terminals in the network. Cooperation in social-dilemma is characterized by a suboptimal Nash equilibrium where wireless terminals opt out of cooperation. Hence, without establishing a mechanism to detect and mitigate effects of misbehavior, it is difficult to maintain a socially optimal cooperation. In this paper, we first examine effects of misbehavior assuming static game model and show that cooperation under existing cooperative protocols is characterized by a noncooperative Nash equilibrium. Using evolutionary game dynamics we show that a small number of mutants can successfully invade a population of cooperators, which indicates that misbehavior is an evolutionary stable strategy (ESS. Our main goal is to design a mechanism that would enable wireless terminals to select reliable partners in the presence of uncertainty. To this end, we formulate cooperative diversity as a dynamic game with incomplete information. We show that the proposed dynamic game formulation satisfied the conditions for the existence of perfect Bayesian equilibrium.

  9. Two Numerical Approaches to Stationary Mean-Field Games

    KAUST Repository

    Almulla, Noha; Ferreira, Rita; Gomes, Diogo A.

    2016-01-01

    Here, we consider numerical methods for stationary mean-field games (MFG) and investigate two classes of algorithms. The first one is a gradient-flow method based on the variational characterization of certain MFG. The second one uses monotonicity properties of MFG. We illustrate our methods with various examples, including one-dimensional periodic MFG, congestion problems, and higher-dimensional models.

  10. Experimental Economics on Firm’s Behavior: Entry Game Approach

    Directory of Open Access Journals (Sweden)

    I Wayan Sukadana

    2015-11-01

    Full Text Available The paper analyzes subject’s behavior in evolutionary process of entry game. The experiment is designed to analyze the behavior of the subject. The experiment is set in sequential entry games. Process of the game was conducted under asymmetric information, uncertainty, payoff perturbation and random matching. The subjects of the experiment were students of the Universitas Udayana, Bali, Indonesia. Subjects who play as new-entrance firms tend to choose “stay-out” strategy when the uncertainty and the amount of loss increase. Meanwhile, the subjects who play as an incumbent firm, which set to have more information about the game (market rather than the new-entrances, most of the time abuse their position by choose “threat” strategy, which not a credible strategy for some of them. Experimental studies shows that New-entrance tend to weight more on lost when the risk increase (from risk averse setting to risk seeking setting, and tend to choose sure value over a lotteries although the expected value from lotteries is higher or the same. These findings support the reason that Indonesian youngsters tend to choose a job as a PNS or employee of existing firms. The results also support the reason that Indonesian businessman is more willing to open a new business if they have a guarantee for their losses.

  11. An approach to the virtual education of video-games

    OpenAIRE

    Charo SÁDABA; Concepción NAVAL

    2017-01-01

    Could a platform, as videogames, that requires the active participation of users, be helpful to develop a broader participation attitude? Is it possible to acquire social skills and attitudes for participation through videogames? Any of these questions have a simple answer; this article discusses several reflection points trying to guess how this new scenario of digital gaming affects teenagers.

  12. Two Numerical Approaches to Stationary Mean-Field Games

    KAUST Repository

    Almulla, Noha

    2016-10-04

    Here, we consider numerical methods for stationary mean-field games (MFG) and investigate two classes of algorithms. The first one is a gradient-flow method based on the variational characterization of certain MFG. The second one uses monotonicity properties of MFG. We illustrate our methods with various examples, including one-dimensional periodic MFG, congestion problems, and higher-dimensional models.

  13. Recent advances in technologies for inclusive well-being from worn to off-body sensing, virtual worlds, and games for serious applications

    CERN Document Server

    Brahnam, Sheryl; Kapralos, Bill; Jain, Lakhmi

    2017-01-01

    This book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact. A common thread throughout the book is human-centered, uni and multi-modal strategies across the range of human technologies, including sensing and stimuli; virtual and augmented worlds; games for serious applications;accessibility; digital-ethics and more. Focusing on engaging, meaningful, and motivating activities that at the same time offer systemic information on human condition, performance and progress, the book is of interest to anyone seeking to gain insights into the field, be they students, teachers, practicing professionals, consultants, or family representatives. By offering a wider perspective, it addresses the need for a core text that evokes and provokes, engages and demands and stimulates and satisfies.

  14. Robust Sensing of Approaching Vehicles Relying on Acoustic Cues

    Directory of Open Access Journals (Sweden)

    Mitsunori Mizumachi

    2014-05-01

    Full Text Available The latest developments in automobile design have allowed them to be equipped with various sensing devices. Multiple sensors such as cameras and radar systems can be simultaneously used for active safety systems in order to overcome blind spots of individual sensors. This paper proposes a novel sensing technique for catching up and tracking an approaching vehicle relying on an acoustic cue. First, it is necessary to extract a robust spatial feature from noisy acoustical observations. In this paper, the spatio-temporal gradient method is employed for the feature extraction. Then, the spatial feature is filtered out through sequential state estimation. A particle filter is employed to cope with a highly non-linear problem. Feasibility of the proposed method has been confirmed with real acoustical observations, which are obtained by microphones outside a cruising vehicle.

  15. A Monte-Carlo game theoretic approach for Multi-Criteria Decision Making under uncertainty

    Science.gov (United States)

    Madani, Kaveh; Lund, Jay R.

    2011-05-01

    Game theory provides a useful framework for studying Multi-Criteria Decision Making problems. This paper suggests modeling Multi-Criteria Decision Making problems as strategic games and solving them using non-cooperative game theory concepts. The suggested method can be used to prescribe non-dominated solutions and also can be used as a method to predict the outcome of a decision making problem. Non-cooperative stability definitions for solving the games allow consideration of non-cooperative behaviors, often neglected by other methods which assume perfect cooperation among decision makers. To deal with the uncertainty in input variables a Monte-Carlo Game Theory (MCGT) approach is suggested which maps the stochastic problem into many deterministic strategic games. The games are solved using non-cooperative stability definitions and the results include possible effects of uncertainty in input variables on outcomes. The method can handle multi-criteria multi-decision-maker problems with uncertainty. The suggested method does not require criteria weighting, developing a compound decision objective, and accurate quantitative (cardinal) information as it simplifies the decision analysis by solving problems based on qualitative (ordinal) information, reducing the computational burden substantially. The MCGT method is applied to analyze California's Sacramento-San Joaquin Delta problem. The suggested method provides insights, identifies non-dominated alternatives, and predicts likely decision outcomes.

  16. Heuristic hybrid game approach for fleet condition-based maintenance planning

    International Nuclear Information System (INIS)

    Feng, Qiang; Bi, Xiong; Zhao, Xiujie; Chen, Yiran; Sun, Bo

    2017-01-01

    The condition-based maintenance (CBM) method is commonly used to select appropriate maintenance opportunities according to equipment status over a period of time. The CBM of aircraft fleets is a fleet maintenance planning problem. In this problem, mission requirements, resource constraints, and aircraft statuses are considered to find an optimal strategy set. Given that the maintenance strategies for each aircraft are finite, fleet CBM can be treated as a combinatorial optimization problem. In this study, the process of making a decision on the CBM of military fleets is analyzed. The fleet CBM problem is treated as a two-stage dynamic decision-making problem. Aircraft are divided into dispatch and standby sets; thus, the problem scale is significantly reduced. A heuristic hybrid game (HHG) approach comprising a competition game and a cooperative game is proposed on the basis of heuristic rule. In the dispatch set, a competition game approach is proposed to search for a local optimal strategy matrix. A cooperative game method for the two sets is also proposed to ensure global optimization. Finally, a case study regarding a fleet comprising 20 aircraft is conducted, with the results proving that the approach efficiently generates outcomes that meet the mission risk-oriented schedule requirement. - Highlights: • A new heuristic hybrid game method for fleet condition-based maintenance is proposed. • The problem is simplified by hierarchical solving based on dispatch and standby set. • The local optimal solution is got by competition game algorithm for dispatch set. • The global optimal solution is got by cooperative game algorithm between two sets.

  17. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach.

    Science.gov (United States)

    Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping

    2017-01-01

    In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger

  18. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach

    Science.gov (United States)

    Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping

    2017-01-01

    In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger

  19. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach

    Directory of Open Access Journals (Sweden)

    Ming-Hsin Lu

    2017-10-01

    Full Text Available In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical

  20. Applications of multi-criteria and game theory approaches manufacturing and logistics

    CERN Document Server

    Hennet, Jean-Claude; Tiwari, Manoj

    2014-01-01

    Aligning the latest practices, innovations and case studies with academic frameworks and theories, the broad area of multi-criteria and game theory applications in manufacturing and logistics is covered in comprehensive details. Part 1 presents ‘multi-criteria applications’ and includes chapters on  logistics with a focus on vehicle routing problems, a multi-objective decision making approach to select the best storage policy and an exploratory study to predict the most important factors that can lead to successful mobile supply chain management adoption for manufacturing firms. Part 2 covers ‘game theory applications’ and encompasses the process of forming a coalition within a corporate network to the problem of integrating inventory and distribution optimization together with game theory to effectively manage supply networks. Providing a forum to investigate, exchange novel ideas and disseminate knowledge covering the broad area of multi-criteria and game theory applications in manufacturing and l...

  1. A Game-Chain-Based Approach for Decision Making

    OpenAIRE

    An, Tingyu; Watanabe, tsunami

    2009-01-01

    Nowadays, with the rapid development of information society, decision-making problems become more and more complicated especially in large scale systems such as infrastructure, environmental and industrial fields, which are usually accompanied by psychological competition between involved parties in a complicated, uncertain and dynamic situation. From a holistic perspective of system, a specific decision-making method which is described as game-chain-based decision making has been proposed in...

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

    Science.gov (United States)

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

    2013-01-01

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

  3. Game-Enhanced Simulation as an Approach to Experiential Learning in Business English

    Science.gov (United States)

    Punyalert, Sansanee

    2017-01-01

    This dissertation aims to integrate various learning approaches, i.e., multiple literacies, experiential learning, game-enhanced learning, and global simulation, into an extracurricular module, in which it remodels traditional ways of teaching input, specifically, the lexical- and grammatical-only approaches of business English at a private…

  4. Approaching Artificial Intelligence for Games – the Turing Test revisited

    Directory of Open Access Journals (Sweden)

    Jenny Eriksson Lundström

    2008-07-01

    Full Text Available Today's powerful computers have increasingly more resources available, which can be used for incorporating more sophisticated AI into home applications like computer games. The perhaps obvious way of using AI to enhance the experience of a game is to make the player perceive the computer-controlled entities as intelligent. The traditional idea of how to determine whether a machine can pass as intelligent is the Turing Test. In this paper we show that it is possible and useful to conduct a test adhering to the intention of the original Turing test. We present an empirical study exploring human discrimination of artificial intelligence from the behaviour of a computer-controlled entity used in its specific context and how the behaviour responds to the user's expectations. In our empirical study the context is a real-time strategy computer game and the purpose of the AI is merely to pass as an acceptable opponent. We discuss the results of the empirical study and its implications for AI in computer applications.

  5. Decision support models for solid waste management: Review and game-theoretic approaches

    International Nuclear Information System (INIS)

    Karmperis, Athanasios C.; Aravossis, Konstantinos; Tatsiopoulos, Ilias P.; Sotirchos, Anastasios

    2013-01-01

    Highlights: ► The mainly used decision support frameworks for solid waste management are reviewed. ► The LCA, CBA and MCDM models are presented and their strengths, weaknesses, similarities and possible combinations are analyzed. ► The game-theoretic approach in a solid waste management context is presented. ► The waste management bargaining game is introduced as a specific decision support framework. ► Cooperative and non-cooperative game-theoretic approaches to decision support for solid waste management are discussed. - Abstract: This paper surveys decision support models that are commonly used in the solid waste management area. Most models are mainly developed within three decision support frameworks, which are the life-cycle assessment, the cost–benefit analysis and the multi-criteria decision-making. These frameworks are reviewed and their strengths and weaknesses as well as their critical issues are analyzed, while their possible combinations and extensions are also discussed. Furthermore, the paper presents how cooperative and non-cooperative game-theoretic approaches can be used for the purpose of modeling and analyzing decision-making in situations with multiple stakeholders. Specifically, since a waste management model is sustainable when considering not only environmental and economic but also social aspects, the waste management bargaining game is introduced as a specific decision support framework in which future models can be developed

  6. Decision support models for solid waste management: Review and game-theoretic approaches

    Energy Technology Data Exchange (ETDEWEB)

    Karmperis, Athanasios C., E-mail: athkarmp@mail.ntua.gr [Sector of Industrial Management and Operational Research, School of Mechanical Engineering, National Technical University of Athens, Iroon Polytechniou 9, 15780 Athens (Greece); Army Corps of Engineers, Hellenic Army General Staff, Ministry of Defence (Greece); Aravossis, Konstantinos; Tatsiopoulos, Ilias P.; Sotirchos, Anastasios [Sector of Industrial Management and Operational Research, School of Mechanical Engineering, National Technical University of Athens, Iroon Polytechniou 9, 15780 Athens (Greece)

    2013-05-15

    Highlights: ► The mainly used decision support frameworks for solid waste management are reviewed. ► The LCA, CBA and MCDM models are presented and their strengths, weaknesses, similarities and possible combinations are analyzed. ► The game-theoretic approach in a solid waste management context is presented. ► The waste management bargaining game is introduced as a specific decision support framework. ► Cooperative and non-cooperative game-theoretic approaches to decision support for solid waste management are discussed. - Abstract: This paper surveys decision support models that are commonly used in the solid waste management area. Most models are mainly developed within three decision support frameworks, which are the life-cycle assessment, the cost–benefit analysis and the multi-criteria decision-making. These frameworks are reviewed and their strengths and weaknesses as well as their critical issues are analyzed, while their possible combinations and extensions are also discussed. Furthermore, the paper presents how cooperative and non-cooperative game-theoretic approaches can be used for the purpose of modeling and analyzing decision-making in situations with multiple stakeholders. Specifically, since a waste management model is sustainable when considering not only environmental and economic but also social aspects, the waste management bargaining game is introduced as a specific decision support framework in which future models can be developed.

  7. An Approach for Leukemia Classification Based on Cooperative Game Theory

    Directory of Open Access Journals (Sweden)

    Atefeh Torkaman

    2011-01-01

    Full Text Available Hematological malignancies are the types of cancer that affect blood, bone marrow and lymph nodes. As these tissues are naturally connected through the immune system, a disease affecting one of them will often affect the others as well. The hematological malignancies include; Leukemia, Lymphoma, Multiple myeloma. Among them, leukemia is a serious malignancy that starts in blood tissues especially the bone marrow, where the blood is made. Researches show, leukemia is one of the common cancers in the world. So, the emphasis on diagnostic techniques and best treatments would be able to provide better prognosis and survival for patients. In this paper, an automatic diagnosis recommender system for classifying leukemia based on cooperative game is presented. Through out this research, we analyze the flow cytometry data toward the classification of leukemia into eight classes. We work on real data set from different types of leukemia that have been collected at Iran Blood Transfusion Organization (IBTO. Generally, the data set contains 400 samples taken from human leukemic bone marrow. This study deals with cooperative game used for classification according to different weights assigned to the markers. The proposed method is versatile as there are no constraints to what the input or output represent. This means that it can be used to classify a population according to their contributions. In other words, it applies equally to other groups of data. The experimental results show the accuracy rate of 93.12%, for classification and compared to decision tree (C4.5 with (90.16% in accuracy. The result demonstrates that cooperative game is very promising to be used directly for classification of leukemia as a part of Active Medical decision support system for interpretation of flow cytometry readout. This system could assist clinical hematologists to properly recognize different kinds of leukemia by preparing suggestions and this could improve the treatment

  8. An approach for leukemia classification based on cooperative game theory.

    Science.gov (United States)

    Torkaman, Atefeh; Charkari, Nasrollah Moghaddam; Aghaeipour, Mahnaz

    2011-01-01

    Hematological malignancies are the types of cancer that affect blood, bone marrow and lymph nodes. As these tissues are naturally connected through the immune system, a disease affecting one of them will often affect the others as well. The hematological malignancies include; Leukemia, Lymphoma, Multiple myeloma. Among them, leukemia is a serious malignancy that starts in blood tissues especially the bone marrow, where the blood is made. Researches show, leukemia is one of the common cancers in the world. So, the emphasis on diagnostic techniques and best treatments would be able to provide better prognosis and survival for patients. In this paper, an automatic diagnosis recommender system for classifying leukemia based on cooperative game is presented. Through out this research, we analyze the flow cytometry data toward the classification of leukemia into eight classes. We work on real data set from different types of leukemia that have been collected at Iran Blood Transfusion Organization (IBTO). Generally, the data set contains 400 samples taken from human leukemic bone marrow. This study deals with cooperative game used for classification according to different weights assigned to the markers. The proposed method is versatile as there are no constraints to what the input or output represent. This means that it can be used to classify a population according to their contributions. In other words, it applies equally to other groups of data. The experimental results show the accuracy rate of 93.12%, for classification and compared to decision tree (C4.5) with (90.16%) in accuracy. The result demonstrates that cooperative game is very promising to be used directly for classification of leukemia as a part of Active Medical decision support system for interpretation of flow cytometry readout. This system could assist clinical hematologists to properly recognize different kinds of leukemia by preparing suggestions and this could improve the treatment of leukemic

  9. A Survey of Game Theoretic Approaches to Modelling Decision-Making in Information Warfare Scenarios

    Directory of Open Access Journals (Sweden)

    Kathryn Merrick

    2016-07-01

    Full Text Available Our increasing dependence on information technologies and autonomous systems has escalated international concern for information- and cyber-security in the face of politically, socially and religiously motivated cyber-attacks. Information warfare tactics that interfere with the flow of information can challenge the survival of individuals and groups. It is increasingly important that both humans and machines can make decisions that ensure the trustworthiness of information, communication and autonomous systems. Subsequently, an important research direction is concerned with modelling decision-making processes. One approach to this involves modelling decision-making scenarios as games using game theory. This paper presents a survey of information warfare literature, with the purpose of identifying games that model different types of information warfare operations. Our contribution is a systematic identification and classification of information warfare games, as a basis for modelling decision-making by humans and machines in such scenarios. We also present a taxonomy of games that map to information warfare and cyber crime problems as a precursor to future research on decision-making in such scenarios. We identify and discuss open research questions including the role of behavioural game theory in modelling human decision making and the role of machine decision-making in information warfare scenarios.

  10. Supply Chain Strategies for Quality Inspection under a Customer Return Policy: A Game Theoretical Approach

    Directory of Open Access Journals (Sweden)

    Vijay Kumar

    2016-12-01

    Full Text Available This paper outlines the quality inspection strategies in a supplier–buyer supply chain under a customer return policy. This paper primarily focuses on product quality and quality inspection techniques to maximize the actors’ and supply chain’s profits using game theory approach. The supplier–buyer setup is described in terms of textile manufacturer–retailer supply chain where quality inspection is an important aspect and the product return from the customer is generally accepted. Textile manufacturer produces the product, whereas, retailer acts as a reseller who buys the products from the textile manufacturer and sells them to the customers. In this context, the former invests in the product quality whereas the latter invests in the random quality inspection and traceability. The relationships between the textile manufacturer and the retailer are recognized as horizontal and vertical alliances and modeled using non-cooperative and cooperative games. The non-cooperative games are based on the Stackelberg and Nash equilibrium models. Further, bargaining and game change scenarios have been discussed to maximize the profit under different games. To understand the appropriateness of a strategic alliance, a computational study demonstrates textile manufacturer–retailer relation under different game scenarios.

  11. Geo-information processing service composition for concurrent tasks: A QoS-aware game theory approach

    Science.gov (United States)

    Li, Haifeng; Zhu, Qing; Yang, Xiaoxia; Xu, Linrong

    2012-10-01

    Typical characteristics of remote sensing applications are concurrent tasks, such as those found in disaster rapid response. The existing composition approach to geographical information processing service chain, searches for an optimisation solution and is what can be deemed a "selfish" way. This way leads to problems of conflict amongst concurrent tasks and decreases the performance of all service chains. In this study, a non-cooperative game-based mathematical model to analyse the competitive relationships between tasks, is proposed. A best response function is used, to assure each task maintains utility optimisation by considering composition strategies of other tasks and quantifying conflicts between tasks. Based on this, an iterative algorithm that converges to Nash equilibrium is presented, the aim being to provide good convergence and maximise the utilisation of all tasks under concurrent task conditions. Theoretical analyses and experiments showed that the newly proposed method, when compared to existing service composition methods, has better practical utility in all tasks.

  12. Robust synthetic biology design: stochastic game theory approach.

    Science.gov (United States)

    Chen, Bor-Sen; Chang, Chia-Hung; Lee, Hsiao-Ching

    2009-07-15

    Synthetic biology is to engineer artificial biological systems to investigate natural biological phenomena and for a variety of applications. However, the development of synthetic gene networks is still difficult and most newly created gene networks are non-functioning due to uncertain initial conditions and disturbances of extra-cellular environments on the host cell. At present, how to design a robust synthetic gene network to work properly under these uncertain factors is the most important topic of synthetic biology. A robust regulation design is proposed for a stochastic synthetic gene network to achieve the prescribed steady states under these uncertain factors from the minimax regulation perspective. This minimax regulation design problem can be transformed to an equivalent stochastic game problem. Since it is not easy to solve the robust regulation design problem of synthetic gene networks by non-linear stochastic game method directly, the Takagi-Sugeno (T-S) fuzzy model is proposed to approximate the non-linear synthetic gene network via the linear matrix inequality (LMI) technique through the Robust Control Toolbox in Matlab. Finally, an in silico example is given to illustrate the design procedure and to confirm the efficiency and efficacy of the proposed robust gene design method. http://www.ee.nthu.edu.tw/bschen/SyntheticBioDesign_supplement.pdf.

  13. Cooperation, norms, and revolutions: a unified game-theoretical approach.

    Directory of Open Access Journals (Sweden)

    Dirk Helbing

    Full Text Available BACKGROUND: Cooperation is of utmost importance to society as a whole, but is often challenged by individual self-interests. While game theory has studied this problem extensively, there is little work on interactions within and across groups with different preferences or beliefs. Yet, people from different social or cultural backgrounds often meet and interact. This can yield conflict, since behavior that is considered cooperative by one population might be perceived as non-cooperative from the viewpoint of another. METHODOLOGY AND PRINCIPAL FINDINGS: To understand the dynamics and outcome of the competitive interactions within and between groups, we study game-dynamical replicator equations for multiple populations with incompatible interests and different power (be this due to different population sizes, material resources, social capital, or other factors. These equations allow us to address various important questions: For example, can cooperation in the prisoner's dilemma be promoted, when two interacting groups have different preferences? Under what conditions can costly punishment, or other mechanisms, foster the evolution of norms? When does cooperation fail, leading to antagonistic behavior, conflict, or even revolutions? And what incentives are needed to reach peaceful agreements between groups with conflicting interests? CONCLUSIONS AND SIGNIFICANCE: Our detailed quantitative analysis reveals a large variety of interesting results, which are relevant for society, law and economics, and have implications for the evolution of language and culture as well.

  14. A Game Theoretic Approach to Cyber Attack Prediction

    Energy Technology Data Exchange (ETDEWEB)

    Peng Liu

    2005-11-28

    The area investigated by this project is cyber attack prediction. With a focus on correlation-based prediction, current attack prediction methodologies overlook the strategic nature of cyber attack-defense scenarios. As a result, current cyber attack prediction methodologies are very limited in predicting strategic behaviors of attackers in enforcing nontrivial cyber attacks such as DDoS attacks, and may result in low accuracy in correlation-based predictions. This project develops a game theoretic framework for cyber attack prediction, where an automatic game-theory-based attack prediction method is proposed. Being able to quantitatively predict the likelihood of (sequences of) attack actions, our attack prediction methodology can predict fine-grained strategic behaviors of attackers and may greatly improve the accuracy of correlation-based prediction. To our best knowledge, this project develops the first comprehensive framework for incentive-based modeling and inference of attack intent, objectives, and strategies; and this project develops the first method that can predict fine-grained strategic behaviors of attackers. The significance of this research and the benefit to the public can be demonstrated to certain extent by (a) the severe threat of cyber attacks to the critical infrastructures of the nation, including many infrastructures overseen by the Department of Energy, (b) the importance of cyber security to critical infrastructure protection, and (c) the importance of cyber attack prediction to achieving cyber security.

  15. Modified economic order quantity (EOQ model for items with imperfect quality: Game-theoretical approaches

    Directory of Open Access Journals (Sweden)

    Milad Elyasi

    2014-04-01

    Full Text Available In the recent decade, studying the economic order quantity (EOQ models with imperfect quality has appealed to many researchers. Only few papers are published discussing EOQ models with imperfect items in a supply chain. In this paper, a two-echelon decentralized supply chain consisting of a manufacture and a supplier that both face just in time (JIT inventory problem is considered. It is sought to find the optimal number of the shipments and the quantity of each shipment in a way that minimizes the both manufacturer’s and the supplier’s cost functions. To the authors’ best knowledge, this is the first paper that deals with imperfect items in a decentralized supply chain. Thereby, three different game theoretical solution approaches consisting of two non-cooperative games and a cooperative game are proposed. Comparing the results of three different scenarios with those of the centralized model, the conclusions are drawn to obtain the best approach.

  16. Programming Turing Machines as a game for technology sense-making

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2011-01-01

    statistics and qualitative analysis. This initial study suggests that simple paper tangibles and tinkering have a place in future, technology-enhanced learning, and that central technological concepts can be discussed on the basis of low-cost tabletop-like games. We also notice a general interest...

  17. Playing and gaming

    DEFF Research Database (Denmark)

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

    2013-01-01

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

  18. MULTI-TEMPORAL REMOTE SENSING IMAGE CLASSIFICATION - A MULTI-VIEW APPROACH

    Data.gov (United States)

    National Aeronautics and Space Administration — MULTI-TEMPORAL REMOTE SENSING IMAGE CLASSIFICATION - A MULTI-VIEW APPROACH VARUN CHANDOLA AND RANGA RAJU VATSAVAI Abstract. Multispectral remote sensing images have...

  19. Analysis of the possibility of disseminating the "game-movement-development" approach in early childhood education

    OpenAIRE

    Gregorc, Jera; Meško, Maja

    2016-01-01

    The “game-movement-development” (GMD) approach was conceived in the light of contemporary scientific knowledge in the field of kinesiology, neuro-education, pedagogy, and psychology related to the preschool period. The approach has been implemented for over 15 years in a selected kindergarten. The aim of the study was to examine the feasibility of applying the new GMD approach in different kindergartens depending on the children’s age and according to selected quality indicators. ...

  20. An Evolutionary Approach to the Climate Change Negotiation Game

    Energy Technology Data Exchange (ETDEWEB)

    Courtois, P. [CIRED and University of Paris, Paris (France); Pereau, J.C. [OEP, University of Marne-la-Vallee, Marne-la-Vallee (France); Tazdait, T. [CIRED and OEP, University of Marne-la-Vallee, Marne-la-Vallee (France)

    2001-10-01

    We describe in this paper an evolutionary game theoretic model aiming at representing the climate change negotiation. The model is used to examine the outcome of climate change negotiations in a framework which seeks to closely represent negotiation patterns. Evolutionary setting allows us to consider a decision making structure characterised by agents with bounded knowledge practising mimics and learning from past events and strategies. We show on that framework that a third significant alternative to the binary coordination-defection strategies needs to be considered: a unilateral commitment as precautionary strategy. As a means to widen cooperation, we examine the influence of linking environmental and trade policies via the implementation of a trade penalty on non cooperative behaviours.

  1. Game Options approach in bankruptcy triggering asset value

    Directory of Open Access Journals (Sweden)

    Abdelmajid El hajaji

    2019-07-01

    Full Text Available In this paper, we develop a new numerical method, game theory and option pricing to compute a bankruptcy triggering asset value. we will draw our attention to determining a the numerical asset value, or price of a share, at which a bankruptcy is triggered. This paper develops and analyze a cubic spline collocation method for approximating solutions of the problem. This method converges quadratically. In addition, this article also provides with a real-life case study of the investment bank, and the optimal bankruptcy strategy in this particular case. As we will observe, the bankruptcy trigger computed in this example could have served as a good guide for predicting fall of this investment bank.

  2. An Evolutionary Approach to the Climate Change Negotiation Game

    International Nuclear Information System (INIS)

    Courtois, P.; Pereau, J.C.; Tazdait, T.

    2001-10-01

    We describe in this paper an evolutionary game theoretic model aiming at representing the climate change negotiation. The model is used to examine the outcome of climate change negotiations in a framework which seeks to closely represent negotiation patterns. Evolutionary setting allows us to consider a decision making structure characterised by agents with bounded knowledge practising mimics and learning from past events and strategies. We show on that framework that a third significant alternative to the binary coordination-defection strategies needs to be considered: a unilateral commitment as precautionary strategy. As a means to widen cooperation, we examine the influence of linking environmental and trade policies via the implementation of a trade penalty on non cooperative behaviours

  3. Beyond economic games: a mutualistic approach to the rest of moral life.

    Science.gov (United States)

    Graham, Jesse

    2013-02-01

    Mutualism provides a compelling account of the fairness intuitions on display in economic games. However, it is not yet clear how well the approach holds up as an explanation of all human morality. The theory needs to be tested outside the methodological neighborhood it was born in; such testing has the potential to greatly improve our understanding of morality in general.

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

    Science.gov (United States)

    Yeh, Duen-Yian; Cheng, Ching-Hsue

    2016-01-01

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

  5. A participatory sensing approach to characterize ride quality

    Science.gov (United States)

    Bridgelall, Raj

    2014-03-01

    Rough roads increase vehicle operation and road maintenance costs. Consequently, transportation agencies spend a significant portion of their budgets on ride-quality characterization to forecast maintenance needs. The ubiquity of smartphones and social media, and the emergence of a connected vehicle environment present lucrative opportunities for cost-reduction and continuous, network-wide, ride-quality characterization. However, there is a lack of models to transform inertial and position information from voluminous data flows into indices that transportation agencies currently use. This work expands on theories of the Road Impact Factor introduced in previous research. The index characterizes road roughness by aggregating connected vehicle data and reporting roughness in direct proportion to the International Roughness Index. Their theoretical relationships are developed, and a case study is presented to compare the relative data quality from an inertial profiler and a regular passenger vehicle. Results demonstrate that the approach is a viable alternative to existing models that require substantially more resources and provide less network coverage. One significant benefit of the participatory sensing approach is that transportation agencies can monitor all network facilities continuously to locate distress symptoms, such as frost heaves, that appear and disappear between ride assessment cycles. Another benefit of the approach is continuous monitoring of all high-risk intersections such as rail grade crossings to better understand the relationship between ride-quality and traffic safety.

  6. A Learning Outcome-Oriented Approach towards Classifying Pervasive Games for Learning Using Game Design Patterns and Contextual Information

    Science.gov (United States)

    Schmitz, Birgit; Klemke, Roland; Specht, Marcus

    2013-01-01

    Mobile and in particular pervasive games are a strong component of future scenarios for teaching and learning. Based on results from a previous review of practical papers, this work explores the educational potential of pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify cognitive and affective…

  7. Economic games quantify diminished sense of guilt in patients with damage to the prefrontal cortex

    Science.gov (United States)

    Krajbich, Ian; Adolphs, Ralph; Tranel, Daniel; Denburg, Natalie L.; Camerer, Colin F.

    2009-01-01

    Damage to the ventromedial prefrontal cortex (VMPFC) impairs concern for other people, as reflected in the dysfunctional real-life social behavior of patients with such damage, as well as their abnormal performances on tasks ranging from moral judgment to economic games. Despite these convergent data, we lack a formal model of how, and to what degree, VMPFC lesions affect an individual’s social decision-making. Here we provide a quantification of these effects using a formal economic model of choice that incorporates terms for the disutility of unequal payoffs, with parameters that index behaviors normally evoked by guilt and envy. Six patients with focal VMPFC lesions participated in a battery of economic games that measured concern about payoffs to themselves and to others: dictator, ultimatum, and trust games. We analyzed each task individually, but also derived estimates of the guilt and envy parameters from aggregate behavior across all of the tasks. Compared to control subjects, the patients donated significantly less and were less trustworthy, and overall our model found a significant insensitivity to guilt. Despite these abnormalities, the patients had normal expectations about what other people would do, and they also did not simply generate behavior that was more noisy. Instead, the findings argue for a specific insensitivity to guilt, an abnormality that we suggest characterizes a key contribution made by the VMPFC to social behavior. PMID:19228971

  8. Economic games quantify diminished sense of guilt in patients with damage to the prefrontal cortex.

    Science.gov (United States)

    Krajbich, Ian; Adolphs, Ralph; Tranel, Daniel; Denburg, Natalie L; Camerer, Colin F

    2009-02-18

    Damage to the ventromedial prefrontal cortex (VMPFC) impairs concern for other people, as reflected in the dysfunctional real-life social behavior of patients with such damage, as well as their abnormal performances on tasks ranging from moral judgment to economic games. Despite these convergent data, we lack a formal model of how, and to what degree, VMPFC lesions affect an individual's social decision-making. Here we provide a quantification of these effects using a formal economic model of choice that incorporates terms for the disutility of unequal payoffs, with parameters that index behaviors normally evoked by guilt and envy. Six patients with focal VMPFC lesions participated in a battery of economic games that measured concern about payoffs to themselves and to others: dictator, ultimatum, and trust games. We analyzed each task individually, but also derived estimates of the guilt and envy parameters from aggregate behavior across all of the tasks. Compared with control subjects, the patients donated significantly less and were less trustworthy, and overall our model found a significant insensitivity to guilt. Despite these abnormalities, the patients had normal expectations about what other people would do, and they also did not simply generate behavior that was more noisy. Instead, the findings argue for a specific insensitivity to guilt, an abnormality that we suggest characterizes a key contribution made by the VMPFC to social behavior.

  9. The Educator´s Approach to Media Training and Computer Games within Leisure Time of School-children

    OpenAIRE

    MORAVCOVÁ, Dagmar

    2009-01-01

    The paper describes possible ways of approaching computer games playing as part of leisure time of school-children and deals with the significance of media training in leisure time. At first it specifies the concept of leisure time and its functions, then shows some positive and negative effects of the media. It further describes classical computer games, the problem of excess computer game playing and means of prevention. The paper deals with the educator's personality and the importance of ...

  10. Video games as a multifaceted medium: a review of quantitative social science research on video games and a typology of video game research approaches

    OpenAIRE

    Ivory, James D.

    2013-01-01

    Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games' social function that are often difficult...

  11. Application of Game Theory Approaches in Routing Protocols for Wireless Networks

    Science.gov (United States)

    Javidi, Mohammad M.; Aliahmadipour, Laya

    2011-09-01

    An important and essential issue for wireless networks is routing protocol design that is a major technical challenge due to the function of the network. Game theory is a powerful mathematical tool that analyzes the strategic interactions among multiple decision makers and the results of researches show that applied game theory in routing protocol lead to improvement the network performance through reduce overhead and motivates selfish nodes to collaborate in the network. This paper presents a review and comparison for typical representatives of routing protocols designed that applied game theory approaches for various wireless networks such as ad hoc networks, mobile ad hoc networks and sensor networks that all of them lead to improve the network performance.

  12. A new model for quantum games based on the Marinatto–Weber approach

    International Nuclear Information System (INIS)

    Frąckiewicz, Piotr

    2013-01-01

    The Marinatto–Weber approach to quantum games is a straightforward way to apply the power of quantum mechanics to classical game theory. In the simplest case, the quantum scheme is that players manipulate their own qubits of a two-qubit state either with the identity 1 or the Pauli operator σ x . However, such a simplification of the scheme raises doubt as to whether it could really reflect a quantum game. In this paper we put forward examples which may constitute arguments against the present form of the Marinatto–Weber scheme. Next, we modify the scheme to eliminate the undesirable properties of the protocol by extending the players’ strategy sets. (paper)

  13. A Game-Theoretic Approach to Branching Time Abstract-Check-Refine Process

    Science.gov (United States)

    Wang, Yi; Tamai, Tetsuo

    2009-01-01

    Since the complexity of software systems continues to grow, most engineers face two serious problems: the state space explosion problem and the problem of how to debug systems. In this paper, we propose a game-theoretic approach to full branching time model checking on three-valued semantics. The three-valued models and logics provide successful abstraction that overcomes the state space explosion problem. The game style model checking that generates counter-examples can guide refinement or identify validated formulas, which solves the system debugging problem. Furthermore, output of our game style method will give significant information to engineers in detecting where errors have occurred and what the causes of the errors are.

  14. A Markov game theoretic data fusion approach for cyber situational awareness

    Science.gov (United States)

    Shen, Dan; Chen, Genshe; Cruz, Jose B., Jr.; Haynes, Leonard; Kruger, Martin; Blasch, Erik

    2007-04-01

    This paper proposes an innovative data-fusion/ data-mining game theoretic situation awareness and impact assessment approach for cyber network defense. Alerts generated by Intrusion Detection Sensors (IDSs) or Intrusion Prevention Sensors (IPSs) are fed into the data refinement (Level 0) and object assessment (L1) data fusion components. High-level situation/threat assessment (L2/L3) data fusion based on Markov game model and Hierarchical Entity Aggregation (HEA) are proposed to refine the primitive prediction generated by adaptive feature/pattern recognition and capture new unknown features. A Markov (Stochastic) game method is used to estimate the belief of each possible cyber attack pattern. Game theory captures the nature of cyber conflicts: determination of the attacking-force strategies is tightly coupled to determination of the defense-force strategies and vice versa. Also, Markov game theory deals with uncertainty and incompleteness of available information. A software tool is developed to demonstrate the performance of the high level information fusion for cyber network defense situation and a simulation example shows the enhanced understating of cyber-network defense.

  15. Optimization of rootkit revealing system resources – A game theoretic approach

    Directory of Open Access Journals (Sweden)

    K. Muthumanickam

    2015-10-01

    Full Text Available Malicious rootkit is a collection of programs designed with the intent of infecting and monitoring the victim computer without the user’s permission. After the victim has been compromised, the remote attacker can easily cause further damage. In order to infect, compromise and monitor, rootkits adopt Native Application Programming Interface (API hooking technique. To reveal the hidden rootkits, current rootkit detection techniques check different data structures which hold reference to Native APIs. To verify these data structures, a large amount of system resources are required. This is because of the number of APIs in these data structures being quite large. Game theoretic approach is a useful mathematical tool to simulate network attacks. In this paper, a mathematical model is framed to optimize resource consumption using game-theory. To the best of our knowledge, this is the first work to be proposed for optimizing resource consumption while revealing rootkit presence using game theory. Non-cooperative game model is taken to discuss the problem. Analysis and simulation results show that our game theoretic model can effectively reduce the resource consumption by selectively monitoring the number of APIs in windows platform.

  16. Policy and Prevention Approaches for Disordered and Hazardous Gaming and Internet Use: an International Perspective.

    Science.gov (United States)

    King, Daniel L; Delfabbro, Paul H; Doh, Young Yim; Wu, Anise M S; Kuss, Daria J; Pallesen, Ståle; Mentzoni, Rune; Carragher, Natacha; Sakuma, Hiroshi

    2018-02-01

    Problems related to high levels of gaming and Internet usage are increasingly recognized as a potential public health burden across the developed world. The aim of this review was to present an international perspective on prevention strategies for Internet gaming disorder and related health conditions (e.g., Internet addiction), as well as hazardous gaming and Internet use. A systematic review of quantitative research evidence was conducted, followed by a search of governmental reports, policy and position statements, and health guidelines in the last decade. The regional scope included the USA, UK, Australia, China, Germany, Japan, and South Korea. Prevention studies have mainly involved school-based programs to train healthier Internet use habits in adolescents. The efficacy of selective prevention is promising but warrants further empirical attention. On an international scale, the formal recognition of gaming or Internet use as a disorder or as having quantifiable harms at certain levels of usage has been foundational to developing structured prevention responses. The South Korean model, in particular, is an exemplar of a coordinated response to a public health threat, with extensive government initiatives and long-term strategic plans at all three levels of prevention (i.e., universal, selective, and indicated). Western regions, by comparison, are dominated by prevention approaches led by non-profit organizations and private enterprise. The future of prevention of gaming and Internet problems ultimately relies upon all stakeholders working collaboratively in the public interest, confronting the reality of the evidence base and developing practical, ethical, and sustainable countermeasures.

  17. Research Ethics Education in the STEM Disciplines: The Promises and Challenges of a Gaming Approach.

    Science.gov (United States)

    Briggle, Adam; Holbrook, J Britt; Oppong, Joseph; Hoffmann, Joesph; Larsen, Elizabeth K; Pluscht, Patrick

    2016-02-01

    While education in ethics and the responsible conduct of research (RCR) is widely acknowledged as an essential component of graduate education, particularly in the STEM disciplines (science, technology, engineering, and math), little consensus exists on how best to accomplish this goal. Recent years have witnessed a turn toward the use of games in this context. Drawing from two NSF-funded grants (one completed and one on-going), this paper takes a critical look at the use of games in ethics and RCR education. It does so by: (a) setting the development of research and engineering ethics games in wider historical and theoretical contexts, which highlights their promise to solve important pedagogical problems; (b) reporting on some initial results from our own efforts to develop a game; and (c) reflecting on the challenges that arise in using games for ethics education. In our discussion of the challenges, we draw out lessons to improve this nascent approach to ethics education in the STEM disciplines .

  18. A Game Theoretic Approach for Balancing Energy Consumption in Clustered Wireless Sensor Networks.

    Science.gov (United States)

    Yang, Liu; Lu, Yinzhi; Xiong, Lian; Tao, Yang; Zhong, Yuanchang

    2017-11-17

    Clustering is an effective topology control method in wireless sensor networks (WSNs), since it can enhance the network lifetime and scalability. To prolong the network lifetime in clustered WSNs, an efficient cluster head (CH) optimization policy is essential to distribute the energy among sensor nodes. Recently, game theory has been introduced to model clustering. Each sensor node is considered as a rational and selfish player which will play a clustering game with an equilibrium strategy. Then it decides whether to act as the CH according to this strategy for a tradeoff between providing required services and energy conservation. However, how to get the equilibrium strategy while maximizing the payoff of sensor nodes has rarely been addressed to date. In this paper, we present a game theoretic approach for balancing energy consumption in clustered WSNs. With our novel payoff function, realistic sensor behaviors can be captured well. The energy heterogeneity of nodes is considered by incorporating a penalty mechanism in the payoff function, so the nodes with more energy will compete for CHs more actively. We have obtained the Nash equilibrium (NE) strategy of the clustering game through convex optimization. Specifically, each sensor node can achieve its own maximal payoff when it makes the decision according to this strategy. Through plenty of simulations, our proposed game theoretic clustering is proved to have a good energy balancing performance and consequently the network lifetime is greatly enhanced.

  19. Online Location-based Mobile Gaming: CityZombie - A basic approach to introducing location in mobile games

    OpenAIRE

    Rolland, Øyvind

    2008-01-01

    Mobile phone gaming has seen an enormous growth over the last decade and many countries now have more cell phone subscriptions than they have people. Combined with the ever increasing interest in games, the mobile gaming market still hasn't reached it's full potential. Newer and more powerful phones with interesting features hit the market every day. Many of those features are directed at locating position, and that opens up for the prospect of location-based gaming. This branch of gaming is ...

  20. Combining Digital Archives Content with Serious Game Approach to Create a Gamified Learning Experience

    Directory of Open Access Journals (Sweden)

    D.-T. Shih

    2015-08-01

    Full Text Available This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of “The Digital ARt/ARchitecture Project”. The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, “3D AR for Hukou Old ” and “Hsinchu County History Museum AR Tour” which are in form of augmented reality (AR. By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in

  1. Combining Digital Archives Content with Serious Game Approach to Create a Gamified Learning Experience

    Science.gov (United States)

    Shih, D.-T.; Lin, C. L.; Tseng, C.-Y.

    2015-08-01

    This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of "The Digital ARt/ARchitecture Project". The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, "3D AR for Hukou Old " and "Hsinchu County History Museum AR Tour" which are in form of augmented reality (AR). By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in Hsinchu County.

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

    CERN Document Server

    1992-01-01

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

  3. A game theory approach to target tracking in sensor networks.

    Science.gov (United States)

    Gu, Dongbing

    2011-02-01

    In this paper, we investigate a moving-target tracking problem with sensor networks. Each sensor node has a sensor to observe the target and a processor to estimate the target position. It also has wireless communication capability but with limited range and can only communicate with neighbors. The moving target is assumed to be an intelligent agent, which is "smart" enough to escape from the detection by maximizing the estimation error. This adversary behavior makes the target tracking problem more difficult. We formulate this target estimation problem as a zero-sum game in this paper and use a minimax filter to estimate the target position. The minimax filter is a robust filter that minimizes the estimation error by considering the worst case noise. Furthermore, we develop a distributed version of the minimax filter for multiple sensor nodes. The distributed computation is implemented via modeling the information received from neighbors as measurements in the minimax filter. The simulation results show that the target tracking algorithm proposed in this paper provides a satisfactory result.

  4. Prevention of treatable infectious diseases: A game-theoretic approach.

    Science.gov (United States)

    Jijón, Sofía; Supervie, Virginie; Breban, Romulus

    2017-09-25

    We model outcomes of voluntary prevention using an imperfect vaccine, which confers protection only to a fraction of vaccinees for a limited duration. Our mathematical model combines a single-player game for the individual-level decision to get vaccinated, and a compartmental model for the epidemic dynamics. Mathematical analysis yields a characterization for the effective vaccination coverage, as a function of the relative cost of prevention versus treatment; note that cost may involve monetary as well as non-monetary aspects. Three behaviors are possible. First, the relative cost may be too high, so individuals do not get vaccinated. Second, the relative cost may be moderate, such that some individuals get vaccinated and voluntary vaccination alleviates the epidemic. In this case, the vaccination coverage grows steadily with decreasing relative cost of vaccination versus treatment. Unlike previous studies, we find a third case where relative cost is sufficiently low so epidemics may be averted through the use of prevention, even for an imperfect vaccine. However, we also found that disease elimination is only temporary-as no equilibrium exists for the individual strategy in this third case-and, with increasing perceived cost of vaccination versus treatment, the situation may be reversed toward the epidemic edge, where the effective reproductive number is 1. Thus, maintaining relative cost sufficiently low will be the main challenge to maintain disease elimination. Furthermore, our model offers insight on vaccine parameters, which are otherwise difficult to estimate. We apply our findings to the epidemiology of measles. Copyright © 2017 Elsevier Ltd. All rights reserved.

  5. Developing an Educational Computer Game for Migratory Bird Identification Based on a Two-Tier Test Approach

    Science.gov (United States)

    Chu, Hui-Chun; Chang, Shao-Chen

    2014-01-01

    Although educational computer games have been recognized as being a promising approach, previous studies have indicated that, without supportive models, students might only show temporary interest during the game-based learning process, and their learning performance is often not as good as expected. Therefore, in this paper, a two-tier test…

  6. Can Learning Motivation Predict Learning Achievement? A Case Study of a Mobile Game-Based English Learning Approach

    Science.gov (United States)

    Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun

    2017-01-01

    This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…

  7. Distributed Power Allocation for Wireless Sensor Network Localization: A Potential Game Approach.

    Science.gov (United States)

    Ke, Mingxing; Li, Ding; Tian, Shiwei; Zhang, Yuli; Tong, Kaixiang; Xu, Yuhua

    2018-05-08

    The problem of distributed power allocation in wireless sensor network (WSN) localization systems is investigated in this paper, using the game theoretic approach. Existing research focuses on the minimization of the localization errors of individual agent nodes over all anchor nodes subject to power budgets. When the service area and the distribution of target nodes are considered, finding the optimal trade-off between localization accuracy and power consumption is a new critical task. To cope with this issue, we propose a power allocation game where each anchor node minimizes the square position error bound (SPEB) of the service area penalized by its individual power. Meanwhile, it is proven that the power allocation game is an exact potential game which has one pure Nash equilibrium (NE) at least. In addition, we also prove the existence of an ϵ -equilibrium point, which is a refinement of NE and the better response dynamic approach can reach the end solution. Analytical and simulation results demonstrate that: (i) when prior distribution information is available, the proposed strategies have better localization accuracy than the uniform strategies; (ii) when prior distribution information is unknown, the performance of the proposed strategies outperforms power management strategies based on the second-order cone program (SOCP) for particular agent nodes after obtaining the estimated distribution of agent nodes. In addition, proposed strategies also provide an instructional trade-off between power consumption and localization accuracy.

  8. A General Bayesian Network Approach to Analyzing Online Game Item Values and Its Influence on Consumer Satisfaction and Purchase Intention

    Science.gov (United States)

    Lee, Kun Chang; Park, Bong-Won

    Many online game users purchase game items with which to play free-to-play games. Because of a lack of research into which there is no specified framework for categorizing the values of game items, this study proposes four types of online game item values based on an analysis of literature regarding online game characteristics. It then proposes to investigate how online game users perceive satisfaction and purchase intention from the proposed four types of online game item values. Though regression analysis has been used frequently to answer this kind of research question, we propose a new approach, a General Bayesian Network (GBN), which can be performed in an understandable way without sacrificing predictive accuracy. Conventional techniques, such as regression analysis, do not provide significant explanation for this kind of problem because they are fixed to a linear structure and are limited in explaining why customers are likely to purchase game items and if they are satisfied with their purchases. In contrast, the proposed GBN provides a flexible underlying structure based on questionnaire survey data and offers robust decision support on this kind of research question by identifying its causal relationships. To illustrate the validity of GBN in solving the research question in this study, 327 valid questionnaires were analyzed using GBN with what-if and goal-seeking approaches. The experimental results were promising and meaningful in comparison with regression analysis results.

  9. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

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

  10. A "Sense-able" Approach to Classical Argument (Instructional Note).

    Science.gov (United States)

    Beaman, Marian L.

    1995-01-01

    Describes two practices that make the writing of a persuasive essay more manageable for writing students: (1) a game in which students attempt to match a list of logical fallacies with an instance in Max Shulman's "Love Is a Fallacy"; and (2) a graphic arrangement that students can use to organize their ideas on one page before writing.…

  11. Game-theoretic approaches to optimal risk sharing

    NARCIS (Netherlands)

    Boonen, T.J.

    2014-01-01

    This Ph.D. thesis studies optimal risk capital allocation and optimal risk sharing. The first chapter deals with the problem of optimally allocating risk capital across divisions within a financial institution. To do so, an asymptotic approach is used to generalize the well-studied Aumann-Shapley

  12. Post-classification approaches to estimating change in forest area using remotely sense auxiliary data.

    Science.gov (United States)

    Ronald E. McRoberts

    2014-01-01

    Multiple remote sensing-based approaches to estimating gross afforestation, gross deforestation, and net deforestation are possible. However, many of these approaches have severe data requirements in the form of long time series of remotely sensed data and/or large numbers of observations of land cover change to train classifiers and assess the accuracy of...

  13. The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review

    Directory of Open Access Journals (Sweden)

    Carlos Merino-Campos

    2016-07-01

    Full Text Available This article sets out to conduct a systematic review of the current literature on active video games as potential educational tools for physical education or physical activity. To begin with, research on active video games for educational and physical purposes has been examined with the purpose of verifying improvement of attitudes, intellectual skills, knowledge, motor skills and physical properties associated with physical activity and physical education. A second aim will be to determine the effectiveness of active video games compared with traditional approaches to physical activity. From this perspective, a systematic literature search from relevant international databases was conducted from January to July 2015 in order to find papers published in journals or conference proceedings from January 2010 onwards. Then, 2648 references were identified in database searches and 100 of these papers met the inclusion criteria. Two main conclusions are to be drawn from this research. Firstly, controlled studies demonstrate that active video games increase capacities in relation to physical activity and education. Secondly, Research also shows that physical activity interventions designed and measured using behavioural theories are more likely to be successful in comparison with traditional exercise activities.

  14. Power Transmission Scheduling for Generators in a Deregulated Environment Based on a Game-Theoretic Approach

    Directory of Open Access Journals (Sweden)

    Bingtuan Gao

    2015-12-01

    Full Text Available In a deregulated environment of the power market, in order to lower their energy price and guarantee the stability of the power network, appropriate transmission lines have to be considered for electricity generators to sell their energy to the end users. This paper proposes a game-theoretic power transmission scheduling for multiple generators to lower their wheeling cost. Based on the embedded cost method, a wheeling cost model consisting of congestion cost, cost of losses and cost of transmission capacity is presented. By assuming each generator behaves in a selfish and rational way, the competition among the multiple generators is formulated as a non-cooperative game, where the players are the generators and the strategies are their daily schedules of power transmission. We will prove that there exists at least one pure-strategy Nash equilibrium of the formulated power transmission game. Moreover, a distributed algorithm will be provided to realize the optimization in terms of minimizing the wheeling cost. Finally, simulations were performed and discussed to verify the feasibility and effectiveness of the proposed non-cooperative game approach for the generators in a deregulated environment.

  15. A game theoretic approach to a finite-time disturbance attenuation problem

    Science.gov (United States)

    Rhee, Ihnseok; Speyer, Jason L.

    1991-01-01

    A disturbance attenuation problem over a finite-time interval is considered by a game theoretic approach where the control, restricted to a function of the measurement history, plays against adversaries composed of the process and measurement disturbances, and the initial state. A zero-sum game, formulated as a quadratic cost criterion subject to linear time-varying dynamics and measurements, is solved by a calculus of variation technique. By first maximizing the quadratic cost criterion with respect to the process disturbance and initial state, a full information game between the control and the measurement residual subject to the estimator dynamics results. The resulting solution produces an n-dimensional compensator which expresses the controller as a linear combination of the measurement history. A disturbance attenuation problem is solved based on the results of the game problem. For time-invariant systems it is shown that under certain conditions the time-varying controller becomes time-invariant on the infinite-time interval. The resulting controller satisfies an H(infinity) norm bound.

  16. A Game-Based Virtualized Reality Approach for Simultaneous Rehabilitation of Motor Skill and Confidence

    Directory of Open Access Journals (Sweden)

    Alasdair G. Thin

    2012-01-01

    Full Text Available Virtualized reality games offer highly interactive and engaging user experience and therefore game-based approaches (GBVR may have significant potential to enhance clinical rehabilitation practice as traditional therapeutic exercises are often repetitive and boring, reducing patient compliance. The aim of this study was to investigate if a rehabilitation training programme using GBVR could simultaneously improve both motor skill (MS and confidence (CON, as they are both important determinants of daily living and physical and social functioning. The study was performed using a nondominant hand motor deficit model in nonambidextrous healthy young adults, whereby dominant and nondominant arms acted as control and intervention conditions, respectively. GBVR training was performed using a commercially available tennis-based game. CON and MS were assessed by having each subject perform a comparable real-world motor task (RWMT before and after training. Baseline CON and MS for performing the RWMT were significantly lower for the nondominant hand and improved after GBVR training, whereas there were no changes in the dominant (control arm. These results demonstrate that by using a GBVR approach to address a MS deficit in a real-world task, improvements in both MS and CON can be facilitated and such approaches may help increase patient compliance.

  17. Benchmarking the Cultivation Approach to Video Game Effects: A Comparison of the Correlates of TV Viewing and Game Play

    Science.gov (United States)

    Van Mierlo, Jan; Van den Bulck, Jan

    2004-01-01

    This study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the…

  18. An integrated approach to the remote sensing of floating ice

    Science.gov (United States)

    Campbell, W. J.; Ramseier, R. O.; Weeks, W. F.; Gloersen, P.

    1976-01-01

    Review article on remote sensing applications to glaciology. Ice parameters sensed include: ice cover vs open water, ice thickness, distribution and morphology of ice formations, vertical resolution of ice thickness, ice salinity (percolation and drainage of brine; flushing of ice body with fresh water), first-year ice and multiyear ice, ice growth rate and surface heat flux, divergence of ice packs, snow cover masking ice, behavior of ice shelves, icebergs, lake ice and river ice; time changes. Sensing techniques discussed include: satellite photographic surveys, thermal IR, passive and active microwave studies, microwave radiometry, microwave scatterometry, side-looking radar, and synthetic aperture radar. Remote sensing of large aquatic mammals and operational ice forecasting are also discussed.

  19. Decision tree approach for classification of remotely sensed satellite ...

    Indian Academy of Sciences (India)

    sensed satellite data using open source support. Richa Sharma .... Decision tree classification techniques have been .... the USGS Earth Resource Observation Systems. (EROS) ... for shallow water, 11% were for sparse and dense built-up ...

  20. Decision tree approach for classification of remotely sensed satellite

    Indian Academy of Sciences (India)

    DTC) algorithm for classification of remotely sensed satellite data (Landsat TM) using open source support. The decision tree is constructed by recursively partitioning the spectral distribution of the training dataset using WEKA, open source ...

  1. 348 A GIS AND REMOTE SENSING APPROACH TO ASSESSMENT ...

    African Journals Online (AJOL)

    Osondu

    remote sensing data for Uyo for the periods 1969, 1978, 1988, 2001 and 2004; evaluate the ... geographical information system (GIS) technology was applied to carry out this research. Field ..... preventing erosion, landslides, and making the.

  2. Exploring the Role of Relational Practices in Water Governance Using a Game-Based Approach

    Directory of Open Access Journals (Sweden)

    Piotr Magnuszewski

    2018-03-01

    Full Text Available The growing complexity and interdependence of water management processes requires the involvement of multiple stakeholders in water governance. Multi-party collaboration is increasingly vital at both the strategy development and implementation levels. Multi-party collaboration involves a process of joint decision-making among key stakeholders in a problem domain directed towards the future of that domain. However, the common goal is not present from the beginning; rather, the common goal emerges during the process of collaboration. Unfortunately, when the conflicting interests of different actors are at stake, the large majority of environmental multi-party efforts often do not reliably deliver sustainable improvements to policy and/or practice. One of the reasons for this, which has been long established by many case studies, is that social learning with a focus on relational practices is missing. The purpose of this paper is to present the design and initial results of a pilot study that utilized a game-based approach to explore the effects of relational practices on the effectiveness of water governance. This paper verifies the methods used by addressing the following question: are game mechanisms, protocols for facilitation and observation, the recording of decisions and results, and participant surveys adequate to reliably test hypotheses about behavioral decisions related to water governance? We used the “Lords of the Valley” (LOV game, which focuses on the local-level management of a hypothetical river valley involving many stakeholders. We used an observation protocol to collect data on the quality of relational practices and compared this data with the quantitative outcomes achieved by participants in the game. In this pilot study, we ran the game three times with different groups of participants, and here we provide the outcomes within the context of verifying and improving the methods.

  3. Designing Leadership models in a Three Level Unlimited Supply Chain: Non-Cooperative Game Theory Approach

    Directory of Open Access Journals (Sweden)

    Ahmad Jaafarnehad

    2015-09-01

    Full Text Available The role and importance of supply chain management, has faced with many challenges and problems. Although a comprehensive model of supply chain issues, has not been explained, we have to indicate that issues such as reviewing the theoretical foundations of information systems, marketing, financial management, logistical and organizational relations have been considered by many researchers. The objective of supply chain management is to improve various activities and components to increase overall supply chain system benefits. In order to achieve the overall objectives, many contradictions may occur between the components and different levels of supply chain and the contradictions that these disorders over time, result in decreased strength and competitiveness of the supply chain. Such conflicts, like marketing costs (advertising, pricing and inventory can occur during the supply chain life cycle. A Game Theory approach with respect to property is the appropriate tool for collaboration in the supply chain. This tool is used for collaborative making in any kind of supply chain such as cooperative supply chain and non-cooperative supply chain. In the present study and assuming a lack of cooperation between different levels of a supply chain, a dynamic game with complete information has been generated. In addition identifying appropriate leaders of various levels of the supply chain is considered. Non-Cooperative dynamic game mode (Stackelberg Game, for each of the three levels of supply chain including retailers, suppliers and manufacturers are modeled. Depending on the bargaining power and its position in the market, any level of supply chain can make a leader of the following rule. In the present study, the equilibrium model to play Stackelberg game may be led by a leader or leading players and ultimately identifying and modeling the appropriate unlimited three level supply chain are determined.

  4. Smoking, ADHD, and Problematic Video Game Use: A Structural Modeling Approach.

    Science.gov (United States)

    Lee, Hyo Jin; Tran, Denise D; Morrell, Holly E R

    2018-05-01

    Problematic video game use (PVGU), or addiction-like use of video games, is associated with physical and mental health problems and problems in social and occupational functioning. Possible correlates of PVGU include frequency of play, cigarette smoking, and attention deficit hyperactivity disorder (ADHD). The aim of the current study was to explore simultaneously the relationships among these variables as well as test whether two separate measures of PVGU measure the same construct, using a structural modeling approach. Secondary data analysis was conducted on 2,801 video game users (M age  = 22.43 years, standard deviation [SD] age  = 4.7; 93 percent male) who completed an online survey. The full model fit the data well: χ 2 (2) = 2.017, p > 0.05; root mean square error of approximation (RMSEA) = 0.002 (90% CI [0.000-0.038]); comparative fit index (CFI) = 1.000; standardized root mean square residual (SRMR) = 0.004; and all standardized residuals video game use explained 41.8 percent of variance in PVGU. Tracking these variables may be useful for PVGU prevention and assessment. Young's Internet Addiction Scale, adapted for video game use, and the Problem Videogame Playing Scale both loaded strongly onto a PVGU factor, suggesting that they measure the same construct, that studies using either measure may be compared to each other, and that both measures may be used as a screener of PVGU.

  5. A Game Theoretic Approach to Nuclear Security Analysis against Insider Threat

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Kyonam; Kim, So Young; Yim, Mansung [Korea Advanced Institute of Science and Technology, Daejeon (Korea, Republic of); Schneider, Erich [Univ. of Texas at Austin, Texas (United States)

    2014-05-15

    As individuals with authorized access to a facility and system who use their trusted position for unauthorized purposes, insiders are able to take advantage of their access rights and knowledge of a facility to bypass dedicated security measures. They can also capitalize on their knowledge to exploit any vulnerabilities in safety-related systems, with cyber security of safety-critical information technology systems offering an important example of the 3S interface. While this Probabilistic Risk Assessment (PRA) approach is appropriate for describing fundamentally random events like component failure of a safety system, it does not capture the adversary's intentions, nor does it account for adversarial response and adaptation to defensive investments. To address these issues of intentionality and interactions, this study adopts a game theoretic approach. The interaction between defender and adversary is modeled as a two-person Stackelberg game. The optimal strategy of both players is found from the equilibrium of this game. A defender strategy consists of a set of design modifications and/or post-construction security upgrades. An attacker strategy involves selection of a target as well as a pathway to that target. In this study, application of the game theoretic approach is demonstrated using a simplified test case problem. Novel to our approach is the modeling of insider threat that affects the non-detection probability of an adversary. The game-theoretic approach has the advantage of modelling an intelligent adversary who has an intention and complete knowledge of the facility. In this study, we analyzed the expected adversarial path and security upgrades with a limited budget with insider threat modeled as increasing the non-detection probability. Our test case problem categorized three groups of adversary paths assisted by insiders and derived the largest insider threat in terms of the budget for security upgrades. Certainly more work needs to be done to

  6. A Game Theoretic Approach to Nuclear Security Analysis against Insider Threat

    International Nuclear Information System (INIS)

    Kim, Kyonam; Kim, So Young; Yim, Mansung; Schneider, Erich

    2014-01-01

    As individuals with authorized access to a facility and system who use their trusted position for unauthorized purposes, insiders are able to take advantage of their access rights and knowledge of a facility to bypass dedicated security measures. They can also capitalize on their knowledge to exploit any vulnerabilities in safety-related systems, with cyber security of safety-critical information technology systems offering an important example of the 3S interface. While this Probabilistic Risk Assessment (PRA) approach is appropriate for describing fundamentally random events like component failure of a safety system, it does not capture the adversary's intentions, nor does it account for adversarial response and adaptation to defensive investments. To address these issues of intentionality and interactions, this study adopts a game theoretic approach. The interaction between defender and adversary is modeled as a two-person Stackelberg game. The optimal strategy of both players is found from the equilibrium of this game. A defender strategy consists of a set of design modifications and/or post-construction security upgrades. An attacker strategy involves selection of a target as well as a pathway to that target. In this study, application of the game theoretic approach is demonstrated using a simplified test case problem. Novel to our approach is the modeling of insider threat that affects the non-detection probability of an adversary. The game-theoretic approach has the advantage of modelling an intelligent adversary who has an intention and complete knowledge of the facility. In this study, we analyzed the expected adversarial path and security upgrades with a limited budget with insider threat modeled as increasing the non-detection probability. Our test case problem categorized three groups of adversary paths assisted by insiders and derived the largest insider threat in terms of the budget for security upgrades. Certainly more work needs to be done to

  7. A GOAL QUESTION METRIC (GQM APPROACH FOR EVALUATING INTERACTION DESIGN PATTERNS IN DRAWING GAMES FOR PRESCHOOL CHILDREN

    Directory of Open Access Journals (Sweden)

    Dana Sulistiyo Kusumo

    2017-06-01

    Full Text Available In recent years, there has been an increasing interest to use smart devices’ drawing games for educational benefit. In Indonesia, our government classifies children age four to six years old as preschool children. Not all preschool children can use drawing games easily. Further, drawing games may not fulfill all Indonesia's preschool children’s drawing competencies. This research proposes to use Goal-Question Metric (GQM to investigate and evaluate interaction design patterns of preschool children in order to achieve the drawing competencies for preschool children in two drawing Android-based games: Belajar Menggambar (in English: Learn to Draw and Coret: Belajar Menggambar (in English: Scratch: Learn to Draw. We collected data from nine students of a preschool children education in a user research. The results show that GQM can assist to evaluate interaction design patterns in achieving the drawing competencies. Our approach can also yield interaction design patterns by comparing interaction design patterns in two drawing games used.

  8. Coalition of distributed generation units to virtual power players - a game theory approach

    DEFF Research Database (Denmark)

    Morais, Hugo; Sousa, Tiago M; Santos, Gabriel

    2015-01-01

    and the existence of new management players such as several types of aggregators. This paper proposes a methodology to facilitate the coalition between distributed generation units originating Virtual Power Players (VPP) considering a game theory approach. The proposed approach consists in the analysis...... strategies, size and goals, each parameter has different importance. VPP can also manage other type of energy resources, like storage units, electric vehicles, demand response programs or even parts of the MV and LV distribution network. A case study with twelve VPPs with different characteristics and one...

  9. Pervasive Sound Sensing: A Weakly Supervised Training Approach.

    Science.gov (United States)

    Kelly, Daniel; Caulfield, Brian

    2016-01-01

    Modern smartphones present an ideal device for pervasive sensing of human behavior. Microphones have the potential to reveal key information about a person's behavior. However, they have been utilized to a significantly lesser extent than other smartphone sensors in the context of human behavior sensing. We postulate that, in order for microphones to be useful in behavior sensing applications, the analysis techniques must be flexible and allow easy modification of the types of sounds to be sensed. A simplification of the training data collection process could allow a more flexible sound classification framework. We hypothesize that detailed training, a prerequisite for the majority of sound sensing techniques, is not necessary and that a significantly less detailed and time consuming data collection process can be carried out, allowing even a nonexpert to conduct the collection, labeling, and training process. To test this hypothesis, we implement a diverse density-based multiple instance learning framework, to identify a target sound, and a bag trimming algorithm, which, using the target sound, automatically segments weakly labeled sound clips to construct an accurate training set. Experiments reveal that our hypothesis is a valid one and results show that classifiers, trained using the automatically segmented training sets, were able to accurately classify unseen sound samples with accuracies comparable to supervised classifiers, achieving an average F -measure of 0.969 and 0.87 for two weakly supervised datasets.

  10. Tools and approaches for simplifying serious games development in educational settings

    OpenAIRE

    Calvo, Antonio; Rotaru, Dan C.; Freire, Manuel; Fernandez-Manjon, Baltasar

    2016-01-01

    Serious Games can benefit from the commercial video games industry by taking advantage of current development tools. However, the economics and requirements of serious games and commercial games are very different. In this paper, we describe the factors that impact the total cost of ownership of serious games used in educational settings, review the specific requirements of games used as learning material, and analyze the different development tools available in the industry highlighting thei...

  11. Applying a Common-Sense Approach to Fighting Obesity

    Directory of Open Access Journals (Sweden)

    Jessica Y. Breland

    2012-01-01

    Full Text Available The obesity epidemic is a threat to the health of millions and to the economic viability of healthcare systems, governments, businesses, and nations. A range of answers come to mind if and when we ask, “What can we, health professionals (physicians, nurses, nutritionists, behavioral psychologists, do about this epidemic?” In this paper, we describe the Common-Sense Model of Self-Regulation as a framework for organizing existent tools and creating new tools to improve control of the obesity epidemic. Further, we explain how the Common-Sense Model can augment existing behavior-change models, with particular attention to the strength of the Common-Sense Model in addressing assessment and weight maintenance beyond initial weight loss.

  12. Measurement approaches to the sense of humor: Introduction and overview

    OpenAIRE

    Ruch, Willibald

    1996-01-01

    There has been a renaissance of research interest in the "sense of humor" in recent years, partly äs an attempt to define the concept but more strenuously to provide Instruments for its measurement. A quick count of recent publications shows an average of two to three new sense of humor- instruments per year — or one every four to six months. This intensity of research is unparalleled in the history of humor research and contrasts sharply with 25 years ago when the renewal of interest in hum...

  13. Hegemons, Leaders and Followers: A Game-Theoretic Approach to the Postwar Dynamics of International Political Economy

    Directory of Open Access Journals (Sweden)

    Kjell Hausken

    2015-08-01

    Full Text Available The article introduces the concept of hegemony to leadership theory, which has developed mainly as a critique of hegemonic stability theory. We argue that it makes sense to combine the two theories by introducing the concept of 'size' into neoliberal thinking about International Political Economy. We accept the neo-institutional hypothesis that a hegemon is not needed to provide public goods, and demonstrate with non-cooperative games how multiple leaders may jointly provide public goods. A game-theoretic model is developed illustrating with Nash equilibria the conditions under which a hegemon rationally switches from hegemony to leadership. It also shows why followers rationally switch from free-riding in their consumption of the public goods to taking part in leading, in the sense of contributing to covering the cost of the production of the public goods. The emergence of joint leadership leads to multiple equilibria in the sense of allowing for multiple stable leadership constellations. The actors are in a mixed-motive or coordination game where they have different preferences for the equilibria, and thus different preferences for which strategies to choose, and for who is to take part in covering the cost of the production of the public goods. Two aspects of joint leadership 'after hegemony' are treated, namely coercive and benevolent leadership on the one hand, and collective action in the sense of joint leadership on the other hand. Finally, future leadership constellations and the quest for international order are discussed.

  14. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide....... This makes sense, but also demands that play and non-play can be easily separated. I will examine how games make use of space, and show that the magic circle not only is a viable, though criticized, concept but should be understood as a spatial concept. In order to do this several games are examined, leading...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games....

  15. On finding the C in CBT: the challenges of applying gambling-related cognitive approaches to video-gaming.

    Science.gov (United States)

    Delfabbro, Paul; King, Daniel

    2015-03-01

    Many similarities have been drawn between the activities of gambling and video-gaming. Both are repetitive activities with intermittent reinforcement, decision-making opportunities, and elements of risk-taking. As a result, it might be tempting to believe that cognitive strategies that are used to treat problem gambling might also be applied to problematic video gaming. In this paper, we argue that many cognitive approaches to gambling that typically involve a focus on erroneous beliefs about probabilities and randomness are not readily applicable to video gaming. Instead, we encourage a focus on other clusters of cognitions that relate to: (a) the salience and over-valuing of gaming rewards, experiences, and identities, (b) maladaptive and inflexible rules about behaviour, (c) the use of video-gaming to maintain self-esteem, and (d) video-gaming for social status and recognition. This theoretical discussion is advanced as a starting point for the development of more refined cognitive treatment approaches for problematic video gaming.

  16. Learning Behavior and Achievement Analysis of a Digital Game-Based Learning Approach Integrating Mastery Learning Theory and Different Feedback Models

    Science.gov (United States)

    Yang, Kai-Hsiang

    2017-01-01

    It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…

  17. Game Theoretical Approaches for Transport-Aware Channel Selection in Cognitive Radio Networks

    Directory of Open Access Journals (Sweden)

    Chen Shih-Ho

    2010-01-01

    Full Text Available Effectively sharing channels among secondary users (SUs is one of the greatest challenges in cognitive radio network (CRN. In the past, many studies have proposed channel selection schemes at the physical or the MAC layer that allow SUs swiftly respond to the spectrum states. However, they may not lead to enhance performance due to slow response of the transport layer flow control mechanism. This paper presents a cross-layer design framework called Transport Aware Channel Selection (TACS scheme to optimize the transport throughput based on states, such as RTT and congestion window size, of TCP flow control mechanism. We formulate the TACS problem as two different game theoretic approaches: Selfish Spectrum Sharing Game (SSSG and Cooperative Spectrum Sharing Game (CSSG and present novel distributed heuristic algorithms to optimize TCP throughput. Computer simulations show that SSSG and CSSG could double the SUs throughput of current MAC-based scheme when primary users (PUs use their channel infrequently, and with up to 12% to 100% throughput increase when PUs are more active. The simulation results also illustrated that CSSG performs up to 20% better than SSSG in terms of the throughput.

  18. A Game Theoretic Approach to Minimize the Completion Time of Network Coded Cooperative Data Exchange

    KAUST Repository

    Douik, Ahmed S.

    2014-05-11

    In this paper, we introduce a game theoretic framework for studying the problem of minimizing the completion time of instantly decodable network coding (IDNC) for cooperative data exchange (CDE) in decentralized wireless network. In this configuration, clients cooperate with each other to recover the erased packets without a central controller. Game theory is employed herein as a tool for improving the distributed solution by overcoming the need for a central controller or additional signaling in the system. We model the session by self-interested players in a non-cooperative potential game. The utility function is designed such that increasing individual payoff results in a collective behavior achieving both a desirable system performance in a shared network environment and the Pareto optimal solution. Through extensive simulations, our approach is compared to the best performance that could be found in the conventional point-to-multipoint (PMP) recovery process. Numerical results show that our formulation largely outperforms the conventional PMP scheme in most practical situations and achieves a lower delay.

  19. A Game Theory Approach to Multi-Agent Decentralized Energy Management of Autonomous Polygeneration Microgrids

    Directory of Open Access Journals (Sweden)

    Christos-Spyridon Karavas

    2017-11-01

    Full Text Available Energy management systems are essential and indispensable for the secure and optimal operation of autonomous polygeneration microgrids which include distributed energy technologies and multiple electrical loads. In this paper, a multi-agent decentralized energy management system was designed. In particular, the devices of the microgrid under study were controlled as interactive agents. The energy management problem was formulated here through the application of game theory, in order to model the set of strategies between two players/agents, as a non-cooperative power control game or a cooperative one, according to the level of the energy produced by the renewable energy sources and the energy stored in the battery bank, for the purpose of accomplishing optimal energy management and control of the microgrid operation. The Nash equilibrium was used to compromise the possible diverging goals of the agents by maximizing their preferences. The proposed energy management system was then compared with a multi-agent decentralized energy management system where all the agents were assumed to be cooperative and employed agent coordination through Fuzzy Cognitive Maps. The results obtained from this comparison, demonstrate that the application of game theory based control, in autonomous polygeneration microgrids, can ensure operational and financial benefits over known energy management approaches incorporating distributed intelligence.

  20. A Game Theoretic Approach to Minimize the Completion Time of Network Coded Cooperative Data Exchange

    KAUST Repository

    Douik, Ahmed S.; Al-Naffouri, Tareq Y.; Alouini, Mohamed-Slim; Sorour, Sameh; Tembine, Hamidou

    2014-01-01

    In this paper, we introduce a game theoretic framework for studying the problem of minimizing the completion time of instantly decodable network coding (IDNC) for cooperative data exchange (CDE) in decentralized wireless network. In this configuration, clients cooperate with each other to recover the erased packets without a central controller. Game theory is employed herein as a tool for improving the distributed solution by overcoming the need for a central controller or additional signaling in the system. We model the session by self-interested players in a non-cooperative potential game. The utility function is designed such that increasing individual payoff results in a collective behavior achieving both a desirable system performance in a shared network environment and the Pareto optimal solution. Through extensive simulations, our approach is compared to the best performance that could be found in the conventional point-to-multipoint (PMP) recovery process. Numerical results show that our formulation largely outperforms the conventional PMP scheme in most practical situations and achieves a lower delay.

  1. The layered sensing operations center: a modeling and simulation approach to developing complex ISR networks

    Science.gov (United States)

    Curtis, Christopher; Lenzo, Matthew; McClure, Matthew; Preiss, Bruce

    2010-04-01

    In order to anticipate the constantly changing landscape of global warfare, the United States Air Force must acquire new capabilities in the field of Intelligence, Surveillance, and Reconnaissance (ISR). To meet this challenge, the Air Force Research Laboratory (AFRL) is developing a unifying construct of "Layered Sensing" which will provide military decision-makers at all levels with the timely, actionable, and trusted information necessary for complete battlespace awareness. Layered Sensing is characterized by the appropriate combination of sensors and platforms (including those for persistent sensing), infrastructure, and exploitation capabilities to enable this synergistic awareness. To achieve the Layered Sensing vision, AFRL is pursuing a Modeling & Simulation (M&S) strategy through the Layered Sensing Operations Center (LSOC). An experimental ISR system-of-systems test-bed, the LSOC integrates DoD standard simulation tools with commercial, off-the-shelf video game technology for rapid scenario development and visualization. These tools will help facilitate sensor management performance characterization, system development, and operator behavioral analysis. Flexible and cost-effective, the LSOC will implement a non-proprietary, open-architecture framework with well-defined interfaces. This framework will incentivize the transition of current ISR performance models to service-oriented software design for maximum re-use and consistency. This paper will present the LSOC's development and implementation thus far as well as a summary of lessons learned and future plans for the LSOC.

  2. Introducing a model for competitiveness of suppliers in supply chain through game theory approach

    Directory of Open Access Journals (Sweden)

    Hengameh Cighary Deljavan

    2012-10-01

    Full Text Available Cighary Deljavan and Fariba Sadeghi PDF (300 KAbstract: The purpose of the present study is to introduce a model for competitiveness of suppliers in supply chain through game theory approach in one of the automobile companies of Iran. In this study, the game is based on price and non-price factors and this company is going to estimate the real profit obtained from collaboration with each of supply chain members. This happens by considering the governing competitive condition based on game theory before entering a bit for purchase of α piece as spare part among 8 companies supplying this piece as the supply chain members. According to experts in this industry, the quality is the main non-price competitiveness factor after price. In the current research models, the model introduced by Lu and Tsao (2011 [Lu, J.C., Tsao, Y.C., & Charoensiriwath, C. (2011. Competition Under manufacturer Service and retail price. Economic Modeling, 28,1256-1264.] with two manufacturers- one distributer, being appropriate for the research data, has been considered as the basis and implemented for case study and then it has been extended to n-manufacturers-one common retailer. Following price elasticity of demand, potential size of market or maximum product demand, retailer price, production price, wholesale price, demand amount, manufacturer and retailer profit are estimated under three scenario of manufacturer Stackelberg, Retailer Sackelberg and Vertical Nash. Therefore, by comparing them, price balance points and optimum level of services are specified and the better optimum scenario can be determined. Sensitivity analysis is performed for new model and manufacturers are ranked based on manufacture profit, Retailer profit and customer satisfaction. Finally, in this research in addition to introducing-person game model, customer satisfaction, which has been presented in the previous models as a missed circle are analyzed.

  3. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

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

  4. Game theory approach in decisional process of energy management for industrial sector

    International Nuclear Information System (INIS)

    Aplak, H. Soner; Sogut, M. Ziya

    2013-01-01

    Highlights: • Decision-making process of the industry and the environment are evaluated in a game theoretic approach. • Industry and environment are considered as two players to find optimal strategies in governing energy policy. • Industry plays its renewable energy usage strategy. • Environment prefers to execute its protection reflex strategy for survivability and sustainability. • The industry’s insistence on the use of fossil fuels will forward strategy for the environment of uncertainty. - Abstract: Intensive energy consuming industrial sectors are the most important actors on global climate change which natural habitat and the environment faced. In this study, by the scope of energy management, decision-making process of the industry and the environment are evaluated in a game theoretic approach. Industry and environment are considered as two players which have conflicting objectives and try to find optimal strategies in governing energy policy. According to concept of study, while industry tries to maintain the sustainability of production with the strategies of fossil fuel, renewable energies, energy recovery and nuclear energy usage, environment exhibits reactive approach to ensure its sustainability. In the flow of study, players’ strategies are analyzed by using Multi-Criteria Decision Making (MCDM) methods and by calculating performance efficiency values of strategies, game payoff matrix is obtained. Finally, optimal strategies are found for both industry and environment in orienting their energy policy and results are evaluated. According to results of the payoff matrix, the equilibrium point is the cell (2, 1) with the values of 0.5324 and 0.5619. This implies that the environment develops protective reflexes for sustainable nature in case of using renewable energy in industry

  5. Making sense of the Web: a metaphorical approach

    Directory of Open Access Journals (Sweden)

    Lee Ratzan

    2000-01-01

    Full Text Available The nature of the World Wide Web is unfamiliar to most people. In order to make sense of this foreign environment people describe the unfamiliar in terms of the familiar. Metaphors are often used for this purpose. Since it is important to use the Web effectively it is important to acquire insight on user perceptions. Preliminary results of the Internet Metaphor Project are presented.

  6. Nanomedicine photoluminescence crystal-inspired brain sensing approach

    Science.gov (United States)

    Fang, Yan; Wang, Fangzhen; Wu, Rong

    2018-02-01

    Precision sensing needs to overcome a gap of a single atomic step height standard. In response to the cutting-edge challenge, a heterosingle molecular nanomedicine crystal was developed wherein a nanomedicine crystal height less than 1 nm was designed and selfassembled on a substrate of either a highly ordered and freshly separated graphite or a N-doped silicon with hydrogen bonding by a home-made hybrid system of interacting single bioelectron donor-acceptor and a single biophoton donor-acceptor according to orthogonal mathematical optimization scheme, and an atomic spatial resolution conducting atomic force microscopy (C-AFM) with MHz signal processing by a special transformation of an atomic force microscopy (AFM) and a scanning tunneling microscopy (STM) were employed, wherein a z axis direction UV-VIS laser interferometer and a feedback circuit were used to achieve the minimized uncertainty of a micro-regional structure height and its corresponding local differential conductance quantization (spin state) process was repeatedly measured with a highly time resolution, as well as a pulsed UV-VIS laser micro-photoluminescence (PL) spectrum with a single photon resolution was set up by traceable quantum sensing and metrology relied up a quantum electrical triangle principle. The coupling of a single bioelectron conducting, a single biophoton photoluminescence, a frequency domain temporal spin phase in nanomedicine crystal-inspired sensing methods and sensor technologies were revealed by a combination of C-AFM and PL measurement data-based mathematic analyses1-3, as depicted in Figure 1 and repeated in nanomedicine crystals with a single atomic height. It is concluded that height-current-phase uncertainty correlation pave a way to develop a brain imaging and a single atomic height standard, quantum sensing, national security, worldwide impact1-3 technology and beyond.

  7. A Self-Adaptive Evolutionary Approach to the Evolution of Aesthetic Maps for a RTS Game

    OpenAIRE

    Lara-Cabrera, Raúl; Cotta, Carlos; Fernández-Leiva, Antonio J.

    2014-01-01

    Procedural content generation (PCG) is a research eld on the rise,with numerous papers devoted to this topic. This paper presents a PCG method based on a self-adaptive evolution strategy for the automatic generation of maps for the real-time strategy (RTS) game PlanetWars. These maps are generated in order to ful ll the aesthetic preferences of the user, as implied by her assessment of a collection of maps used as training set. A topological approach is used for the characterization of th...

  8. Assessing Approaches to Teaching Systems Thinking: Reading Article vs. Game Play

    Science.gov (United States)

    Pfirman, S. L.; O'Garra, T.; Lee, J.; Bachrach, E.; Bachman, G.; Orlove, B. S.

    2016-12-01

    Problem-solving in the complex domain of climate change requires consideration of the dynamics of systems as wholes. The long time frame, coupled with multiple interacting elements is challenging to teach through traditionally linear approaches, such as lectures or reading. On the other hand some have claimed that games are potentially useful in teaching system skills, due to their iterative, interacting, and problem solving character. In this experiment, we evaluated the impact of the EcoChains: Arctic Crisis card game on participants' mental models using a `fuzzy cognitive mapping' approach. The study population included 41 participants randomly assigned to the treatment/game play n=21 and the control/reading illustrated article: n=20. To obtain cognitive maps from participants, the first step was explaining how to draw a map, using an unrelated map as an example. Following the explanation, participants were handed large sheets of paper and asked to write down all the concepts they could think of related to: Arctic marine & sea-ice ecosystems, including the species & inhabitants of these ecosystems, all the different factors that negatively affect the health of Arctic marine & sea-ice ecosystems, its species & inhabitants, all the different factors that positively affect the health of Arctic marine & sea-ice ecosystems, its species & inhabitants. Once participants had drafted their list of concepts, they were asked to construct maps with the concepts in the center followed by arrows drawn between them to represent the direction of relationships between concepts. After the intervention - either playing the EcoChains card game or reading the illustrated article - participants were handed back their maps, together with a different colored pencil from the one they used previously, and asked to adjust the maps based on what they had learned from playing Ecochains/reading the article. Results indicate that both playing EcoChains and reading an illustrated article with

  9. Common Sense Approach to the Restoration of Sacred Art

    Directory of Open Access Journals (Sweden)

    Alphonso Lopez Pinto

    2014-12-01

    Full Text Available In this paper, Sacred Art is examined as an imitation of historia. Historia interprets historical human events as empirical, material and real while seeking to understand their moral and spiritual significance. It is from historia that sacred art can be understood, where Christ and the saints are portrayed in the integrity of their human natures united to symbols representing Divinity or grace in order to present a visual/contemplative narrative. Mortimer Adler rightly sees that the vision of the beautiful is inherently contemplative, thus sacred iconography provides a language that can form the common sense of men and women.

  10. Effects of the Digital Game-Development Approach on Elementary School Students' Learning Motivation, Problem Solving, and Learning Achievement

    Science.gov (United States)

    Chu, Hui-Chun; Hung, Chun-Ming

    2015-01-01

    In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two…

  11. Statistical mechanics approach to 1-bit compressed sensing

    International Nuclear Information System (INIS)

    Xu, Yingying; Kabashima, Yoshiyuki

    2013-01-01

    Compressed sensing is a framework that makes it possible to recover an N-dimensional sparse vector x∈R N from its linear transformation y∈R M of lower dimensionality M 1 -norm-based signal recovery scheme for 1-bit compressed sensing using statistical mechanics methods. We show that the signal recovery performance predicted by the replica method under the replica symmetric ansatz, which turns out to be locally unstable for modes breaking the replica symmetry, is in good consistency with experimental results of an approximate recovery algorithm developed earlier. This suggests that the l 1 -based recovery problem typically has many local optima of a similar recovery accuracy, which can be achieved by the approximate algorithm. We also develop another approximate recovery algorithm inspired by the cavity method. Numerical experiments show that when the density of nonzero entries in the original signal is relatively large the new algorithm offers better performance than the abovementioned scheme and does so with a lower computational cost. (paper)

  12. Naturalizing sense of agency with a hierarchical event-control approach.

    Directory of Open Access Journals (Sweden)

    Devpriya Kumar

    Full Text Available Unraveling the mechanisms underlying self and agency has been a difficult scientific problem. We argue for an event-control approach for naturalizing the sense of agency by focusing on the role of perception-action regularities present at different hierarchical levels and contributing to the sense of self as an agent. The amount of control at different levels of the control hierarchy determines the sense of agency. The current study investigates this approach in a set of two experiments using a scenario containing multiple agents sharing a common goal where one of the agents is partially controlled by the participant. The participant competed with other agents for achieving the goal and subsequently answered questions on identification (which agent was controlled by the participant, the degree to which they are confident about their identification (sense of identification and the degree to which the participant believed he/she had control over his/her actions (sense of authorship. Results indicate a hierarchical relationship between goal-level control (higher level and perceptual-motor control (lower level for sense of agency. Sense of identification ratings increased with perceptual-motor control when the goal was not completed but did not vary with perceptual-motor control when the goal was completed. Sense of authorship showed a similar interaction effect only in experiment 2 that had only one competing agent unlike the larger number of competing agents in experiment 1. The effect of hierarchical control can also be seen in the misidentification pattern and misidentification was greater with the agent affording greater control. Results from the two studies support the event-control approach in understanding sense of agency as grounded in control. The study also offers a novel paradigm for empirically studying sense of agency and self.

  13. An Evolutionary Game Theoretic Approach to Multi-Sector Coordination and Self-Organization

    Directory of Open Access Journals (Sweden)

    Fernando P. Santos

    2016-04-01

    Full Text Available Coordination games provide ubiquitous interaction paradigms to frame human behavioral features, such as information transmission, conventions and languages as well as socio-economic processes and institutions. By using a dynamical approach, such as Evolutionary Game Theory (EGT, one is able to follow, in detail, the self-organization process by which a population of individuals coordinates into a given behavior. Real socio-economic scenarios, however, often involve the interaction between multiple co-evolving sectors, with specific options of their own, that call for generalized and more sophisticated mathematical frameworks. In this paper, we explore a general EGT approach to deal with coordination dynamics in which individuals from multiple sectors interact. Starting from a two-sector, consumer/producer scenario, we investigate the effects of including a third co-evolving sector that we call public. We explore the changes in the self-organization process of all sectors, given the feedback that this new sector imparts on the other two.

  14. Resource Allocation for Multicell Device-to-Device Communications in Cellular Network: A Game Theoretic Approach

    Directory of Open Access Journals (Sweden)

    Jun Huang

    2015-08-01

    Full Text Available Device-to-Device (D2D communication has recently emerged as a promising technology to improve the capacity and coverage of cellular systems. To successfully implement D2D communications underlaying a cellular network, resource allocation for D2D links plays a critical role. While most of prior resource allocation mechanisms for D2D communications have focused on interference within a single-cell system, this paper investigates the resource allocation problem for a multicell cellular network in which a D2D link reuses available spectrum resources of multiple cells. A repeated game theoretic approach is proposed to address the problem. In this game, the base stations (BSs act as players that compete for resource supply of D2D, and the utility of each player is formulated as revenue collected from both cellular and D2D users using resources. Extensive simulations are conducted to verify the proposed approach and the results show that it can considerably enhance the system performance in terms of sum rate and sum rate gain.

  15. Supply chain collaboration: A Game-theoretic approach to profit allocation

    Energy Technology Data Exchange (ETDEWEB)

    Ponte, B.; Fernández, I.; Rosillo, R.; Parreño, J.; García, N.

    2016-07-01

    Purpose: This paper aims to develop a theoretical framework for profit allocation, as a mechanism for aligning incentives, in collaborative supply chains. Design/methodology/approach: The issue of profit distribution is approached from a game-theoretic perspective. We use the nucleolus concept. The framework is illustrated through a numerical example based on the Beer Game scenario. Findings: The nucleolus offers a powerful perspective to tackle this problem, as it takes into consideration the bargaining power of the different echelons. We show that this framework outperforms classical alternatives. Research limitations/implications: The allocation of the overall supply chain profit is analyzed from a static perspective. Considering the dynamic nature of the problem would be an interesting next step. Practical implications: We provide evidence of drawbacks derived from classical solutions to the profit allocation problem. Real-world collaborative supply chains need of robust mechanisms like the one tackled in this work to align incentives from the various actors. Originality/value: Adopting an efficient collaborative solution is a major challenge for supply chains, since it is a wide and complex process that requires an appropriate scheme. Within this framework, profit allocation is essential.

  16. A Game-theoretical Approach for Distributed Cooperative Control of Autonomous Underwater Vehicles

    KAUST Repository

    Lu, Yimeng

    2018-05-01

    This thesis explores a game-theoretical approach for underwater environmental monitoring applications. We first apply game-theoretical algorithm to multi-agent resource coverage problem in drifting environments. Furthermore, existing utility design and learning process of the algorithm are modified to fit specific constraints of underwater exploration/monitoring tasks. The revised approach can take the real scenario of underwater monitoring applications such as the effect of sea current, previous knowledge of the resource and occasional communications between agents into account, and adapt to them to reach better performance. As the motivation of this thesis is from real applications, in this work we emphasize highly on implementation phase. A ROS-Gazebo simulation environment was created for preparation of actual tests. The algorithms are implemented in simulating both the dynamics of vehicles and the environment. After that, a multi-agent underwater autonomous robotic system was developed for hardware test in real settings with local controllers to make their own decisions. These systems are used for testing above mentioned algorithms and future development of other underwater projects. After that, other works related to robotics during this thesis will be briefly mentioned, including contributions in MBZIRC robotics competition and distributed control of UAVs in an adversarial environment.

  17. Supply chain collaboration: A Game-theoretic approach to profit allocation

    International Nuclear Information System (INIS)

    Ponte, B.; Fernández, I.; Rosillo, R.; Parreño, J.; García, N.

    2016-01-01

    Purpose: This paper aims to develop a theoretical framework for profit allocation, as a mechanism for aligning incentives, in collaborative supply chains. Design/methodology/approach: The issue of profit distribution is approached from a game-theoretic perspective. We use the nucleolus concept. The framework is illustrated through a numerical example based on the Beer Game scenario. Findings: The nucleolus offers a powerful perspective to tackle this problem, as it takes into consideration the bargaining power of the different echelons. We show that this framework outperforms classical alternatives. Research limitations/implications: The allocation of the overall supply chain profit is analyzed from a static perspective. Considering the dynamic nature of the problem would be an interesting next step. Practical implications: We provide evidence of drawbacks derived from classical solutions to the profit allocation problem. Real-world collaborative supply chains need of robust mechanisms like the one tackled in this work to align incentives from the various actors. Originality/value: Adopting an efficient collaborative solution is a major challenge for supply chains, since it is a wide and complex process that requires an appropriate scheme. Within this framework, profit allocation is essential.

  18. Game Theoretic Approach for Systematic Feature Selection; Application in False Alarm Detection in Intensive Care Units

    Directory of Open Access Journals (Sweden)

    Fatemeh Afghah

    2018-03-01

    Full Text Available Intensive Care Units (ICUs are equipped with many sophisticated sensors and monitoring devices to provide the highest quality of care for critically ill patients. However, these devices might generate false alarms that reduce standard of care and result in desensitization of caregivers to alarms. Therefore, reducing the number of false alarms is of great importance. Many approaches such as signal processing and machine learning, and designing more accurate sensors have been developed for this purpose. However, the significant intrinsic correlation among the extracted features from different sensors has been mostly overlooked. A majority of current data mining techniques fail to capture such correlation among the collected signals from different sensors that limits their alarm recognition capabilities. Here, we propose a novel information-theoretic predictive modeling technique based on the idea of coalition game theory to enhance the accuracy of false alarm detection in ICUs by accounting for the synergistic power of signal attributes in the feature selection stage. This approach brings together techniques from information theory and game theory to account for inter-features mutual information in determining the most correlated predictors with respect to false alarm by calculating Banzhaf power of each feature. The numerical results show that the proposed method can enhance classification accuracy and improve the area under the ROC (receiver operating characteristic curve compared to other feature selection techniques, when integrated in classifiers such as Bayes-Net that consider inter-features dependencies.

  19. Traffic Offloading in Unlicensed Spectrum for 5G Cellular Network: A Two-Layer Game Approach

    Directory of Open Access Journals (Sweden)

    Yan Li

    2018-01-01

    Full Text Available Licensed Assisted Access (LAA is considered one of the latest groundbreaking innovations to provide high performance in future 5G. Coexistence schemes such as Listen Before Talk (LBT and Carrier Sensing and Adaptive Transmission (CSAT have been proven to be good methods to share spectrums, and they are WiFi friendly. In this paper, a modified LBT-based CSAT scheme is proposed which can effectively reduce the collision at the moment when Long Term Evolution (LTE starts to transmit data in CSAT mode. To make full use of the valuable spectrum resources, the throughput of both LAA and WiFi systems should be improved. Thus, a two-layer Coalition-Auction Game-based Transaction (CAGT mechanism is proposed in this paper to optimize the performance of the two systems. In the first layer, a coalition among Access Points (APs is built to balance the WiFi stations and maximize the WiFi throughput. The main idea of the devised coalition forming is to merge the light-loaded APs with heavy-loaded APs into a coalition; consequently, the data of the overloaded APs can be offloaded to the light-loaded APs. Next, an auction game between the LAA and WiFi systems is used to gain a win–win strategy, in which, LAA Base Station (BS is the auctioneer and AP coalitions are bidders. Thus, the throughput of both systems are improved. Simulation results demonstrate that the proposed scheme in this paper can improve the performance of both two systems effectively.

  20. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

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

  1. Games-Based Learning as an Interdisciplinary Approach to Literacy across Curriculum for Excellence

    Directory of Open Access Journals (Sweden)

    Hugh O'Donnell

    2015-12-01

    Full Text Available Literacy remains an area of concern in early secondary education in Scotland (ages 12-14, with recent research suggesting a continued decline in attainment levels. As literacy underpins learning, interdisciplinary and collaborative approaches to teaching literacy are now being emphasized through the new Curriculum for Excellence that aims to address this issue. It is not clear, however, what types of learning activity are most appropriate for implementing this new, more cooperative approach. One candidate is the use of educational games and reflective writing. So, to what extent do learners demonstrate transferable literacy skills through engaging with educational games? This paper evaluates the effectiveness of the multi-user simulation game, Mars Colony Challenger (MCC, which portrays a scientifically accurate Mars colonisation mission in a way that aims to facilitate both scientific and literary development. A class of secondary school pupils (n=28 used the game within the context of a science class on ‘The Three States of Matter’. They then produced written narratives that captured the experiential learning undertaken. Comparing these narratives with the remaining pupils in the cohort, who had not used MCC in their science class, revealed a statistically significant difference in literacy ability. Further qualitative analysis of the narratives themselves highlighted a high level of engagement and inspiration evoked through the experience. Consequently, these results highlight the efficacy of MCC as a means of literacy development, and they suggest a means to elicit greater frequency of opportunity for pupil engagement with, and subsequent assessment of, literacy competencies. Normal 0 false false false EN-GB X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5

  2. Language Learners & Computer Games: From "Space Invaders" to "Second Life"

    Science.gov (United States)

    Stanley, Graham; Mawer, Kyle

    2008-01-01

    The term serious game is often used to refer to "games used for training, advertising, simulation, or education." In this article, the authors use the term computer game in its broadest sense, believing it to encompass the broad spectrum of what is usually referred to now as all digital gaming (video games, console games, online games, etc.). They…

  3. Cooperation or Localization in European Capacity Markets? A Coalitional Game over Graph Approach

    Directory of Open Access Journals (Sweden)

    Giorgos Stamtsis

    2018-06-01

    Full Text Available Capacity markets, as a means to address the capacity adequacy issue, are constantly becoming an important part of the European internal electricity market. The debate focuses on how the capacity markets will be smoothly integrated in one Pan-European power market, without resulting in multiple national fragmentations and consequently in economic efficiency losses. Cross-border participation and regional cooperation are considered as two sine qua non conditions in this respect. The present paper provides a coalitional game theoretical approach aiming to facilitate the cooperation of neighboring countries, when it comes to the security of electricity supply and the necessity of establishing a capacity market. Such an approach can support respective decisions about capacity markets cooperation as well as stress-test the benefits considering all cooperation possibilities.

  4. A Semantic Lexicon-Based Approach for Sense Disambiguation and Its WWW Application

    Science.gov (United States)

    di Lecce, Vincenzo; Calabrese, Marco; Soldo, Domenico

    This work proposes a basic framework for resolving sense disambiguation through the use of Semantic Lexicon, a machine readable dictionary managing both word senses and lexico-semantic relations. More specifically, polysemous ambiguity characterizing Web documents is discussed. The adopted Semantic Lexicon is WordNet, a lexical knowledge-base of English words widely adopted in many research studies referring to knowledge discovery. The proposed approach extends recent works on knowledge discovery by focusing on the sense disambiguation aspect. By exploiting the structure of WordNet database, lexico-semantic features are used to resolve the inherent sense ambiguity of written text with particular reference to HTML resources. The obtained results may be extended to generic hypertextual repositories as well. Experiments show that polysemy reduction can be used to hint about the meaning of specific senses in given contexts.

  5. Several comparison result of two types of equilibrium (Pareto Schemes and Stackelberg Scheme) of game theory approach in probabilistic vendor – buyer supply chain system with imperfect quality

    Science.gov (United States)

    Setiawan, R.

    2018-05-01

    In this paper, Economic Order Quantity (EOQ) of the vendor-buyer supply-chain model under a probabilistic condition with imperfect quality items has been analysed. The analysis is delivered using two concepts in game theory approach, which is Stackelberg equilibrium and Pareto Optimal, under non-cooperative and cooperative games, respectively. Another result is getting acomparison of theoptimal result between integrated scheme and game theory approach based on analytical and numerical result using appropriate simulation data.

  6. Coalitional game theory as a promising approach to identify candidate autism genes.

    Science.gov (United States)

    Gupta, Anika; Sun, Min Woo; Paskov, Kelley Marie; Stockham, Nate Tyler; Jung, Jae-Yoon; Wall, Dennis Paul

    2018-01-01

    Despite mounting evidence for the strong role of genetics in the phenotypic manifestation of Autism Spectrum Disorder (ASD), the specific genes responsible for the variable forms of ASD remain undefined. ASD may be best explained by a combinatorial genetic model with varying epistatic interactions across many small effect mutations. Coalitional or cooperative game theory is a technique that studies the combined effects of groups of players, known as coalitions, seeking to identify players who tend to improve the performance--the relationship to a specific disease phenotype--of any coalition they join. This method has been previously shown to boost biologically informative signal in gene expression data but to-date has not been applied to the search for cooperative mutations among putative ASD genes. We describe our approach to highlight genes relevant to ASD using coalitional game theory on alteration data of 1,965 fully sequenced genomes from 756 multiplex families. Alterations were encoded into binary matrices for ASD (case) and unaffected (control) samples, indicating likely gene-disrupting, inherited mutations in altered genes. To determine individual gene contributions given an ASD phenotype, a "player" metric, referred to as the Shapley value, was calculated for each gene in the case and control cohorts. Sixty seven genes were found to have significantly elevated player scores and likely represent significant contributors to the genetic coordination underlying ASD. Using network and cross-study analysis, we found that these genes are involved in biological pathways known to be affected in the autism cases and that a subset directly interact with several genes known to have strong associations to autism. These findings suggest that coalitional game theory can be applied to large-scale genomic data to identify hidden yet influential players in complex polygenic disorders such as autism.

  7. Modeling spatial navigation in the presence of dynamic obstacles: a differential games approach.

    Science.gov (United States)

    Darekar, Anuja; Goussev, Valery; McFadyen, Bradford J; Lamontagne, Anouk; Fung, Joyce

    2018-03-01

    Obstacle circumvention strategies can be shaped by the dynamic interaction of an individual (evader) and an obstacle (pursuer). We have developed a mathematical model with predictive and emergent components, using experimental data from seven healthy young adults walking toward a target while avoiding collision with a stationary or moving obstacle (approaching head-on, or diagonally 30° left or right) in a virtual environment. Two linear properties from the predictive component enable the evader to predict the minimum distance between itself and the obstacle at all times, including the future intersection of trajectories. The emergent component uses the classical differential games model to solve for an optimal circumvention while reaching the target, wherein the locomotor strategy is influenced by the obstacle, target, and the evader velocity. Both model components were fitted to a different set of experimental data obtained from five poststroke and healthy participants to derive the minimum predicted distance (predictive component) and obstacle influence dimensions (emergent component) during circumvention. Minimum predicted distance between evader and pursuer was kept constant when the evader was closest to the obstacle in all participants. Obstacle influence dimensions varied depending on obstacle approach condition and preferred side of circumvention, reflecting differences in locomotor strategies between poststroke and healthy individuals. Additionally, important associations between model outputs and observed experimental outcomes were found. The model, supported by experimental data, suggests that both predictive and emergent processes can shape obstacle circumvention strategies in healthy and poststroke individuals. NEW & NOTEWORTHY Obstacle circumvention during goal-directed locomotion is modeled with a new mathematical approach comprising both predictive and emergent elements. The major novelty is using differential games solutions to illustrate the

  8. "Cola-Game": An Innovative Approach to Teaching Inventory Management in a Supply Chain

    Science.gov (United States)

    Dhumal, Parag; Sundararaghavan, P. S.; Nandkeolyar, Udayan

    2008-01-01

    In this article we present a game that can be used as a tool to educate students and managers on the issues in supply chain (SC), inventory management. The game has a bilevel demand with one level during regular times and another during sale times. The game could be played in two modes (independence and cooperation) and has been field tested in…

  9. The Application of Cognitive Diagnostic Approaches via Neural Network Analysis of Serious Educational Games

    Science.gov (United States)

    Lamb, Richard L.

    2013-01-01

    Serious Educational Games (SEGs) have been a topic of increased popularity within the educational realm since the early millennia. SEGs are generalized form of Serious Games to mean games for purposes other than entertainment but, that also specifically include training, educational purpose and pedagogy within their design. This rise in popularity…

  10. A Game-Theoretical Approach for Spectrum Efficiency Improvement in Cloud-RAN

    Directory of Open Access Journals (Sweden)

    Zhuofu Zhou

    2016-01-01

    Full Text Available As tremendous mobile devices access to the Internet in the future, the cells which can provide high data rate and more capacity are expected to be deployed. Specifically, in the next generation of mobile communication 5G, cloud computing is supposed to be applied to radio access network. In cloud radio access network (Cloud-RAN, the traditional base station is divided into two parts, that is, remote radio heads (RRHs and base band units (BBUs. RRHs are geographically distributed and densely deployed, so as to achieve high data rate and low latency. However, the ultradense deployment inevitably deteriorates spectrum efficiency due to the severer intercell interference among RRHs. In this paper, the downlink spectrum efficiency can be improved through the cooperative transmission based on forming the coalitions of RRHs. We formulate the problem as a coalition formation game in partition form. In the process of coalition formation, each RRH can join or leave one coalition to maximize its own individual utility while taking into account the coalition utility at the same time. Moreover, the convergence and stability of the resulting coalition structure are studied. The numeric simulation result demonstrates that the proposed approach based on coalition formation game is superior to the noncooperative method in terms of the aggregate coalition utility.

  11. Immediate And Retention Effects Of Teaching Games For Understanding Approach On Basketball Knowledge

    Directory of Open Access Journals (Sweden)

    Olosová Gabriela

    2015-05-01

    Full Text Available Teaching Games for Understanding (TGfU links tactics and skills by emphasizing the appropriate timing and application within the tactical context of the game. It has been linked to the development of enhanced tactical knowledge. The purpose of the study was to determine immediate and delayed effects of TGfU on procedural and declarative knowledge of basketball and to compare it with a technical approach. Experimental group (EG (11 fifth graders + 18 sixth graders was taught by TGfU and a control group (CG (16 fifth graders + 24 sixth graders was taught by a technical approach for 8 weeks in Physical Education (PE classes, both. A written test was constructed to evaluate pupils’ declarative and procedural knowledge of basketball. The test was applied after the intervention to determine immediate effects and 8 months after the intervention to determine retention effects of the experimental programme. Shapiro-Wilk test, Wilcoxon T-test, Man-Whitney U-test were used for statistical analysis of obtained data. Cohen’s d was used to calculate effect size. Generally basketball knowledge was better in EG than in CG after the intervention (p<0.05 what confirms moderate effect size. When declarative and procedural knowledge were analysed separately there was no significant difference between EG and CG. Nevertheless, moderate effect sizes indicate that the data are particularly meaningful in terms of school practice. Retention effects of both approaches were similar. Total knowledge and declarative knowledge were worse after 8 months than immediately after the intervention in both groups (p<0.01. In both groups, there was no significant difference in procedural knowledge between the test written immediately after the intervention and 8 months later. Differences of changes were not significant between the groups.

  12. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

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

  13. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

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

  14. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

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

  15. Sense making of (Social) sustainability: A behavioral and knowledge approach

    NARCIS (Netherlands)

    Faber, N R; Peters, K; Maruster, L; Van Haren, R; Jorna, R

    2010-01-01

    Although sustainability is often discussed solely in ecological terms, it cannot be disconnected from the way humans behave in their social environment. This article presents a theoretical approach toward sustainability that takes a human behavior and knowledge view on sustainability as a starting

  16. On the way to fun an emotion-based approach to successful game design

    CERN Document Server

    Dillon, Roberto

    2010-01-01

    On the Way to Fun outlines a fine framework linking human emotions and instincts to successful game design, blending a theoretical framework with keys to analyzing game play. The framework is then applied to both successful and unsuccessful games to make for a fine survey for any who want to properly design and develop ideas to maximum benefit.-Midwest Book Review, January 2011I love the '6-11 Framework'. It's a brilliant analysis. Wish I'd thought of it. Emotion is essential to establishing a deep connection with games. So many games lack it, and this book shows the way. The analyses of retro

  17. Distinguishing humans from computers in the game of go: A complex network approach

    Science.gov (United States)

    Coquidé, C.; Georgeot, B.; Giraud, O.

    2017-08-01

    We compare complex networks built from the game of go and obtained from databases of human-played games with those obtained from computer-played games. Our investigations show that statistical features of the human-based networks and the computer-based networks differ, and that these differences can be statistically significant on a relatively small number of games using specific estimators. We show that the deterministic or stochastic nature of the computer algorithm playing the game can also be distinguished from these quantities. This can be seen as a tool to implement a Turing-like test for go simulators.

  18. Problem gaming in an everyday perspective

    DEFF Research Database (Denmark)

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

    2015-01-01

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

  19. A new geometrical approach to Nash equilibria organization in Eisert's quantum games

    International Nuclear Information System (INIS)

    Schneider, David

    2012-01-01

    We extend the periodic point-based method for Eisert's quantum games (Schneider 2011 J. Phys. A: Math. Theor. 44 095301) to games not previously analyzed. From the comparison of different cases, we observe that games sharing the same classical features (as for instance the symmetrized Battle of the Sexes and the Chicken game) can have different characteristics after the quantization, and conversely, games with different classical behaviors (the Chicken game and the Prisoner's dilemma), are completely equivalent within Eisert's protocol. This fact is reflected in the structure of the map that the periodic point-procedure associates to the quantum game (from which the Nash equilibria are deduced). In order to understand how these unexpected outcomes are generated, we give a geometrical description of our observations in terms of bifurcation theory for maps. (paper)

  20. Analysing Buyers' and Sellers' Strategic Interactions in Marketplaces: An Evolutionary Game Theoretic Approach

    Science.gov (United States)

    Vytelingum, Perukrishnen; Cliff, Dave; Jennings, Nicholas R.

    We develop a new model to analyse the strategic behaviour of buyers and sellers in market mechanisms. In particular, we wish to understand how the different strategies they adopt affect their economic efficiency in the market and to understand the impact of these choices on the overall efficiency of the marketplace. To this end, we adopt a two-population evolutionary game theoretic approach, where we consider how the behaviours of both buyers and sellers evolve in marketplaces. In so doing, we address the shortcomings of the previous state-of-the-art analytical model that assumes that buyers and sellers have to adopt the same mixed strategy in the market. Finally, we apply our model in one of the most common market mechanisms, the Continuous Double Auction, and demonstrate how it allows us to provide new insights into the strategic interactions of such trading agents.

  1. A game-theoretical approach for reciprocal security-related prevention investment decisions

    International Nuclear Information System (INIS)

    Reniers, Genserik; Soudan, Karel

    2010-01-01

    Every company situated within a chemical cluster faces important security risks from neighbouring companies. Investing in reciprocal security preventive measures is therefore necessary to avoid major accidents. These investments do not, however, provide a direct return on investment for the investor-company and thus plants are hesitative to invest. Moreover, there is likelihood that even if a company has fully invested in reciprocal security prevention, its neighbour has not, and as a result the company can experience a major accident caused by an initial (minor or major) accident that occurred in an adjacent chemical enterprise. In this article we employ a game-theoretic approach to interpret and model behaviour of two neighbouring chemical plants while negotiating and deciding on reciprocal security prevention investments.

  2. The Maximum Cross-Correlation approach to detecting translational motions from sequential remote-sensing images

    Science.gov (United States)

    Gao, J.; Lythe, M. B.

    1996-06-01

    This paper presents the principle of the Maximum Cross-Correlation (MCC) approach in detecting translational motions within dynamic fields from time-sequential remotely sensed images. A C program implementing the approach is presented and illustrated in a flowchart. The program is tested with a pair of sea-surface temperature images derived from Advanced Very High Resolution Radiometer (AVHRR) images near East Cape, New Zealand. Results show that the mean currents in the region have been detected satisfactorily with the approach.

  3. Linear game non-contextuality and Bell inequalities—a graph-theoretic approach

    International Nuclear Information System (INIS)

    Rosicka, M; Ramanathan, R; Gnaciński, P; Horodecki, M; Horodecki, K; Horodecki, P; Severini, S

    2016-01-01

    We study the classical and quantum values of a class of one- and two-party unique games, that generalizes the well-known XOR games to the case of non-binary outcomes. In the bipartite case the generalized XOR (XOR-d) games we study are a subclass of the well-known linear games. We introduce a ‘constraint graph’ associated to such a game, with the constraints defining the game represented by an edge-coloring of the graph. We use the graph-theoretic characterization to relate the task of finding equivalent games to the notion of signed graphs and switching equivalence from graph theory. We relate the problem of computing the classical value of single-party anti-correlation XOR games to finding the edge bipartization number of a graph, which is known to be MaxSNP hard, and connect the computation of the classical value of XOR-d games to the identification of specific cycles in the graph. We construct an orthogonality graph of the game from the constraint graph and study its Lovász theta number as a general upper bound on the quantum value even in the case of single-party contextual XOR-d games. XOR-d games possess appealing properties for use in device-independent applications such as randomness of the local correlated outcomes in the optimal quantum strategy. We study the possibility of obtaining quantum algebraic violation of these games, and show that no finite XOR-d game possesses the property of pseudo-telepathy leaving the frequently used chained Bell inequalities as the natural candidates for such applications. We also show this lack of pseudo-telepathy for multi-party XOR-type inequalities involving two-body correlation functions. (paper)

  4. Linear game non-contextuality and Bell inequalities—a graph-theoretic approach

    Science.gov (United States)

    Rosicka, M.; Ramanathan, R.; Gnaciński, P.; Horodecki, K.; Horodecki, M.; Horodecki, P.; Severini, S.

    2016-04-01

    We study the classical and quantum values of a class of one- and two-party unique games, that generalizes the well-known XOR games to the case of non-binary outcomes. In the bipartite case the generalized XOR (XOR-d) games we study are a subclass of the well-known linear games. We introduce a ‘constraint graph’ associated to such a game, with the constraints defining the game represented by an edge-coloring of the graph. We use the graph-theoretic characterization to relate the task of finding equivalent games to the notion of signed graphs and switching equivalence from graph theory. We relate the problem of computing the classical value of single-party anti-correlation XOR games to finding the edge bipartization number of a graph, which is known to be MaxSNP hard, and connect the computation of the classical value of XOR-d games to the identification of specific cycles in the graph. We construct an orthogonality graph of the game from the constraint graph and study its Lovász theta number as a general upper bound on the quantum value even in the case of single-party contextual XOR-d games. XOR-d games possess appealing properties for use in device-independent applications such as randomness of the local correlated outcomes in the optimal quantum strategy. We study the possibility of obtaining quantum algebraic violation of these games, and show that no finite XOR-d game possesses the property of pseudo-telepathy leaving the frequently used chained Bell inequalities as the natural candidates for such applications. We also show this lack of pseudo-telepathy for multi-party XOR-type inequalities involving two-body correlation functions.

  5. Novel Research Approaches to Gauge Global Teacher Familiarity with Game-Based Teaching in Physical Education: An Exploratory #Twitter Analysis

    Science.gov (United States)

    Pill, Shane; Harvey, Stephen; Hyndman, Brendon

    2017-01-01

    This paper examines the use of the microblogging platform Twitter as a tool for research in physical education. The research examined teacher use of game-based approaches (GBAs). A rolling Twitter conversation hosted over the course of 12 hours provided the data for the study. Participants were from 18 countries and they contributed on average…

  6. Thinking Outside the Box While Playing the Game: A Creative School-Based Approach to Working with Children and Adolescents

    Science.gov (United States)

    Martinez, Angel; Lasser, Jon

    2013-01-01

    The process of creating child-developed board games in a counseling setting may promote social, emotional, and behavioral development in children. Using this creative approach, counselors can actively work with children to address referred concerns and build skills that may generalize outside of counseling sessions. A description of the method is…

  7. Back translation reliability of TEOSQ in team game, individual game ...

    African Journals Online (AJOL)

    Back translation reliability of TEOSQ in team game, individual game and gender category. ... team and individual game with a specific focus to the dispositional approach on the athlete's performance in task and ... AJOL African Journals Online.

  8. Game theory approach to use of non-commercial power plants under time-of-use pricing

    International Nuclear Information System (INIS)

    Maeda, A.; Kaya, Y.

    1992-01-01

    There has been much research done on pricing theories for electric power utilities study. This paper employs the game theory approach for evaluating the impact of the introduction of customer owned NCP upon the pricing process when TOUP is used. We have derived various interesting results from this analysis some of which are; the conflict between NCP customers and the supplier forces the supplier to reduce the price for NCP customers, also perception of the situation in which they are involved plays an important role in this conflict. The game model analysis presented in this paper provides us detailed quantitative information on electricity prices and on the ways of using NCP

  9. [The business game as a form of organization of competent approach in teaching of history of medicine].

    Science.gov (United States)

    Konopleva, E L; Ostapenko, V M

    2015-01-01

    The article considers issue of implementation of competent approach in teaching of course of history of medicine in medical universities. The such methods of active training as imitation role business games are proposed as a mean of developing common cultural and professional competences offuture medical personnel. The business games promote development of motivation basis or education and require activities related to practical implementation of acquired knowledge and skills (analysis of historical event, work with map, reading of historical documents, participation in scientific discussion, etc.). As a result, students acquire sufficiently large notion concerning world of medicine, relationship of historical epochs and occurrences and unity of medical systems.

  10. The persuasive aims of Metal Gear Solid: A discourse theoretical approach to the study of argumentation in video games

    DEFF Research Database (Denmark)

    Stamenkovic, Dusan; Jacevic, Milan; Wildfeuer, Janina

    2017-01-01

    in a representative video game combine so as to convince the player to act, play, and perhaps think accordingly. The multimodal approach employed in the paper combines the notion of discourse aims and the rhetorical and argumentative structure of Metal Gear Solid (Kojima, 1998), and analyses different narrative...... strategies and verbal cues, as well as the overall interface, control, and gameplay. The results suggest that verbal and textual cues combine with audio-visual elements and highly specific gameplay strategies in order to refrain the player from killing enemies. This might indicate that video games are likely...

  11. Optimal and Approximate Approaches for Deployment of Heterogeneous Sensing Devices

    Directory of Open Access Journals (Sweden)

    Rabie Ramadan

    2007-04-01

    Full Text Available A modeling framework for the problem of deploying a set of heterogeneous sensors in a field with time-varying differential surveillance requirements is presented. The problem is formulated as mixed integer mathematical program with the objective to maximize coverage of a given field. Two metaheuristics are used to solve this problem. The first heuristic adopts a genetic algorithm (GA approach while the second heuristic implements a simulated annealing (SA algorithm. A set of experiments is used to illustrate the capabilities of the developed models and to compare their performance. The experiments investigate the effect of parameters related to the size of the sensor deployment problem including number of deployed sensors, size of the monitored field, and length of the monitoring horizon. They also examine several endogenous parameters related to the developed GA and SA algorithms.

  12. War-gaming application for future space systems acquisition part 2: acquisition and bidding war-gaming modeling and simulation approaches for FFP and FPIF

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2017-05-01

    This paper describes cooperative and non-cooperative static Bayesian game models with complete and incomplete information for the development of optimum acquisition strategies associated with the Program and Technical Baseline (PTB) solutions obtained from Part 1 of this paper [1]. The optimum acquisition strategies discussed focus on achieving "Affordability" by incorporating contractors' bidding strategies into the government acquisition strategies for acquiring future space systems. The paper discusses System Engineering (SE) frameworks, analytical and simulation approaches and modeling for developing the optimum acquisition strategies from both the government and contractor perspectives for Firm Fixed Price (FFP) and Fixed Price Incentive Firm (FPIF) contract types.

  13. Remotely Sensed Monitoring of Small Reservoir Dynamics: A Bayesian Approach

    Directory of Open Access Journals (Sweden)

    Dirk Eilander

    2014-01-01

    Full Text Available Multipurpose small reservoirs are important for livelihoods in rural semi-arid regions. To manage and plan these reservoirs and to assess their hydrological impact at a river basin scale, it is important to monitor their water storage dynamics. This paper introduces a Bayesian approach for monitoring small reservoirs with radar satellite images. The newly developed growing Bayesian classifier has a high degree of automation, can readily be extended with auxiliary information and reduces the confusion error to the land-water boundary pixels. A case study has been performed in the Upper East Region of Ghana, based on Radarsat-2 data from November 2012 until April 2013. Results show that the growing Bayesian classifier can deal with the spatial and temporal variability in synthetic aperture radar (SAR backscatter intensities from small reservoirs. Due to its ability to incorporate auxiliary information, the algorithm is able to delineate open water from SAR imagery with a low land-water contrast in the case of wind-induced Bragg scattering or limited vegetation on the land surrounding a small reservoir.

  14. The Application of Cognitive Diagnostic Approaches via Neural Network Analysis of Serious Educational Games

    Science.gov (United States)

    Lamb, Richard L.

    Serious Educational Games (SEGs) have been a topic of increased popularity within the educational realm since the early millennia. SEGs are generalized form of Serious Games to mean games for purposes other than entertainment but, that also specifically include training, educational purpose and pedagogy within their design. This rise in popularity (for SEGs) has occurred at a time when school systems have increased the type, number, and presentations of student achievement tests for decision-making purposes. These tests often task the form of end of course (year) tests and periodic benchmark testing. As the use of these tests, has increased policymakers have suggested their use as a measure for teacher accountability. The change in testing resulted from a push by school districts and policy makers at various component levels for a data-driven decision-making (D3M) approach. With the data-driven decision making approaches by school districts, there has been an increased focus on the measurement and assessment of student content knowledge with little focus on the contributing factors and cognitive attributes within learning that cross multiple-content areas. One-way to increase the focus on these aspects of learning (factors and attributes) that are additional to content learning is through assessments based in cognitive diagnostics. Cognitive diagnostics are a family of methodological approaches in which tasks tie to specific cognitive attributes for analytical purposes. This study explores data derived from computer data logging (n=158,000) in an observational design, using traditional statistical techniques such as clustering (exploratory and confirmatory), item response theory and through data mining techniques such as artificial neural network analysis. From these analyses, a model of student learning emerges illustrating student thinking and learning while engaged in SEG Design. This study seeks to use cognitive diagnostic type approaches to measure student

  15. Policy and prevention approaches for disordered and hazardous gaming and internet use: an international perspective

    OpenAIRE

    King, DL; Delfabbro, PH; Doh, YY; Wu, AMS; Kuss, DJ; Pallesen, S; Mentzoni, R; Carragher, N; Sakuma, H

    2017-01-01

    Problems related to high levels of gaming and Internet usage are increasingly recognized as a potential public health burden across the developed world. The aim of this review was to present an international perspective on prevention strategies for Internet gaming disorder and related health conditions (e.g., Internet addiction), as well as hazardous gaming and Internet use. A systematic review of quantitative research evidence was conducted, followed by a search of governmental reports, poli...

  16. Ice Flows: A Game-based Learning approach to Science Communication

    Science.gov (United States)

    Le Brocq, Anne

    2017-04-01

    Game-based learning allows people to become immersed in an environment, and learn how the system functions and responds to change through playing a game. Science and gaming share a similar characteristic: they both involve learning and understanding the rules of the environment you are in, in order to achieve your objective. I will share experiences of developing and using the educational game "Ice Flows" for science communication. The game tasks the player with getting a penguin to its destination, through controlling the size of the ice sheet via ocean temperature and snowfall. Therefore, the game aims to educate the user about the environmental controls on the behaviour of the ice sheet, whilst they are enjoying playing a game with penguins. The game was funded by a NERC Large Grant entitled "Ice shelves in a warming world: Filchner Ice Shelf system, Antarctica", so uses data from the Weddell Sea sector of the West Antarctic Ice Sheet to generate unique levels. The game will be easily expandable to other regions of Antarctica and beyond, with the ultimate aim of giving a full understanding to the user of different ice flow regimes across the planet.

  17. A Narrative Theory of Games

    DEFF Research Database (Denmark)

    Aarseth, Espen

    2012-01-01

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

  18. Modeling and Generating Strategy Games Mechanics

    DEFF Research Database (Denmark)

    Mahlmann, Tobias

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

  19. Spatial pattern evaluation of a calibrated national hydrological model - a remote-sensing-based diagnostic approach

    Science.gov (United States)

    Mendiguren, Gorka; Koch, Julian; Stisen, Simon

    2017-11-01

    Distributed hydrological models are traditionally evaluated against discharge stations, emphasizing the temporal and neglecting the spatial component of a model. The present study widens the traditional paradigm by highlighting spatial patterns of evapotranspiration (ET), a key variable at the land-atmosphere interface, obtained from two different approaches at the national scale of Denmark. The first approach is based on a national water resources model (DK-model), using the MIKE-SHE model code, and the second approach utilizes a two-source energy balance model (TSEB) driven mainly by satellite remote sensing data. Ideally, the hydrological model simulation and remote-sensing-based approach should present similar spatial patterns and driving mechanisms of ET. However, the spatial comparison showed that the differences are significant and indicate insufficient spatial pattern performance of the hydrological model.The differences in spatial patterns can partly be explained by the fact that the hydrological model is configured to run in six domains that are calibrated independently from each other, as it is often the case for large-scale multi-basin calibrations. Furthermore, the model incorporates predefined temporal dynamics of leaf area index (LAI), root depth (RD) and crop coefficient (Kc) for each land cover type. This zonal approach of model parameterization ignores the spatiotemporal complexity of the natural system. To overcome this limitation, this study features a modified version of the DK-model in which LAI, RD and Kc are empirically derived using remote sensing data and detailed soil property maps in order to generate a higher degree of spatiotemporal variability and spatial consistency between the six domains. The effects of these changes are analyzed by using empirical orthogonal function (EOF) analysis to evaluate spatial patterns. The EOF analysis shows that including remote-sensing-derived LAI, RD and Kc in the distributed hydrological model adds

  20. Teaching Games for Understanding: A Comprehensive Approach to Promote Student's Motivation in Physical Education.

    Science.gov (United States)

    Hortigüela Alcalá, David; Hernando Garijo, Alejandra

    2017-10-01

    It seems important to consider students' attitudes towards physical education (PE), and the way they learn sports. The present study examines students' perceptions of motivation and achievement in PE after experiencing three consecutive sport units. Two hundred and thirty seven students from the 1st, 2nd, 3rd, and 4th grade in a high school in Burgos (Spain) and two teachers agreed to participate. They were divided into two groups in order to compare two instructional approaches. The experimental group (A), 128 students, experienced Teaching Games for Understanding (TGfU), while the control group (B), 109 students, experienced a technical-traditional approach. Each group was taught by a different teacher. The study followed a mixed-method research design with quantitative (questionnaire) and qualitative (interview) data. Results revealed that group A showed greater motivation and achievement in PE than group B. Significant differences were found in achievement. Participants with better academic results in group A were more positive in sport participation. Meanwhile, students who practiced more extracurricular sports in group B were more actively involved in sport. Teachers disagreed greatly on the way sport should be taught in PE.

  1. Undertaking an Ecological Approach to Advance Game-Based Learning: A Case Study

    Science.gov (United States)

    Shah, Mamta; Foster, Aroutis

    2014-01-01

    Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…

  2. Developing a Big Game for Financial Education Using Service Design Approach

    Science.gov (United States)

    Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung

    2018-01-01

    The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…

  3. The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review

    Science.gov (United States)

    Merino Campos, Carlos; del Castillo Fernández, Héctor

    2016-01-01

    This article sets out to conduct a systematic review of the current literature on active video games as potential educational tools for physical education or physical activity. To begin with, research on active video games for educational and physical purposes has been examined with the purpose of verifying improvement of attitudes, intellectual…

  4. Weighted potential and consistency: a unified approach to values for TU-games (Revised version)

    NARCIS (Netherlands)

    Driessen, Theo; Radzik, T.; Wanink, R.G.

    1998-01-01

    A value on the set {\\bf G} of all transferable utility games is said to have a weighted potential representation if there exists a potential function $P: {\\bf G} \\to {\\mathbb{R}}$, associated with a collection of weights, such that, for every game and every player, an appropriately chosen weighted

  5. Stressful gaming, interoceptive awareness, and emotion regulation tendencies: A novel approach

    NARCIS (Netherlands)

    Lobel, A.M.; Granic, I.; Engels, R.C.M.E.

    2014-01-01

    Healthy emotion regulation is crucial for navigating stressful situations. Interoceptive awareness-the awareness of one's internal states-is important for such healthy regulation. Given the propensity for video games to induce stress, the associations between in-game and real world emotion

  6. When Child Development Meets Economic Game Theory: An Interdisciplinary Approach to Investigating Social Development

    Science.gov (United States)

    Gummerum, Michaela; Hanoch, Yaniv; Keller, Monika

    2008-01-01

    Game theory has been one of the most prominent theories in the social sciences, influencing diverse academic disciplines such as anthropology, biology, economics, and political science. In recent years, economists have employed game theory to investigate behaviors relating to fairness, reciprocity, and trust. Surprisingly, this research has not…

  7. A Plug and Play Pathway Approach for Operations Management Games Development

    Science.gov (United States)

    Tan, Kim Hua; Tse, Ying Kei; Chung, Pui Ling

    2010-01-01

    Many researchers have advocated the use of games (and simulations) to enhance students' learning. Research has shown that in order to promote a deeper understanding of material, students ought to be engaged with what they are doing. However, there are limited interactive games for classroom teaching, especially within the operations management…

  8. Factorization and escorting in the game-theoretical approach to non-extensive entropy measures

    DEFF Research Database (Denmark)

    Topsøe, Flemming

    2006-01-01

    A factorisation for a game between "nature" and "the physicist" is established, thereby searating the roles of the two parties.......A factorisation for a game between "nature" and "the physicist" is established, thereby searating the roles of the two parties....

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

    Science.gov (United States)

    Ozkul, Ahmet

    2012-01-01

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

  10. Initiative Games in Physical Education: A Practical Approach for Teaching Critical Thinking Skills--Part 1

    Science.gov (United States)

    Maina, Michael P.; Maina, Julie Schlegel; Hunt, Kevin

    2016-01-01

    As teachers prepare children for the future, the need for developing critical thinking skills in students becomes clearly evident. One way to promote this process is through initiative games. Initiative games are clearly defined problems that a group must find a solution to through cooperation, physical effort and cognitive functioning. The…

  11. A Mixed-Method Approach on Digital Educational Games for K12: Gender, Attitudes and Performance

    Science.gov (United States)

    Law, Effie Lai-Chong; Gamble, Tim; Schwarz, Daniel; Kickmeier-Rust, Michael D.; Holzinger, Andreas

    Research on the influence of gender on attitudes towards and performance in digital educational games (DEGs) has quite a long history. Generally, males tend to play such games more engagingly than females, consequently attitude and performance of males using DEGs should be presumably higher than that of females. This paper reports an investigation of a DEG, which was developed to enhance the acquisition of geographical knowledge, carried out on British, German and Austrian K12 students aged between 11 and 14. Methods include a survey on initial design concepts, user tests on the system and two single-gender focus groups. Gender and cultural differences in gameplay habit, game type preferences and game character perceptions were observed. The results showed that both genders similarly improved their geographical knowledge, although boys tended to have a higher level of positive user experience than the girls. The qualitative data from the focus groups illustrated some interesting gender differences in perceiving various aspects of the game.

  12. Establishing and maintaining instructional skills through initial and continuing training: A common sense approach

    International Nuclear Information System (INIS)

    Yoder, J.A.; Hall, J.D.; Betz, T.L.; Stoupe, P.J.

    1996-01-01

    Using this common sense approach to determining initial and continuing training for instructional staff members helped XYZ facility to develop a training program that will meet the specific needs of its staff. From the results of the analysis, XYZ can now provide the right training at the right time. THe competency-to-training matrix will assist XYZ in accomplishing this training. This matrix also groups the competencies into the five phases associated with the Systematic Approach to Training methodology. From this common sense approach, XYZ facility has a report detailing many solutions that go beyond training. Awareness of problems, causes, and solutions are the keys to successful facility management. Sharing these issues with the right facility personnel, XYZ will be able to meet and/or exceed the changing expectations placed on them due to ''downsizing'', ''rightsizing'', or ''reengineering''

  13. A Collaborative Approach for Monitoring Nodes Behavior during Spectrum Sensing to Mitigate Multiple Attacks in Cognitive Radio Networks

    Directory of Open Access Journals (Sweden)

    Mahmoud Khasawneh

    2017-01-01

    Full Text Available Spectrum sensing is the first step to overcome the spectrum scarcity problem in Cognitive Radio Networks (CRNs wherein all unutilized subbands in the radio environment are explored for better spectrum utilization. Adversary nodes can threaten these spectrum sensing results by launching passive and active attacks that prevent legitimate nodes from using the spectrum efficiently. Securing the spectrum sensing process has become an important issue in CRNs in order to ensure reliable and secure spectrum sensing and fair management of resources. In this paper, a novel collaborative approach during spectrum sensing process is proposed. It monitors the behavior of sensing nodes and identifies the malicious and misbehaving sensing nodes. The proposed approach measures the node’s sensing reliability using a value called belief level. All the sensing nodes are grouped into a specific number of clusters. In each cluster, a sensing node is selected as a cluster head that is responsible for collecting sensing-reputation reports from different cognitive nodes about each node in the same cluster. The cluster head analyzes information to monitor and judge the nodes’ behavior. By simulating the proposed approach, we showed its importance and its efficiency for achieving better spectrum security by mitigating multiple passive and active attacks.

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

    Directory of Open Access Journals (Sweden)

    Sang Ho eLee

    2015-09-01

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

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

    Science.gov (United States)

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

    2015-01-01

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

  16. An empirical analysis of online gamers' perceptions of game items: modified theory of consumption values approach.

    Science.gov (United States)

    Park, Bong-Won; Lee, Kun Chang

    2011-01-01

    The aims of this article are (1) to propose a modified theory of consumption values (MTCV) for investigation of online gamer perceptions of the value of purchasable game items and (2) to apply the developed MTCV to multiple game genres and player age groups. To address these aims, 327 valid questionnaires were obtained and analyzed. The original theory of consumption values (TCV) was modified to apply to the specific characteristics of online games. The original TCV specifies five types of consumption values: functional value, social value, emotional value, conditional value, and epistemic value. After revising the TCV to apply to the examination of online games, we proposed that the MTCV be composed of character competency value, enjoyment value, visual authority value, and monetary value. The validity of the MTCV was proven by statistically analyzing the responses provided by the 327 valid questionnaires. To examine the second aim, experiments were conducted to examine the MTCV in three online game genres-massive multiplayer online role-playing games, first-person shooters games, and casual games. The second aim was also studied via questionnaires that examined the ages of online gamers. It was determined that massive multiplayer online role-playing games players regard visual authority value and monetary value as more important than do casual gamers. It was also determined that younger gamers tend to be more interested in visual authority, whereas older gamers tend to be more interested in character competency. This research provides a foundation for future studies to extend the MTCV to consider other user factors, such as cultural effects.

  17. Game-Theory-Based Approach for Energy Routing in a Smart Grid Network

    Directory of Open Access Journals (Sweden)

    June S. Hong

    2016-01-01

    Full Text Available Small power plants and buildings with renewable power generation capability have recently been added to traditional central power plants. Through these facilities, prosumers appear to have a concurrent role in both energy production and consumption. Based on bidirectional power transfers by large numbers of prosumers, a smart microgrid has become an important factor in efficiently controlling the microgrids used in power markets and in conducting effective power trades among grids. In this paper, we present an approach utilizing the game theory for effective and efficient energy routing, which is a novel and challenging procedure for a smart microgrid network. First, we propose strategies for choosing the desired transaction price for both electricity surpluses and shortages to maximize profits through energy transactions. An optimization scheme is utilized to search for an energy route with minimum cost using the solving method used in a traditional transportation problem by treating the sale and purchase quantities as transportation supply and demand, respectively. To evaluate the effect of the proposed decision strategies, we simulated our mechanism, and the results proved that our mechanism yields results pursued by each strategy. Our proposed strategies will contribute to spreading a smart microgrid for enhancing the utilization of microgrids.

  18. Learning through role-playing games: an approach for active learning and teaching

    Directory of Open Access Journals (Sweden)

    Marco Antonio Ferreira Randi

    Full Text Available This study evaluates the use of role-playing games (RPGs as a methodological approach for teaching cellular biology, assessing student satisfaction, learning outcomes, and retention of acquired knowledge. First-year undergraduate medical students at two Brazilian public universities attended either an RPG-based class (RPG group or a lecture (lecture-based group on topics related to cellular biology. Pre- and post-RPG-based class questionnaires were compared to scores in regular exams and in an unannounced test one year later to assess students' attitudes and learning. From the 230 students that attended the RPG classes, 78.4% responded that the RPG-based classes were an effective tool for learning; 55.4% thought that such classes were better than lectures but did not replace them; and 81% responded that they would use this method. The lecture-based group achieved a higher grade in 1 of 14 regular exam questions. In the medium-term evaluation (one year later, the RPG group scored higher in 2 of 12 questions. RPG classes are thus quantitatively as effective as formal lectures, are well accepted by students, and may serve as educational tools, giving students the chance to learn actively and potentially retain the acquired knowledge more efficiently.

  19. Cooperative Fuzzy Games Approach to Setting Target Levels of ECs in Quality Function Deployment

    Directory of Open Access Journals (Sweden)

    Zhihui Yang

    2014-01-01

    Full Text Available Quality function deployment (QFD can provide a means of translating customer requirements (CRs into engineering characteristics (ECs for each stage of product development and production. The main objective of QFD-based product planning is to determine the target levels of ECs for a new product or service. QFD is a breakthrough tool which can effectively reduce the gap between CRs and a new product/service. Even though there are conflicts among some ECs, the objective of developing new product is to maximize the overall customer satisfaction. Therefore, there may be room for cooperation among ECs. A cooperative game framework combined with fuzzy set theory is developed to determine the target levels of the ECs in QFD. The key to develop the model is the formulation of the bargaining function. In the proposed methodology, the players are viewed as the membership functions of ECs to formulate the bargaining function. The solution for the proposed model is Pareto-optimal. An illustrated example is cited to demonstrate the application and performance of the proposed approach.

  20. Strategic exploration of battery waste management: A game-theoretic approach.

    Science.gov (United States)

    Kaushal, Rajendra Kumar; Nema, Arvind K; Chaudhary, Jyoti

    2015-07-01

    Electronic waste or e-waste is the fastest growing stream of solid waste today. It contains both toxic substances as well as valuable resources. The present study uses a non-cooperative game-theoretic approach for efficient management of e-waste, particularly batteries that contribute a major portion of any e-waste stream and further analyses the economic consequences of recycling of these obsolete, discarded batteries. Results suggest that the recycler would prefer to collect the obsolete batteries directly from the consumer rather than from the manufacturer, only if, the incentive return to the consumer is less than 33.92% of the price of the battery, the recycling fee is less than 6.46% of the price of the battery, and the price of the recycled material is more than 31.08% of the price of the battery. The manufacturer's preferred choice of charging a green tax from the consumer can be fruitful for the battery recycling chain. © The Author(s) 2015.

  1. On a mean field game optimal control approach modeling fast exit scenarios in human crowds

    KAUST Repository

    Burger, Martin; Di Francesco, Marco; Markowich, Peter A.; Wolfram, Marie Therese

    2013-01-01

    The understanding of fast exit and evacuation situations in crowd motion research has received a lot of scientific interest in the last decades. Security issues in larger facilities, like shopping malls, sports centers, or festivals necessitate a better understanding of the major driving forces in crowd dynamics. In this paper we present an optimal control approach modeling fast exit scenarios in pedestrian crowds. The model is formulated in the framework of mean field games and based on a parabolic optimal control problem. We consider the case of a large human crowd trying to exit a room as fast as possible. The motion of every pedestrian is determined by minimizing a cost functional, which depends on his/her position and velocity, the overall density of people, and the time to exit. This microscopic setup leads in a mean-field formulation to a nonlinear macroscopic optimal control problem, which raises challenging questions for the analysis and numerical simulations.We discuss different aspects of the mathematical modeling and illustrate them with various computational results. ©2013 IEEE.

  2. Multi-Party Energy Management for Clusters of Roof Leased PV Prosumers: A Game Theoretical Approach

    Directory of Open Access Journals (Sweden)

    Nian Liu

    2016-07-01

    Full Text Available The roof-leased business mode is an important development method for the distributed photovoltaic (PV systems. In this paper, the benefits of the PV energy are considered in a PV cluster (PVC consisting of a certain number of prosumers and a PVC operator (PVCO. In order to distribute the benefits, a multi-party energy management method for the PVC is proposed, including an internal pricing model and a demand response (DR model. First, the dynamic internal pricing model for the trading between PVCO and prosumers is formulated according to the economic principle of demand and supply relation. Moreover, in order to improve the local consumption of PV energy, the DR model is formulated as a non-cooperative game among the prosumers. Meanwhile, the existence and uniqueness of the Nash Equilibrium (NE are proved, and a distributed solving algorithm is introduced to approach the NE solution. Finally, the PVC including four prosumers is selected as the study object, the results have shown that the internal pricing model and DR model can improve the benefit of both prosumers and PVCO, as well as the local consumption of PV energy.

  3. On a mean field game optimal control approach modeling fast exit scenarios in human crowds

    KAUST Repository

    Burger, Martin

    2013-12-01

    The understanding of fast exit and evacuation situations in crowd motion research has received a lot of scientific interest in the last decades. Security issues in larger facilities, like shopping malls, sports centers, or festivals necessitate a better understanding of the major driving forces in crowd dynamics. In this paper we present an optimal control approach modeling fast exit scenarios in pedestrian crowds. The model is formulated in the framework of mean field games and based on a parabolic optimal control problem. We consider the case of a large human crowd trying to exit a room as fast as possible. The motion of every pedestrian is determined by minimizing a cost functional, which depends on his/her position and velocity, the overall density of people, and the time to exit. This microscopic setup leads in a mean-field formulation to a nonlinear macroscopic optimal control problem, which raises challenging questions for the analysis and numerical simulations.We discuss different aspects of the mathematical modeling and illustrate them with various computational results. ©2013 IEEE.

  4. Cooperative fuzzy games approach to setting target levels of ECs in quality function deployment.

    Science.gov (United States)

    Yang, Zhihui; Chen, Yizeng; Yin, Yunqiang

    2014-01-01

    Quality function deployment (QFD) can provide a means of translating customer requirements (CRs) into engineering characteristics (ECs) for each stage of product development and production. The main objective of QFD-based product planning is to determine the target levels of ECs for a new product or service. QFD is a breakthrough tool which can effectively reduce the gap between CRs and a new product/service. Even though there are conflicts among some ECs, the objective of developing new product is to maximize the overall customer satisfaction. Therefore, there may be room for cooperation among ECs. A cooperative game framework combined with fuzzy set theory is developed to determine the target levels of the ECs in QFD. The key to develop the model is the formulation of the bargaining function. In the proposed methodology, the players are viewed as the membership functions of ECs to formulate the bargaining function. The solution for the proposed model is Pareto-optimal. An illustrated example is cited to demonstrate the application and performance of the proposed approach.

  5. Combination of real options and game-theoretic approach in investment analysis

    Science.gov (United States)

    Arasteh, Abdollah

    2016-09-01

    Investments in technology create a large amount of capital investments by major companies. Assessing such investment projects is identified as critical to the efficient assignment of resources. Viewing investment projects as real options, this paper expands a method for assessing technology investment decisions in the linkage existence of uncertainty and competition. It combines the game-theoretic models of strategic market interactions with a real options approach. Several key characteristics underlie the model. First, our study shows how investment strategies rely on competitive interactions. Under the force of competition, firms hurry to exercise their options early. The resulting "hurry equilibrium" destroys the option value of waiting and involves violent investment behavior. Second, we get best investment policies and critical investment entrances. This suggests that integrating will be unavoidable in some information product markets. The model creates some new intuitions into the forces that shape market behavior as noticed in the information technology industry. It can be used to specify best investment policies for technology innovations and adoptions, multistage R&D, and investment projects in information technology.

  6. Development of a population of cancer cells: Observation and modeling by a Mixed Spatial Evolutionary Games approach.

    Science.gov (United States)

    Świerniak, Andrzej; Krześlak, Michał; Student, Sebastian; Rzeszowska-Wolny, Joanna

    2016-09-21

    Living cells, like whole living organisms during evolution, communicate with their neighbors, interact with the environment, divide, change their phenotypes, and eventually die. The development of specific ways of communication (through signaling molecules and receptors) allows some cellular subpopulations to survive better, to coordinate their physiological status, and during embryonal development to create tissues and organs or in some conditions to become tumors. Populations of cells cultured in vitro interact similarly, also competing for space and nutrients and stimulating each other to better survive or to die. The results of these intercellular interactions of different types seem to be good examples of biological evolutionary games, and have been the subjects of simulations by the methods of evolutionary game theory where individual cells are treated as players. Here we present examples of intercellular contacts in a population of living human cancer HeLa cells cultured in vitro and propose an evolutionary game theory approach to model the development of such populations. We propose a new technique termed Mixed Spatial Evolutionary Games (MSEG) which are played on multiple lattices corresponding to the possible cellular phenotypes which gives the possibility of simulating and investigating the effects of heterogeneity at the cellular level in addition to the population level. Analyses performed with MSEG suggested different ways in which cellular populations develop in the case of cells communicating directly and through factors released to the environment. Copyright © 2016 Elsevier Ltd. All rights reserved.

  7. A Game Theoretical Approach Based Bidding Strategy Optimization for Power Producers in Power Markets with Renewable Electricity

    Directory of Open Access Journals (Sweden)

    Yi Tang

    2017-05-01

    Full Text Available In a competitive electricity market with substantial involvement of renewable electricity, maximizing profits by optimizing bidding strategies is crucial to different power producers including conventional power plants and renewable ones. This paper proposes a game-theoretic bidding optimization method based on bi-level programming, where power producers are at the upper level and utility companies are at the lower level. The competition among the multiple power producers is formulated as a non-cooperative game in which bidding curves are their strategies, while uniform clearing pricing is considered for utility companies represented by an independent system operator. Consequently, based on the formulated game model, the bidding strategies for power producers are optimized for the day-ahead market and the intraday market with considering the properties of renewable energy; and the clearing pricing for the utility companies, with respect to the power quantity from different power producers, is optimized simultaneously. Furthermore, a distributed algorithm is provided to search the solution of the generalized Nash equilibrium. Finally, simulation results were performed and discussed to verify the feasibility and effectiveness of the proposed non-cooperative game-based bi-level optimization approach.

  8. Use of an ecologically relevant modelling approach to improve remote sensing-based schistosomiasis risk profiling

    Directory of Open Access Journals (Sweden)

    Yvonne Walz

    2015-11-01

    Full Text Available Schistosomiasis is a widespread water-based disease that puts close to 800 million people at risk of infection with more than 250 million infected, mainly in sub-Saharan Africa. Transmission is governed by the spatial distribution of specific freshwater snails that act as intermediate hosts and the frequency, duration and extent of human bodies exposed to infested water sources during human water contact. Remote sensing data have been utilized for spatially explicit risk profiling of schistosomiasis. Since schistosomiasis risk profiling based on remote sensing data inherits a conceptual drawback if school-based disease prevalence data are directly related to the remote sensing measurements extracted at the location of the school, because the disease transmission usually does not exactly occur at the school, we took the local environment around the schools into account by explicitly linking ecologically relevant environmental information of potential disease transmission sites to survey measurements of disease prevalence. Our models were validated at two sites with different landscapes in Côte d’Ivoire using high- and moderateresolution remote sensing data based on random forest and partial least squares regression. We found that the ecologically relevant modelling approach explained up to 70% of the variation in Schistosoma infection prevalence and performed better compared to a purely pixelbased modelling approach. Furthermore, our study showed that model performance increased as a function of enlarging the school catchment area, confirming the hypothesis that suitable environments for schistosomiasis transmission rarely occur at the location of survey measurements.

  9. Analysis of the Possibility of Disseminating the “Game-Movement-Development” Approach in Early Childhood Education

    Directory of Open Access Journals (Sweden)

    Jera Gregorc

    2015-09-01

    Full Text Available Introduction. The “game-movement-development” (GMD approach was conceived in the light of contemporary scientific knowledge in the field of kinesiology, neuro-education, pedagogy, and psychology related to the pre-school period. The approach has been implemented for over 15 years in a selected kindergarten. The aim of the study was to examine the feasibility of applying the new GMD approach in different kindergartens depending on the children’s age and according to selected quality indicators.

  10. A cooperative game theory approach to transmission planning in power systems

    Science.gov (United States)

    Contreras, Javier

    The rapid restructuring of the electric power industry from a vertically integrated entity into a decentralized industry has given rise to complex problems. In particular, the transmission component of the electric power system requires new methodologies to fully capture this emerging competitive industry. Game theory models are used to model strategic interactions in a competitive environment. This thesis presents a new decentralized framework to study the transmission network expansion problem using cooperative game theory. First, the players and the rules of the game are defined. Second, a coalition formation scheme is developed. Finally, the optimized cost of expansion is allocated based on the history of the coalition formation.

  11. A Three Pronged Approach for Improved Data Understanding: 3-D Visualization, Use of Gaming Techniques, and Intelligent Advisory Agents

    Science.gov (United States)

    2006-10-01

    Pronged Approach for Improved Data Understanding: 3-D Visualization, Use of Gaming Techniques, and Intelligent Advisory Agents. In Visualising Network...University at the start of each fall semester, when numerous new students arrive on campus and begin downloading extensive amounts of audio and...SIGGRAPH ’92 • C. Cruz-Neira, D.J. Sandin, T.A. DeFanti, R.V. Kenyon and J.C. Hart, "The CAVE: Audio Visual Experience Automatic Virtual Environment

  12. A Multi-Temporal Remote Sensing Approach to Freshwater Turtle Conservation

    Science.gov (United States)

    Mui, Amy B.

    Freshwater turtles are a globally declining taxa, and estimates of population status are not available for many species. Primary causes of decline stem from widespread habitat loss and degradation, and obtaining spatially-explicit information on remaining habitat across a relevant spatial scale has proven challenging. The discipline of remote sensing science has been employed widely in studies of biodiversity conservation, but it has not been utilized as frequently for cryptic, and less vagile species such as turtles, despite their vulnerable status. The work presented in this thesis investigates how multi-temporal remote sensing imagery can contribute key information for building spatially-explicit and temporally dynamic models of habitat and connectivity for the threatened, Blanding's turtle (Emydoidea blandingii) in southern Ontario, Canada. I began with outlining a methodological approach for delineating freshwater wetlands from high spatial resolution remote sensing imagery, using a geographic object-based image analysis (GEOBIA) approach. This method was applied to three different landscapes in southern Ontario, and across two biologically relevant seasons during the active (non-hibernating) period of Blanding's turtles. Next, relevant environmental variables associated with turtle presence were extracted from remote sensing imagery, and a boosted regression tree model was developed to predict the probability of occurrence of this species. Finally, I analysed the movement potential for Blanding's turtles in a disturbed landscape using a combination of approaches. Results indicate that (1) a parsimonious GEOBIA approach to land cover mapping, incorporating texture, spectral indices, and topographic information can map heterogeneous land cover with high accuracy, (2) remote-sensing derived environmental variables can be used to build habitat models with strong predictive power, and (3) connectivity potential is best estimated using a variety of approaches

  13. A game-theoretic approach for calibration of low-cost magnetometers under noise uncertainty

    Science.gov (United States)

    Siddharth, S.; Ali, A. S.; El-Sheimy, N.; Goodall, C. L.; Syed, Z. F.

    2012-02-01

    Pedestrian heading estimation is a fundamental challenge in Global Navigation Satellite System (GNSS)-denied environments. Additionally, the heading observability considerably degrades in low-speed mode of operation (e.g. walking), making this problem even more challenging. The goal of this work is to improve the heading solution when hand-held personal/portable devices, such as cell phones, are used for positioning and to improve the heading estimation in GNSS-denied signal environments. Most smart phones are now equipped with self-contained, low cost, small size and power-efficient sensors, such as magnetometers, gyroscopes and accelerometers. A magnetometer needs calibration before it can be properly employed for navigation purposes. Magnetometers play an important role in absolute heading estimation and are embedded in many smart phones. Before the users navigate with the phone, a calibration is invoked to ensure an improved signal quality. This signal is used later in the heading estimation. In most of the magnetometer-calibration approaches, the motion modes are seldom described to achieve a robust calibration. Also, suitable calibration approaches fail to discuss the stopping criteria for calibration. In this paper, the following three topics are discussed in detail that are important to achieve proper magnetometer-calibration results and in turn the most robust heading solution for the user while taking care of the device misalignment with respect to the user: (a) game-theoretic concepts to attain better filter parameter tuning and robustness in noise uncertainty, (b) best maneuvers with focus on 3D and 2D motion modes and related challenges and (c) investigation of the calibration termination criteria leveraging the calibration robustness and efficiency.

  14. A game-theoretic approach for calibration of low-cost magnetometers under noise uncertainty

    International Nuclear Information System (INIS)

    Siddharth, S; Ali, A S; El-Sheimy, N; Goodall, C L; Syed, Z F

    2012-01-01

    Pedestrian heading estimation is a fundamental challenge in Global Navigation Satellite System (GNSS)-denied environments. Additionally, the heading observability considerably degrades in low-speed mode of operation (e.g. walking), making this problem even more challenging. The goal of this work is to improve the heading solution when hand-held personal/portable devices, such as cell phones, are used for positioning and to improve the heading estimation in GNSS-denied signal environments. Most smart phones are now equipped with self-contained, low cost, small size and power-efficient sensors, such as magnetometers, gyroscopes and accelerometers. A magnetometer needs calibration before it can be properly employed for navigation purposes. Magnetometers play an important role in absolute heading estimation and are embedded in many smart phones. Before the users navigate with the phone, a calibration is invoked to ensure an improved signal quality. This signal is used later in the heading estimation. In most of the magnetometer-calibration approaches, the motion modes are seldom described to achieve a robust calibration. Also, suitable calibration approaches fail to discuss the stopping criteria for calibration. In this paper, the following three topics are discussed in detail that are important to achieve proper magnetometer-calibration results and in turn the most robust heading solution for the user while taking care of the device misalignment with respect to the user: (a) game-theoretic concepts to attain better filter parameter tuning and robustness in noise uncertainty, (b) best maneuvers with focus on 3D and 2D motion modes and related challenges and (c) investigation of the calibration termination criteria leveraging the calibration robustness and efficiency. (paper)

  15. A Bayesian mean field game approach to supply demand analysis of the smart grid

    KAUST Repository

    Kamgarpour, Maryam; Tembine, Hamidou

    2013-01-01

    We explore a game theoretic framework for multiple energy producers competing in energy market. Each producer, referred to as a player, optimizes its own objective function given the demand utility. The equilibrium strategy of each player depends

  16. A Linear Programming Approach to Complex Games: An Application to Nuclear Exchange Models

    National Research Council Canada - National Science Library

    Oelrich, I

    2002-01-01

    .... Like the MESA model, the exchange is cast in terms of game theory, using linear approximations and an optimal allocation defined by a user-specified objective function Solutions are better using...

  17. a review of game theory approach to cyber security risk management

    African Journals Online (AJOL)

    HOD

    Keywords: Cyber Security, Risk Management, Game Theory, Model. 1. INTRODUCTION. Risk is ... behaviors. This implies they are triggered by self- motivated goal .... embrace diligence verification of the recipient of the email as well as lack of ...

  18. Overview and forensic investigation approaches of the gaming console Sony PlayStation Portable

    Science.gov (United States)

    Schön, Stephan; Schön, Ralph; Kröger, Knut; Creutzburg, Reiner

    2013-03-01

    This paper addresses the forensically interesting features of the Sony PlayStation Portable game console. The construction and the internal structure are analyzed precisely and interesting forensic features of the operating system and the file system are presented.

  19. Resilient control of cyber-physical systems against intelligent attacker: a hierarchal stackelberg game approach

    Science.gov (United States)

    Yuan, Yuan; Sun, Fuchun; Liu, Huaping

    2016-07-01

    This paper is concerned with the resilient control under denial-of-service attack launched by the intelligent attacker. The resilient control system is modelled as a multi-stage hierarchical game with a corresponding hierarchy of decisions made at cyber and physical layer, respectively. Specifically, the interaction in the cyber layer between different security agents is modelled as a static infinite Stackelberg game, while in the underlying physical layer the full-information H∞ minimax control with package drops is modelled as a different Stackelberg game. Both games are solved sequentially, which is consistent with the actual situations. Finally, the proposed method is applied to the load frequency control of the power system, which demonstrates its effectiveness.

  20. A Remote Sensing Approach to Environmental Monitoring in a Reclaimed Mine Area

    OpenAIRE

    Rajchandar Padmanaban; Avit K. Bhowmik; Pedro Cabral

    2017-01-01

    Padmanaban, R., Bhowmik, A. K., & Cabral, P. (2017). A Remote Sensing Approach to Environmental Monitoring in a Reclaimed Mine Area. ISPRS International Journal of Geo-Information, 6(12), 1-14. [401]. DOI: 10.3390/ijgi6120401 Mining for resources extraction may lead to geological and associated environmental changes due to ground movements, collision with mining cavities, and deformation of aquifers. Geological changes may continue in a reclaimed mine area, and the deformed aquifers may en...

  1. Theory and approach of information retrievals from electromagnetic scattering and remote sensing

    CERN Document Server

    Jin, Ya-Qiu

    2006-01-01

    Covers several hot topics in current research of electromagnetic scattering, and radiative transfer in complex and random media, polarimetric scattering and SAR imagery technology, data validation and information retrieval from space-borne remote sensing, computational electromagnetics, etc.Including both forward modelling and inverse problems, analytic theory and numerical approachesAn overall summary of the author's works during most recent yearsAlso presents some insight for future research topics.

  2. Design principles for simulation games for learning clinical reasoning: A design-based research approach.

    Science.gov (United States)

    Koivisto, J-M; Haavisto, E; Niemi, H; Haho, P; Nylund, S; Multisilta, J

    2018-01-01

    Nurses sometimes lack the competence needed for recognising deterioration in patient conditions and this is often due to poor clinical reasoning. There is a need to develop new possibilities for learning this crucial competence area. In addition, educators need to be future oriented; they need to be able to design and adopt new pedagogical innovations. The purpose of the study is to describe the development process and to generate principles for the design of nursing simulation games. A design-based research methodology is applied in this study. Iterative cycles of analysis, design, development, testing and refinement were conducted via collaboration among researchers, educators, students, and game designers. The study facilitated the generation of reusable design principles for simulation games to guide future designers when designing and developing simulation games for learning clinical reasoning. This study makes a major contribution to research on simulation game development in the field of nursing education. The results of this study provide important insights into the significance of involving nurse educators in the design and development process of educational simulation games for the purpose of nursing education. Copyright © 2017 Elsevier Ltd. All rights reserved.

  3. Quantum repeated games revisited

    International Nuclear Information System (INIS)

    Frąckiewicz, Piotr

    2012-01-01

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

  4. A novel ultrasonic velocity sensing approach to monitoring state of charge of vanadium redox flow battery

    International Nuclear Information System (INIS)

    Chou, Yi-Sin; Hsu, Ning-Yih; Jeng, King-Tsai; Chen, Kuan-Hsiang; Yen, Shi-Chern

    2016-01-01

    Highlights: • This is the first to apply ultrasonic sensing technique to monitor SOC of VRB. • Ultrasound velocity is affected by concentration and temperature of a solution. • The ultrasonic sensing is applicable to both positive and negative sides of VRB. • An empirical model equation fits the results of this two-component system well. • The SOC of a VRB can be properly measured using ultrasonic sensing. - Abstract: A novel ultrasonic velocity sensing approach is proposed and investigated to monitor the state of charge (SOC) of a vanadium redox flow battery (VRB, or VRFB). The positive electrode is designated as the energy storage capacity-limiting one so that the molar ratio of the V"5"+ ion in the positive electrolyte solution determines the SOC of a VRB. The tested single-cell VRB is connected to an ultrasonic sensor and charged/discharged almost to its two extremes at a constant current of 2 A under various operating temperatures. It is found that the ultrasound velocity exhibits distinct variations in accordance with changes of vanadium ion compositions in the positive electrolyte solution as the SOC of the VRB varies. The SOC obtained can be depicted in a 3D plot in terms of ultrasound velocity and operating temperature. An empirical model equation is proposed and found to fit the experimental results of both charging and discharging stages quite well. The advantages of this SOC sensing approach are that it is totally independent of VRB operations and can be readily applied to both sides of the electrodes. It is expected to develop into a dependable method for accurate and real-time monitoring of SOC for VRB.

  5. Application of artificial tactile sensing approach in kidney-stone-removal laparoscopy.

    Science.gov (United States)

    Afshari, Elnaz; Najarian, Siamak; Simforoosh, Nasser

    2010-01-01

    Artificial tactile sensing is a novel method for obtaining different characteristics of a hard object embedded in a soft tissue. In this regard, artificial palpation is one of the most valuable achievements of artificial tactile sensing that can be used in various fields of medicine and more specifically in surgery. In this study, considering the present problems and limitations in kidney-stone-removal laparoscopy, a new application will be presented for artificial tactile sensing approach. Having imitated surgeon's palpation during open surgery and modeled it conceptually, indications of stone existence that appear on the surface of kidney (due to exerting mechanical load) were determined. A number of different cases were created and solved by the software. Using stress distribution contours and stress graphs, it is illustrated that the created stress patterns on the surface of kidney not only show the existence of stone inside, but also its exact location. In fact, the reliability and accuracy of artificial tactile sensing method in detection of kidney stone during laparoscopy is demonstrated by means of finite element analysis. Also, in this paper, the functional principles of tactile system capable of determining the exact location of stone during laparoscopy will be presented.

  6. Exploring Partnerships between Local Communities and Timber Companies: An Experiment Using the Role-Playing Games Approach

    Directory of Open Access Journals (Sweden)

    Herry Purnomo

    2009-01-01

    Full Text Available Cooperation among stakeholders is widely accepted as an effective management strategy. This paper describes an experimental study that explores this cooperation using role-playing games, which is formulated within a multiagent simulation framework. This framework enables participants to take active roles in mimicking the collaborative decision environment and the behaviors and attitudes of the different stakeholders. The paper examines a forest plantation company in South Sumatra, Indonesia, which has cooperated with local communities since 2000. The experimental pilot study described in this paper explored the role of communication in partnership relationships between the company and the local communities living within and around the surroundings of the company's plantation. These partnerships were explored and analyzed using the gaming approach involving university students taking the role of forest stakeholders, from both the timber company and the local communities. Lessons learned from the game provided the rationale for the establishment of a communication institution called “Forum Sebahu Sejalan.” This formal forum was constituted after a facilitated ex-postinteraction between representatives from the timber company and local communities. Results and observations drawn from the interactions show the potentials of the RPG approach and the formal forum in crafting resilient partnerships among stakeholders.

  7. Exploring Partnerships between Local Communities and Timber Companies: An Experiment Using the Role-Playing Games Approach

    International Nuclear Information System (INIS)

    Purnomo, H.; Guizol, Ph.; Mendoza, G.A.

    2009-01-01

    Cooperation among stake holders is widely accepted as an effective management strategy. This paper describes an experimental study that explores this cooperation using role-playing games, which is formulated within a multi agent simulation framework. This framework enables participants to take active roles in mimicking the collaborative decision environment and the behaviors and attitudes of the different stake holders. The paper examines a forest plantation company in South Sumatra, Indonesia, which has cooperated with local communities since 2000. The experimental pilot study described in this paper explored the role of communication in partnership relationships between the company and the local communities living within and around the surroundings of the company's plantation. These partnerships were explored and analyzed using the gaming approach involving university students taking the role of forest stake holders, from both the timber company and the local communities. Lessons learned from the game provided the rationale for the establishment of a communication institution called Forum Sebahu Sejalan. This formal forum was constituted after a facilitated ex-post interaction between representatives from the timber company and local communities. Results and observations drawn from the interactions show the potentials of the RPG approach and the formal forum in crafting resilient partnerships among stake holders.

  8. An international consensus for assessing internet gaming disorder using the new DSM-5 approach.

    Science.gov (United States)

    Petry, Nancy M; Rehbein, Florian; Gentile, Douglas A; Lemmens, Jeroen S; Rumpf, Hans-Jürgen; Mößle, Thomas; Bischof, Gallus; Tao, Ran; Fung, Daniel S S; Borges, Guilherme; Auriacombe, Marc; González Ibáñez, Angels; Tam, Philip; O'Brien, Charles P

    2014-09-01

    For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for internet gaming disorder. The paper also proposes a common method for assessing internet gaming disorder. Although the need for common diagnostic criteria is not debated, the existence of multiple instruments reflect the divergence of opinions in the field regarding how best to diagnose this condition. We convened international experts from European, North and South American, Asian and Australasian countries to discuss and achieve consensus about assessing internet gaming disorder as defined within DSM-5. We describe the intended meaning behind each of the nine DSM-5 criteria for internet gaming disorder and present a single item that best reflects each criterion, translated into the 10 main languages of countries in which research on this condition has been conducted. Using results from this cross-cultural collaboration, we outline important research directions for understanding and assessing internet gaming disorder. As this field moves forward, it is critical that researchers and clinicians around the world begin to apply a common methodology; this report is the first to achieve an international consensus related to the assessment of internet gaming disorder. © 2014 Society for the Study of Addiction.

  9. Game meat consumption by hunters and their relatives: A probabilistic approach.

    Science.gov (United States)

    Sevillano Morales, Jesus; Moreno-Ortega, Alicia; Amaro Lopez, Manual Angel; Arenas Casas, Antonio; Cámara-Martos, Fernando; Moreno-Rojas, Rafael

    2018-06-18

    This study aimed to estimate the consumption of meat and products derived from hunting by the consumer population and, specifically, by hunters and their relatives. For this purpose, a survey was conducted on the frequency of consuming meat from the four most representative game species in Spain, two of big game, wild boar (Sus scrofa) and red deer (Cervus elaphus) and two of small game, rabbit (Oryctolagus cunulucus) and red partridge (Alectoris rufa), as well as of processed meat products (salami-type sausage) made from those big game species. The survey was carried out on 337 habitual consumers of these types of products (hunters and their relatives). The total mean game meat consumption, per capita in this population group, is 6.87 kg/person/year of meat and 8.57 kg/person/year if the processed meat products are also considered. Consumption of rabbit, red partridge, red deer and wild boar, individually, was 1.85, 0.82, 2.28 and 1.92 kg/person/year, respectively. It was observed that hunters generally registered a larger intake of game meat, this being statistically significant in the case of rabbit meat consumption. Using probabilistic methods, the meat consumption frequency distributions for each hunting species studied were estimated, as well as the products made from big game species and the total consumption both of meat by itself and that including the products made from it. The consumption frequency distributions were adjusted to exponential ones, verified by the test suitable for it according to Akaike Information Criterion, Bayesian Information Criterion, the Chi-Squared and Kolmogorov-Smirnov statistics. In addition, the consumption percentiles of the different distributions were obtained. The latter could be a good tool when making nutrition or contaminant studies since they permit the assessment of exposure to the compound in question.

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

    Science.gov (United States)

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

    2012-01-01

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

  11. When death approaches: reverting or exploiting emergent inequity in a complex land-use table-board game

    Directory of Open Access Journals (Sweden)

    Luís García-Barrios

    2015-06-01

    Full Text Available The lives of poor landowners in tropical mountains depend upon their collective capacity to create and coordinate social preferences derived from their interacting communalistic, hierarchical, and reciprocal exchanges. External actors currently contend for these territories under market rules that are modifying such preferences. We present the design, experimental implementation, and analysis of results of a four-player, land-use board game with stark resource and livelihood limits and coordination/cooperation challenges, as played (separately by 116 farmers and 108 academics, mainly in the tropical mountains of Chiapas, Mexico. In game session one, we trained and framed players in moral economy, a human core feeling and communalistic norm of solidarity and mutual obligation, which translates into "all players must survive." In session two, we explored to what extent moral economy resisted as a social preference under a hypothetical external monetary incentive scheme unfavorable to it. Using an approach that combines spot game analysis and experimental work, we studied the social preferences that emerged during session two among advantaged and disadvantaged players to deal with inequity in land appropriation and use when imminent "death" approaches. We make comparisons between farmers and academics. Players evolved moral economy, competitive domination, i.e., let competition decide, and coalition, i.e., advantaged players ask the dying to surrender land and die prematurely in exchange for a share of the dismal profits. Farmers basically stuck to the first two preferences in similar proportions whereas academics clearly shifted to coalition, a last-resort choice, which allowed disadvantaged players some final leverage and advantaged players use of liberated resources to improve efficiency. Coalition as strategic cooperation among the unequal is part of the culture in which academics are being educated as sustainability professionals and toward

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

    OpenAIRE

    Chee, Florence

    2005-01-01

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

  13. Neutrosophic Game Theoretic Approach to Indo-Pak Conflict over Jammu-Kashmir

    Directory of Open Access Journals (Sweden)

    Surapati Pramanik

    2014-03-01

    Full Text Available The study deals with the enduring conflict between India and Pakistan over Jammu and Kashmir since 1947. The ongoing conflict is analyzed as an enduring rivalry; characterized by three major wars (1947-48, 1965, 1971, low intensity military conflict (Siachen, mini war at Kargil (1999, internal insurgency, cross border terrorism. We examine the progress and the status of the dispute, as well as the dynamics of the India Pakistan relationship by considering the influence of USA and China in crisis dynamics. We discuss the possible solutions offered by the various study groups and persons. Most of the studies were done in crisp environment. Pramanik and Roy (S. Pramanik and T.K. Roy, Game theoretic model to the Jammu-Kashmir conflict between India and Pakistan. International Journal of Mathematical Archive (IJMA, 4(8 (2013, 162-170. studied game theoretic model toJammu and Kashmir conflict in crisp environment. In the present study we have extended the concept of the game theoric model of the Jammu and Kashmir conflict in neutrosophic envirorment. We have explored the possibilities and developed arguments for an application of principle of neutrosophic game theory to understand properly of the Jammu and Kashmir conflict in terms of goals and strategy of either side. Standard 2×2 zero-sum game theoretic model used to identify an optimal solution.

  14. Anger, fear and games

    DEFF Research Database (Denmark)

    Mortensen, Torill

    2016-01-01

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

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

    Science.gov (United States)

    Hopper, Tim

    2011-01-01

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

  16. Comparison of Student Performance in Video Game Format vs. Traditional Approach in Introductory Astronomy Classes

    Science.gov (United States)

    Barringer, Daniel; Kregenow, Julia M.; Palma, Christopher; Plummer, Julia

    2015-01-01

    In Spring of 2014, Penn State debuted an online Introductory Astronomy (AST 001) section that was designed as a video game. Previous studies have shown that well-designed games help learners to build accurate understanding of embedded concepts and processes and aid learner motivation, which strongly contributes to a student's willingness to learn. We start by presenting the learning gains as measured with the Test of Astronomy Standards (TOAST) from this new course design. We further compare the learning gains from the video game section with learning gains measured from more traditional online formats and in-person lecture sections of AST 001 taught at Penn State over the last five years to evaluate the extent to which this new medium for online Astronomy education supports student learning.

  17. Co-Evolution of Opinion and Strategy in Persuasion Dynamics:. AN Evolutionary Game Theoretical Approach

    Science.gov (United States)

    Ding, Fei; Liu, Yun; Li, Yong

    In this paper, a new model of opinion formation within the framework of evolutionary game theory is presented. The model simulates strategic situations when people are in opinion discussion. Heterogeneous agents adjust their behaviors to the environment during discussions, and their interacting strategies evolve together with opinions. In the proposed game, we take into account payoff discount to join a discussion, and the situation that people might drop out of an unpromising game. Analytical and emulational results show that evolution of opinion and strategy always tend to converge, with utility threshold, memory length, and decision uncertainty parameters influencing the convergence time. The model displays different dynamical regimes when we set differently the rule when people are at a loss in strategy.

  18. Fuzzy inference game approach to uncertainty in business decisions and market competitions.

    Science.gov (United States)

    Oderanti, Festus Oluseyi

    2013-01-01

    The increasing challenges and complexity of business environments are making business decisions and operations more difficult for entrepreneurs to predict the outcomes of these processes. Therefore, we developed a decision support scheme that could be used and adapted to various business decision processes. These involve decisions that are made under uncertain situations such as business competition in the market or wage negotiation within a firm. The scheme uses game strategies and fuzzy inference concepts to effectively grasp the variables in these uncertain situations. The games are played between human and fuzzy players. The accuracy of the fuzzy rule base and the game strategies help to mitigate the adverse effects that a business may suffer from these uncertain factors. We also introduced learning which enables the fuzzy player to adapt over time. We tested this scheme in different scenarios and discover that it could be an invaluable tool in the hand of entrepreneurs that are operating under uncertain and competitive business environments.

  19. Autonomous Household Energy Management Based on a Double Cooperative Game Approach in the Smart Grid

    Directory of Open Access Journals (Sweden)

    Bingtuan Gao

    2015-07-01

    Full Text Available Taking advantage of two-way communication infrastructure and bidirectional energy trading between utility companies and customers in the future smart grid (SG, autonomous energy management programs become crucial to the demand-side management (DSM. Most of the existing autonomous energy management schemes are for the scenario with a single utility company or the scenario with one-way energy trading. In this paper, an autonomous household energy management system with multiple utility companies and multiple residential customers is studied by considering the bidirectional energy trading. To minimize the overall costs of both the utility companies and the residential customers, the energy management system is formulated as a double cooperative game. That is, the interaction among the residential users is formulated as a cooperative game, where the players are the customers and the strategies are the daily schedules of their household appliances; and the interaction among the utility companies is also formulated as a cooperative game, where the players are the suppliers and the strategies are the proportions of the daily total energy they provide for the customers. Without loss of generality, the bidirectional energy trading in the double cooperative game is formulated by allowing plug-in electric vehicles (PEVs to discharge and sell energy back. Two distributed algorithms will be provided to realize the global optimal performance in terms of minimizing the energy costs, which can be guaranteed at the Nash equilibriums of the formulated cooperative games. Finally, simulation results illustrated that the proposed double cooperative game can benefit both the utility companies and residential users significantly.

  20. A Game-Theoretic Approach to Information-Flow Control via Protocol Composition

    Directory of Open Access Journals (Sweden)

    Mário S. Alvim

    2018-05-01

    Full Text Available In the inference attacks studied in Quantitative Information Flow (QIF, the attacker typically tries to interfere with the system in the attempt to increase its leakage of secret information. The defender, on the other hand, typically tries to decrease leakage by introducing some controlled noise. This noise introduction can be modeled as a type of protocol composition, i.e., a probabilistic choice among different protocols, and its effect on the amount of leakage depends heavily on whether or not this choice is visible to the attacker. In this work, we consider operators for modeling visible and hidden choice in protocol composition, and we study their algebraic properties. We then formalize the interplay between defender and attacker in a game-theoretic framework adapted to the specific issues of QIF, where the payoff is information leakage. We consider various kinds of leakage games, depending on whether players act simultaneously or sequentially, and on whether or not the choices of the defender are visible to the attacker. In the case of sequential games, the choice of the second player is generally a function of the choice of the first player, and his/her probabilistic choice can be either over the possible functions (mixed strategy or it can be on the result of the function (behavioral strategy. We show that when the attacker moves first in a sequential game with a hidden choice, then behavioral strategies are more advantageous for the defender than mixed strategies. This contrasts with the standard game theory, where the two types of strategies are equivalent. Finally, we establish a hierarchy of these games in terms of their information leakage and provide methods for finding optimal strategies (at the points of equilibrium for both attacker and defender in the various cases.

  1. The design of Eco Board Games as an umbrella approach to sustainable product design education

    DEFF Research Database (Denmark)

    Boks, Casper; McAloone, Tim C.

    2009-01-01

    The multidisciplinarity and quickly broadening scope of sustainable product design education provide incentives for experimentation with different pedagogical techniques. One of these, involving the development of eco board games, has been used at both the Technical University Denmark and the Nor......The multidisciplinarity and quickly broadening scope of sustainable product design education provide incentives for experimentation with different pedagogical techniques. One of these, involving the development of eco board games, has been used at both the Technical University Denmark...... and the Norwegian University of Science and Technology. This paper aims to reflect on the experiences, in terms of ratonales, learning goals, possible variations of the exercise, delivered course work, and future ambitions....

  2. A Game Theory Based Approach for Power Efficient Vehicular Ad Hoc Networks

    Directory of Open Access Journals (Sweden)

    Kun Hua

    2017-01-01

    Full Text Available Green communications are playing critical roles in vehicular ad hoc networks (VANETs, while the deployment of a power efficient VANET is quite challenging in practice. To add more greens into such kind of complicated and time-varying mobile network, we specifically investigate the throughput and transmission delay performances for real-time and delay sensitive services through a repeated game theoretic solution. This paper has employed Nash Equilibrium in the noncooperative game model and analyzes its efficiency. Simulation results have shown an obvious improvement on power efficiency through such efforts.

  3. Game theory-based visual tracking approach focusing on color and texture features.

    Science.gov (United States)

    Jin, Zefenfen; Hou, Zhiqiang; Yu, Wangsheng; Chen, Chuanhua; Wang, Xin

    2017-07-20

    It is difficult for a single-feature tracking algorithm to achieve strong robustness under a complex environment. To solve this problem, we proposed a multifeature fusion tracking algorithm that is based on game theory. By focusing on color and texture features as two gamers, this algorithm accomplishes tracking by using a mean shift iterative formula to search for the Nash equilibrium of the game. The contribution of different features is always keeping the state of optical balance, so that the algorithm can fully take advantage of feature fusion. According to the experiment results, this algorithm proves to possess good performance, especially under the condition of scene variation, target occlusion, and similar interference.

  4. An abstract approach to reasoning about games with mistaken and changing beliefs

    OpenAIRE

    Löwe, B.; Pacuit, E.

    2008-01-01

    We do not believe that logic is the sole answer to deep and intriguing questions about human behaviour, but we think that it might be a useful tool in simulating and understanding it to a certain degree and in specifically restricted areas of application. We do not aim to resolve the question of what rational behaviour in games with mistaken and changing beliefs is. Rather, we develop a formal and abstract framework that allows us to reason about behaviour in games with mistaken and changing ...

  5. Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.

    Science.gov (United States)

    Boot, Walter R; Sumner, Anna; Towne, Tyler J; Rodriguez, Paola; Anders Ericsson, K

    2017-04-01

    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior performance of one of the highest scoring players of the video game Space Fortress (Towne, Boot, & Ericsson, ). This analysis revealed how certain behaviors contributed to his exceptional performance. In this study, we recruited a participant for a similar training regimen, but we collected concurrent and retrospective verbal protocol data throughout training. Protocol analysis revealed insights into strategies, errors, mental representations, and shifting game priorities. We argue that these insights into the developing representations that guided skilled performance could only easily have been derived from the tools of the Expert Performance Approach. We propose that the described approach could be applied to understand performance and skill acquisition in many different video games (and other short- to medium-term skill acquisition paradigms) and help reveal mechanisms of transfer from gameplay to other measures of laboratory and real-world performance. Copyright © 2016 Cognitive Science Society, Inc.

  6. From Cards To Digital Games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2017-01-01

    This study is based on an iterative, participatory design investigation that we are conducting in order to create digital games that could be flexibly re-designed by players, without requiring programming knowledge. In particular we focus on digital game development, both design and implementation......, for primary school pupils and their teachers. We propose a scenario where digital game development is mediated by tinkering with paper prototypes similar to board games. We address the problems of making sense and expressing rules of a digital game without programming. Analysis of our latest participatory...... workshop offers evidence that a board game can work as a tangible model of the computation happening in a digital game. Children understand the practice of designing games mainly as manipulation of features and behaviors of the visual elements of a game. We attempt at looking beyond visual programming...

  7. Using game theory approach to interpret stable policies for Iran's oil and gas common resources conflicts with Iraq and Qatar

    Science.gov (United States)

    Esmaeili, Maryam; Bahrini, Aram; Shayanrad, Sepideh

    2015-12-01

    Oil and gas as the non-renewable resources are considered very valuable for the countries with petroleum economics. These resources are not only diffused equally around the world, but also they are common in some places which their neighbors often come into conflicts. Consequently, it is vital for those countries to manage their resource utilization. Lately, game theory was applied in conflict resolution of common resources, such as water, which is a proof of its efficacy and capability. This paper models the conflicts between Iran and its neighbors namely Qatar and Iraq between their oil and gas common resources using game theory approach. In other words, the future of these countries will be introduced and analyzed by some well-known 2 × 2 games to achieve a better perspective of their conflicts. Because of information inadequacy of the players, in addition to Nash Stability, various solution concepts are used based on the foresight, disimprovements, and knowledge of preferences. The results of mathematical models show how the countries could take a reasonable strategy to exploit their common resources.

  8. Analysis of implementation of Tradable Green Certificates system in a competitive electricity market: a game theory approach

    Science.gov (United States)

    Ghaffari, Meysam; Hafezalkotob, Ashkan; Makui, Ahmad

    2016-06-01

    This paper investigates three models to implement Tradable Green Certificates (TGC) system with aid of game theory approach. In particular, the competition between thermal and renewable power plants is formulated in three models: namely cooperative, Nash and Stackelberg game models. The price of TGC is assumed to be determined by the legislative body (government) which is fixed. Numerical examples presented in this paper include sensitivity analysis of some key parameters and comparison of the results of different models. In all three game models, the parameters that influence pricing of the TGC based on the optimal amounts are obtained. The numerical examples demonstrate that in all models: there is a reverse relation between the price of electricity and the TGC price, as well as a direct relation between the price of electricity and the share of green electricity in total electricity generation. It is found that Stackelberg model is an appropriate structure to implement the TGC system. In this model, the supply of electricity and the production of green electricity are at the highest level, while the price of electricity is at the lowest levels. In addition, payoff of the thermal power plant is at the highest levels in the Nash model. Hence this model can be an applicatory structure for implementation of the TGC system in developing countries, where the number of thermal power plants is significantly greater than the number of renewable power plants.

  9. Sense of coherence, self-regulated learning and academic performance in first year nursing students: A cluster analysis approach.

    Science.gov (United States)

    Salamonson, Yenna; Ramjan, Lucie M; van den Nieuwenhuizen, Simon; Metcalfe, Lauren; Chang, Sungwon; Everett, Bronwyn

    2016-03-01

    This paper examines the relationship between nursing students' sense of coherence, self-regulated learning and academic performance in bioscience. While there is increasing recognition of a need to foster students' self-regulated learning, little is known about the relationship of psychological strengths, particularly sense of coherence and academic performance. Using a prospective, correlational design, 563 first year nursing students completed the three dimensions of sense of coherence scale - comprehensibility, manageability and meaningfulness, and five components of self-regulated learning strategy - elaboration, organisation, rehearsal, self-efficacy and task value. Cluster analysis was used to group respondents into three clusters, based on their sense of coherence subscale scores. Although there were no sociodemographic differences in sense of coherence subscale scores, those with higher sense of coherence were more likely to adopt self-regulated learning strategies. Furthermore, academic grades collected at the end of semester revealed that higher sense of coherence was consistently related to achieving higher academic grades across all four units of study. Students with higher sense of coherence were more self-regulated in their learning approach. More importantly, the study suggests that sense of coherence may be an explanatory factor for students' successful adaptation and transition in higher education, as indicated by the positive relationship of sense of coherence to academic performance. Copyright © 2016 Elsevier Ltd. All rights reserved.

  10. Polymorphic Evolutionary Games.

    Science.gov (United States)

    Fishman, Michael A

    2016-06-07

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

  11. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

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

  12. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

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

  13. A Novel Multiperson Game Approach for Linguistic Multicriteria Decision Making Problems

    Directory of Open Access Journals (Sweden)

    Ching-San Lin

    2014-01-01

    Full Text Available Game theory is considered as an efficient framework in dealing with decision making problems for two players in the competitive environment. In general, the evaluation values of payoffs matrix are expressed by crisp values in a game model. However, many uncertainties and vagueness should be considered due to the qualitative criteria and the subjective judgment of decision makers in the decision making process. The aim of this study is to develop an effective methodology for solving the payoffs matrix with linguistic variables by multiple decision makers in a game model. Based on the linguistic variables, the decision makers can easily express their opinions with respect to criteria for each alternative. By using the linear programming method, we can find the optimal solution of a game matrix in accordance with the combination of strategies of each player effectively. In addition, the expected performance value (EPV index is defined in this paper to compare the competition ability of each player based on the optimal probability of each strategy combination. And then, numerical example will be implemented to illustrate the computation process of the proposed model. The conclusion and future research are discussed at the end of this paper.

  14. Concurrent Transmission Based on Channel Quality in Ad Hoc Networks: A Game Theoretic Approach

    Science.gov (United States)

    Chen, Chen; Gao, Xinbo; Li, Xiaoji; Pei, Qingqi

    In this paper, a decentralized concurrent transmission strategy in shared channel in Ad Hoc networks is proposed based on game theory. Firstly, a static concurrent transmissions game is used to determine the candidates for transmitting by channel quality threshold and to maximize the overall throughput with consideration of channel quality variation. To achieve NES (Nash Equilibrium Solution), the selfish behaviors of node to attempt to improve the channel gain unilaterally are evaluated. Therefore, this game allows each node to be distributed and to decide whether to transmit concurrently with others or not depending on NES. Secondly, as there are always some nodes with lower channel gain than NES, which are defined as hunger nodes in this paper, a hunger suppression scheme is proposed by adjusting the price function with interferences reservation and forward relay, to fairly give hunger nodes transmission opportunities. Finally, inspired by stock trading, a dynamic concurrent transmission threshold determination scheme is implemented to make the static game practical. Numerical results show that the proposed scheme is feasible to increase concurrent transmission opportunities for active nodes, and at the same time, the number of hunger nodes is greatly reduced with the least increase of threshold by interferences reservation. Also, the good performance on network goodput of the proposed model can be seen from the results.

  15. An international consensus for assessing internet gaming disorder using the new DSM‐5 approach

    NARCIS (Netherlands)

    Petry, N.M.; Rehbein, F.; Gentile, D.A.; Lemmens, J.S.; Rumpf, H.J.; Mößle, T.; Bischof, G.; Tao, R.; Fung, D.S.S.; Borges, G.; Auriacombe, M.; González Ibáñez, A.; Tam, P.; O'Brien, C.P.

    2014-01-01

    AIMS: For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet

  16. Brain-computer interface using P300 and virtual reality: A gaming approach for treating ADHD

    DEFF Research Database (Denmark)

    Rohani, Darius Adam; Sørensen, Helge Bjarup Dissing; Puthusserypady, Sadasivan

    2014-01-01

    This paper presents a novel brain-computer interface (BCI) system aiming at the rehabilitation of attention-deficit/hyperactive disorder in children. It uses the P300 potential in a series of feedback games to improve the subjects' attention. We applied a support vector machine (SVM) using temporal...

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

    Science.gov (United States)

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

    2017-08-01

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

  18. Scientific approaches and techniques for negotiation : a game theoretic and artificial intelligence perspective

    NARCIS (Netherlands)

    E.H. Gerding (Enrico); D.D.B. van Bragt; J.A. La Poutré (Han)

    2000-01-01

    textabstractDue to the rapid growth of electronic environments (such as the Internet) much research is currently being performed on autonomous trading mechanisms. This report contains an overview of the current literature on negotiations in the fields of game theory and artificial intelligence (AI).

  19. The Values of College Students in Business Simulation Game: A Means-End Chain Approach

    Science.gov (United States)

    Lin, Yu-Ling; Tu, Yu-Zu

    2012-01-01

    Business simulation games (BSGs) enable students to practice making decisions in a virtual environment, accumulate experience in application of strategies, and train themselves in modes of decision-making. This study examines the value sought by players of BSG. In this study, a means-end chain (MEC) model was adopted as the basis, and ladder…

  20. RMP: Reduced-set matching pursuit approach for efficient compressed sensing signal reconstruction

    Directory of Open Access Journals (Sweden)

    Michael M. Abdel-Sayed

    2016-11-01

    Full Text Available Compressed sensing enables the acquisition of sparse signals at a rate that is much lower than the Nyquist rate. Compressed sensing initially adopted ℓ1 minimization for signal reconstruction which is computationally expensive. Several greedy recovery algorithms have been recently proposed for signal reconstruction at a lower computational complexity compared to the optimal ℓ1 minimization, while maintaining a good reconstruction accuracy. In this paper, the Reduced-set Matching Pursuit (RMP greedy recovery algorithm is proposed for compressed sensing. Unlike existing approaches which either select too many or too few values per iteration, RMP aims at selecting the most sufficient number of correlation values per iteration, which improves both the reconstruction time and error. Furthermore, RMP prunes the estimated signal, and hence, excludes the incorrectly selected values. The RMP algorithm achieves a higher reconstruction accuracy at a significantly low computational complexity compared to existing greedy recovery algorithms. It is even superior to ℓ1 minimization in terms of the normalized time-error product, a new metric introduced to measure the trade-off between the reconstruction time and error. RMP superior performance is illustrated with both noiseless and noisy samples.

  1. RMP: Reduced-set matching pursuit approach for efficient compressed sensing signal reconstruction.

    Science.gov (United States)

    Abdel-Sayed, Michael M; Khattab, Ahmed; Abu-Elyazeed, Mohamed F

    2016-11-01

    Compressed sensing enables the acquisition of sparse signals at a rate that is much lower than the Nyquist rate. Compressed sensing initially adopted [Formula: see text] minimization for signal reconstruction which is computationally expensive. Several greedy recovery algorithms have been recently proposed for signal reconstruction at a lower computational complexity compared to the optimal [Formula: see text] minimization, while maintaining a good reconstruction accuracy. In this paper, the Reduced-set Matching Pursuit (RMP) greedy recovery algorithm is proposed for compressed sensing. Unlike existing approaches which either select too many or too few values per iteration, RMP aims at selecting the most sufficient number of correlation values per iteration, which improves both the reconstruction time and error. Furthermore, RMP prunes the estimated signal, and hence, excludes the incorrectly selected values. The RMP algorithm achieves a higher reconstruction accuracy at a significantly low computational complexity compared to existing greedy recovery algorithms. It is even superior to [Formula: see text] minimization in terms of the normalized time-error product, a new metric introduced to measure the trade-off between the reconstruction time and error. RMP superior performance is illustrated with both noiseless and noisy samples.

  2. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  3. Reservation wage of female volunteer community health workers in Dhaka urban slums: a bidding game approach.

    Science.gov (United States)

    Alam, Khurshid; Tasneem, Sakiba; Huq, Molla

    2014-12-01

    BRAC, a large Bangladeshi NGO, recently has been using female volunteer community health workers (CHWs) in Dhaka urban slums to provide maternal and child health services. Due to erratic performance-based income and higher opportunity cost the urban CHWs lose motivation which contributes to high dropout and poor performance. This results challenges for the cost effectiveness and sustainability of the urban health program. CHWs also consider their performance-based income very low compare to their work load. So, CHWs raise their voice for a fixed income. In order to understand this problem we explored fixed income for CHWs and the correlates that influence it. We surveyed a sample of 542 current CHWs. We used bidding game approach to derive the equilibrium reservation wage for CHWs for providing full-time services. Then, we performed ordered logit models with bootstrap simulation to identify the determinants of reservation wage. The average reservation wage of CHWs to continue their work as full-time CHWs rather than volunteer CHWs was US$24.11 which was three times higher than their current performance-based average income of US$ 8.03. Those CHWs received additional health training outside BRAC were 72% and those who joined with an expectation of income were 62% more likely to ask for higher reservation wage. On the contrary, CHWs who were burdened with household loan were 65% and CHWs who had alternative income generating scope were 47% less likely to ask for higher reservation wage. Other important factors we identified were BRAC village organization membership, competition with other health services providers, performance as a CHW, and current and past monthly CHW income. The findings of this study are relevant to certain developing countries such as Bangladesh and Tanzania which commonly use volunteer CHWs, and where poor retention and performance is a common issue due to erratic and performance-based income. So, the study has implications in improving

  4. Fabrication of Games and Learning

    DEFF Research Database (Denmark)

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

    2015-01-01

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

  5. Blunt impact as deterrent: human approach-avoidance behaviors and other stress responses studied within a paintball gaming context

    Science.gov (United States)

    Short, Kenneth R.; Bergen, Michael T.; DeMarco, Robert M.; Chua, Florence B.; Servatius, Richard J.

    2006-05-01

    Blunt impact munitions are often used by civilian law enforcement and in military operations on urban terrain (MOUT) missions to dissuade individuals and groups from approaching valued assets. The use of blunt munitions (rubber-ball or sponge) is predicated on their effectiveness as aversive stimuli; the effectiveness is weighed against the risk of serious injury or death. However, little empirical evidence supports effectiveness. Here, we use a paintball gaming context to study the effects of blunt impact on performance and approach behaviors. Volunteers individually traversed a course in which targets offer the opportunity to gain for accuracy. While completing the targeting task, subjects were bombarded with paintballs, which progressively became more numerous and the impact more intense as the subjects neared goal locations. Initial data suggest that over 30 blunt impacts by paintballs delivered at 280 ft/sec over 30 to 100 ft are insufficient to overcome intrinsic and extrinsic approach motivations or impair targeting or advance performance in an overwhelming majority of subjects. Our apparent ceiling effect was surprising. A sub-comparison of the few subjects who stopped the game before the end with those who did not suggests that personality factors influence the effectiveness of blunt impact as a deterrent. While paintballs differ from traditional blunt impact munitions on a number of physical characteristics, impact that was sufficient to repeatedly bruise volunteers was not an effective deterrent.

  6. From Playability to a Hierarchical Game Usability Model

    OpenAIRE

    Nacke, Lennart E.

    2010-01-01

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

  7. Let the Game do the Talking: The influence of explicitness and game behavior on comprehension in an educational computer game

    NARCIS (Netherlands)

    Bergervoet, Erwin; van der Sluis, Frans; van Dijk, Elisabeth M.A.G.; Nijholt, Antinus; Gavrilova, M.L.

    2011-01-01

    An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through concrete experiences. Endogenous educational games which are

  8. Designing an optimal software intensive system acquisition: A game theoretic approach

    Science.gov (United States)

    Buettner, Douglas John

    The development of schedule-constrained software-intensive space systems is challenging. Case study data from national security space programs developed at the U.S. Air Force Space and Missile Systems Center (USAF SMC) provide evidence of the strong desire by contractors to skip or severely reduce software development design and early defect detection methods in these schedule-constrained environments. The research findings suggest recommendations to fully address these issues at numerous levels. However, the observations lead us to investigate modeling and theoretical methods to fundamentally understand what motivated this behavior in the first place. As a result, Madachy's inspection-based system dynamics model is modified to include unit testing and an integration test feedback loop. This Modified Madachy Model (MMM) is used as a tool to investigate the consequences of this behavior on the observed defect dynamics for two remarkably different case study software projects. Latin Hypercube sampling of the MMM with sample distributions for quality, schedule and cost-driven strategies demonstrate that the higher cost and effort quality-driven strategies provide consistently better schedule performance than the schedule-driven up-front effort-reduction strategies. Game theory reasoning for schedule-driven engineers cutting corners on inspections and unit testing is based on the case study evidence and Austin's agency model to describe the observed phenomena. Game theory concepts are then used to argue that the source of the problem and hence the solution to developers cutting corners on quality for schedule-driven system acquisitions ultimately lies with the government. The game theory arguments also lead to the suggestion that the use of a multi-player dynamic Nash bargaining game provides a solution for our observed lack of quality game between the government (the acquirer) and "large-corporation" software developers. A note is provided that argues this multi

  9. A direct comparison of remote sensing approaches for high-throughput phenotyping in plant breeding

    Directory of Open Access Journals (Sweden)

    Maria Tattaris

    2016-08-01

    Full Text Available Remote sensing (RS of plant canopies permits non-intrusive, high-throughput monitoring of plant physiological characteristics. This study compared three RS approaches using a low flying UAV (unmanned aerial vehicle, with that of proximal sensing, and satellite-based imagery. Two physiological traits were considered, canopy temperature (CT and a vegetation index (NDVI, to determine the most viable approaches for large scale crop genetic improvement. The UAV-based platform achieves plot-level resolution while measuring several hundred plots in one mission via high-resolution thermal and multispectral imagery measured at altitudes of 30-100 m. The satellite measures multispectral imagery from an altitude of 770 km. Information was compared with proximal measurements using IR thermometers and an NDVI sensor at a distance of 0.5-1m above plots. For robust comparisons, CT and NDVI were assessed on panels of elite cultivars under irrigated and drought conditions, in different thermal regimes, and on un-adapted genetic resources under water deficit. Correlations between airborne data and yield/biomass at maturity were generally higher than equivalent proximal correlations. NDVI was derived from high-resolution satellite imagery for only larger sized plots (8.5 x 2.4 m due to restricted pixel density. Results support use of UAV-based RS techniques for high-throughput phenotyping for both precision and efficiency.

  10. Assessment of Sampling Approaches for Remote Sensing Image Classification in the Iranian Playa Margins

    Science.gov (United States)

    Kazem Alavipanah, Seyed

    There are some problems in soil salinity studies based upon remotely sensed data: 1-spectral world is full of ambiguity and therefore soil reflectance can not be attributed to a single soil property such as salinity, 2) soil surface conditions as a function of time and space is a complex phenomena, 3) vegetation with a dynamic biological nature may create some problems in the study of soil salinity. Due to these problems the first question which may arise is how to overcome or minimise these problems. In this study we hypothesised that different sources of data, well established sampling plan and optimum approach could be useful. In order to choose representative training sites in the Iranian playa margins, to define the spectral and informational classes and to overcome some problems encountered in the variation within the field, the following attempts were made: 1) Principal Component Analysis (PCA) in order: a) to determine the most important variables, b) to understand the Landsat satellite images and the most informative components, 2) the photomorphic unit (PMU) consideration and interpretation; 3) study of salt accumulation and salt distribution in the soil profile, 4) use of several forms of field data, such as geologic, geomorphologic and soil information; 6) confirmation of field data and land cover types with farmers and the members of the team. The results led us to find at suitable approaches with a high and acceptable image classification accuracy and image interpretation. KEY WORDS; Photo Morphic Unit, Pprincipal Ccomponent Analysis, Soil Salinity, Field Work, Remote Sensing

  11. Information operator approach and iterative regularization methods for atmospheric remote sensing

    International Nuclear Information System (INIS)

    Doicu, A.; Hilgers, S.; Bargen, A. von; Rozanov, A.; Eichmann, K.-U.; Savigny, C. von; Burrows, J.P.

    2007-01-01

    In this study, we present the main features of the information operator approach for solving linear inverse problems arising in atmospheric remote sensing. This method is superior to the stochastic version of the Tikhonov regularization (or the optimal estimation method) due to its capability to filter out the noise-dominated components of the solution generated by an inappropriate choice of the regularization parameter. We extend this approach to iterative methods for nonlinear ill-posed problems and derive the truncated versions of the Gauss-Newton and Levenberg-Marquardt methods. Although the paper mostly focuses on discussing the mathematical details of the inverse method, retrieval results have been provided, which exemplify the performances of the methods. These results correspond to the NO 2 retrieval from SCIAMACHY limb scatter measurements and have been obtained by using the retrieval processors developed at the German Aerospace Center Oberpfaffenhofen and Institute of Environmental Physics of the University of Bremen

  12. Austin Community College Video Game Development Certificate

    Science.gov (United States)

    McGoldrick, Robert

    2008-01-01

    The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…

  13. Game user experience evaluation

    CERN Document Server

    Bernhaupt, Regina

    2015-01-01

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

  14. Communication, opponents, and clan performance in online games: a social network approach.

    Science.gov (United States)

    Lee, Hong Joo; Choi, Jaewon; Kim, Jong Woo; Park, Sung Joo; Gloor, Peter

    2013-12-01

    Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved.

  15. A novel game theoretic approach for modeling competitive information diffusion in social networks with heterogeneous nodes

    Science.gov (United States)

    Agha Mohammad Ali Kermani, Mehrdad; Fatemi Ardestani, Seyed Farshad; Aliahmadi, Alireza; Barzinpour, Farnaz

    2017-01-01

    Influence maximization deals with identification of the most influential nodes in a social network given an influence model. In this paper, a game theoretic framework is developed that models a competitive influence maximization problem. A novel competitive influence model is additionally proposed that incorporates user heterogeneity, message content, and network structure. The proposed game-theoretic model is solved using Nash Equilibrium in a real-world dataset. It is shown that none of the well-known strategies are stable and at least one player has the incentive to deviate from the proposed strategy. Moreover, violation of Nash equilibrium strategy by each player leads to their reduced payoff. Contrary to previous works, our results demonstrate that graph topology, as well as the nodes' sociability and initial tendency measures have an effect on the determination of the influential node in the network.

  16. From "tactical discussion" in collaboration game to "behaviors": A classification approach in stages.

    Directory of Open Access Journals (Sweden)

    Francisco Serrano

    2018-03-01

    Full Text Available The analysis of group dynamics is extremely useful for understanding and predicting the performance of teamwork’s, since in this context, collaboration problems can naturally arise. Artificial intelligence, and specially machine learning techniques, enables automating the observation process and the analysis of groups of users who use an online collaborative platform. Among the online collaborative platforms available, games are an attractive alternative for all audiences that enable capturing the players’ behavior by observing their social interactions, while engaging them in a pleasant activity. In this paper, we present experimental results of classifying observed conversations in an online game to collaborative behaviors, guided by the Interaction Process Analysis, a theory for categorizing social interactions. The proposed automation of the classification process can be used to assist teachers or team leaders to detect alterations in the balance of group reactions and to improve their performance by indicating actions to improve the balance.

  17. Mathematical game theory and applications

    CERN Document Server

    Mazalov, Vladimir

    2014-01-01

    An authoritative and quantitative approach to modern game theory with applications from diverse areas including economics, political science, military science, and finance. Explores areas which are not covered in current game theory texts, including a thorough examination of zero-sum game.Provides introductory material to game theory, including bargaining, parlour games, sport, networking games and dynamic games.Explores Bargaining models, discussing new result such as resource distributions, buyer-seller instructions and reputation in bargaining models.Theoretical results are presented along

  18. Optimal Extraction and Taxation of Strategic Natural Resources: A Differential Game Approach

    OpenAIRE

    Pemy, Moustapha

    2016-01-01

    This paper studies the optimal extraction and taxation of nonrenewable natural resources. It is well known the market values of the main strategic resources such as oil, natural gas, uranium, copper,...,etc, fluctuate randomly following global and seasonal macro-economic parameters, these values are modeled using Markov switching L\\'evy processes. We formulate this problem as a differential game where the two players are the mining company whose aim is to maximize the revenues generated from ...

  19. A Multiobjective Game Approach with a Preferred Target Based on a Leader-Follower Decision Pattern

    Directory of Open Access Journals (Sweden)

    Neng-gang Xie

    2018-01-01

    Full Text Available We propose a multiobjective leader-follower game based on the Stackelberg model, where the designer’s preferred target is taken into account. Here, the preferred target is regarded as a leader and the other targets are regarded as followers. A partition method of strategy subspace is also given. Finally, a real-life example of the multiobjective optimization design of a Chinese arch dam named “Baihetan” is presented to demonstrate the effectiveness of our proposed method.

  20. A computational approach to “free will” constrained by the games we play

    OpenAIRE

    Kishida, Kenneth T.

    2012-01-01

    Human choice is not free—we are bounded by a multitude of biological constraints. Yet, within the various landscapes we face, we do express choice, preference, and varying degrees of so-called willful behavior. Moreover, it appears that the capacity for choice in humans is variable. Empirical studies aimed at investigating the experience of “free will” will benefit from theoretical disciplines that constrain the language used to frame the relevant issues. The combination of game theory and co...

  1. Public support for hosting the Olympic Summer Games in Germany: The CVM approach

    OpenAIRE

    Pamela Wicker; John C. Whitehead; Daniel S. Mason; Bruce K. Johnson

    2015-01-01

    Cities throughout the world continue to weigh the merits of hosting major sport events, including the Olympic Games. These events are considered desirable due to a range of benefits, including economic and/or tourism development. In addition, previous research has shown that hosting the Olympics may confer intangible benefits for cities and their residents. This paper presents the results of a contingent valuation method estimate of the monetary value of intangible benefits to Germans of host...

  2. China-Japan-Korea (CJK)'s FTA Strategy towards ASEAN Countries: A Game Theoretical Approach

    OpenAIRE

    Fithra Faisal Hastiadi

    2012-01-01

    This paper analyzes the FTA strategies of China, Japan and Korea (CJK) toward ASEAN countries using a three-player game. It explores the implications of China, Japan, and/or Korea participating in an FTA with ASEAN and the corresponding rewards in a payoff matrix. The Nash equilibrium occurs when China, Korea and Japan all choose to participate in an FTA with ASEAN. Dominant strategies and response functions for each country are analyzed using Error Correction Mechanism (ECM) and Vector Auto ...

  3. Empirical Centroid Fictitious Play: An Approach For Distributed Learning In Multi-Agent Games

    OpenAIRE

    Swenson, Brian; Kar, Soummya; Xavier, Joao

    2013-01-01

    The paper is concerned with distributed learning in large-scale games. The well-known fictitious play (FP) algorithm is addressed, which, despite theoretical convergence results, might be impractical to implement in large-scale settings due to intense computation and communication requirements. An adaptation of the FP algorithm, designated as the empirical centroid fictitious play (ECFP), is presented. In ECFP players respond to the centroid of all players' actions rather than track and respo...

  4. European dominant position and american monopolization: a unifying approach from basic game theory

    Directory of Open Access Journals (Sweden)

    Pier Luigi Parcu

    2006-06-01

    Full Text Available In this paper we explore the meaning of some fundamental legal definitions of Europeanand American antitrust using basic concepts of game theory. Important definitions in EU law likedominant position of a firm, abuse of such a dominant position, special responsibility of thedominant firm, or in US law like monopoly or monopolization offence, acquire more precisemeaning and operational content. Moreover they look closer than usually contended.In a competition game, in which there is a truly monopolistic/dominant firm (MDF andcompetition law is respected, we state in a formal theorem that an MDF has a dominant strategy, soits choices should never be a source of ex post regret. Other players of the game, understanding andanticipating the realization of this dominant strategy, will optimize their behaviour taking it intoaccount and thus be more able to select a best solution among all possible outcomes.In this context which kind of behaviours can an MDF adopt to defend its market shares andeconomic position? Following the US Supreme Court and EU Court of Justice an MDF mustcompete using normal methods of competition, superior product or business acumen, therefore weargue that market power, whatever its origin, can be defended only through competition on themerit. This definition has practical consequences: unpredictable behaviours and actions that anormal firm would not adopt might be identified as illegal abuses of dominant position ormonopolization offences, also this idea is formalized in a theorem.

  5. Fostering Sustainable Transportation Operations through Corridor Management: A Simulation Gaming Approach

    Directory of Open Access Journals (Sweden)

    Shalini Kurapati

    2018-02-01

    Full Text Available Synchromodality is described as a network of well-synchronised and interconnected transportation modes. One of the most important advantages of synchromodality is the development of a sustainable transportation system. Given the numerous stakeholders and network interdependencies within freight transport corridors, achieving efficient coordination and management is complex. In this paper, we regard information exchange as one of the main enablers of collaboration between the infrastructure managers. We developed a digital single-player simulation game called “Modal Manager” comprising logistic service providers and infrastructure managers. Each player takes over the role of an infrastructure manager who must use information provision as a tool to control flows in a network where various planned and unplanned disruptions occur. We include the game in a session where participants are able to interact with the game and with each other. The first gameplay session with Dutch experts revealed that infrastructure managers perceive synchromodality as a way to cope with disruptions more efficiently. On the other hand, the concept of synchromodal corridor management is ambiguous and various legal and governance barriers exist that hinder its implementation.

  6. Game-theoretical approach to solving problems encountered in energy policy

    Energy Technology Data Exchange (ETDEWEB)

    Lutz, B.

    1982-01-01

    The paper gives a short survey of the essential outlines of the Harsanyi/Selten solution concept for non-cooperative games, Nash's bargaining model, and the Shapley procedure. By combining elements of these theories it is tried to obtain a more realistic solution concept for cooperative behavior. In particular, the condition of implementing the announced threat strategies in case that negotiations break down can be dispensed. A computer code for the solution of any given two person game with complete evaluations of the cooperative case. As part of the general program a computer code for the solution of two-person non-cooperative games by means of the Harsanyi/Selten theory is offered for the first time. To demonstrate the applicability to decision making problems a strongly simplified example from the area of energy politics is chosen. For the participants of the conflict - administration and the group of individual energy users - the utility matrix with respect to the coal sector is to be found. The Analytic Hierarchy Process due to SAATY seems to be an appropriate means. The necessary computer codes are implemented. The evaluation takes account of cooperative behavior as well as of non-cooperative. Inspite of strong abstractions and separation from the overlying system surprisingly pleasant results can be achieved.

  7. Effort dynamics in a fisheries bioeconomic model: A vessel level approach through Game Theory

    Directory of Open Access Journals (Sweden)

    Gorka Merino

    2007-09-01

    Full Text Available Red shrimp, Aristeus antennatus (Risso, 1816 is one of the most important resources for the bottom-trawl fleets in the northwestern Mediterranean, in terms of both landings and economic value. A simple bioeconomic model introducing Game Theory for the prediction of effort dynamics at vessel level is proposed. The game is performed by the twelve vessels exploiting red shrimp in Blanes. Within the game, two solutions are performed: non-cooperation and cooperation. The first is proposed as a realistic method for the prediction of individual effort strategies and the second is used to illustrate the potential profitability of the analysed fishery. The effort strategy for each vessel is the number of fishing days per year and their objective is profit maximisation, individual profits for the non-cooperative solution and total profits for the cooperative one. In the present analysis, strategic conflicts arise from the differences between vessels in technical efficiency (catchability coefficient and economic efficiency (defined here. The ten-year and 1000-iteration stochastic simulations performed for the two effort solutions show that the best strategy from both an economic and a conservationist perspective is homogeneous effort cooperation. However, the results under non-cooperation are more similar to the observed data on effort strategies and landings.

  8. Business models for Serious Games developers - transition from a product centric to a service centric approach.

    Directory of Open Access Journals (Sweden)

    Jannicke Baalsrud Hauge

    2014-02-01

    Full Text Available In the context of the serious games industry, up to now the most commonly used BM among developers representing SMEs consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number of Serious Games developers are struggling to survive. These trends are not specific for the SG development sector, but can actually be observed in several others, like software industry as well as the manufacturing industry, where a transition to less product-oriented BM can be observed. This article is based on an analysis of cases studies to outline how such a transition might be possible also within serious game industry, but also to discuss the threats and opportunities of the transition, both based on case studies as well as on comparison with experiences in other industries

  9. A gaming approach to learning medical microbiology: students' experiences of flow.

    Science.gov (United States)

    Beylefeld, Adriana A; Struwig, Magdalena C

    2007-11-01

    There is a growing awareness in medical education of general skills(1) required for lifelong learning. Such skills are best achieved when students experience positive affective states while they are learning, as put forth by the Csikszentmihalyian theory of flow. This study describes how a quiz-type board game was used in the School of Medicine of the Faculty of Health Sciences at the University of the Free State to address students' negativity towards medical microbiology. The study population consisted of third-year medical students who had recently completed the Infections module of the undergraduate Learning Programme for Professional Medicine. Data gathered by means of two questionnaire surveys and direct observation showed that the game impacted positively on students' perceptions of and attitudes towards medical microbiology as a subject. A high perceived probability of the game contributing to the acquisition of general skills was recorded, since the experience of positive affect during the process of informal learning went hand-in-hand with heightened team effort and spontaneous communication. This article may be of value to health educators who wish to supplement formal teaching with informal learning so as to enhance not only the recall of factual knowledge, but also the advancement of general skills.

  10. Environmental Policy and Technology Diffusion under Imperfect Competition. An Evolutionary Game Theoretical Approach

    Energy Technology Data Exchange (ETDEWEB)

    De Vries, F.P.

    2003-05-01

    The analysis of the thesis centers around the diffusion incentives of different environmental policy instruments. Emission taxation, subsidies per unit of emission reduction, marketable emission permits and marketable emission credits will be discussed and compared to each other on how they affect the diffusion of an environmentally benign technology. The analysis is conducted within an applied evolutionary game theoretical framework. An extensive discussion of evolutionary game theory can be found in chapter 2. Chapter 3 reviews classical diffusion models: the epidemic, probit and classic game theoretical model. Then we shift our attention to general evolutionary diffusion models, followed by an outline of the use of evolutionary game theory as a tool for analyzing technology diffusion. The purpose of the chapter is to illustrate the main differences between the various models. Relevant parts of economic theory are reviewed in chapters 4 and 5. Chapter 4 contains a survey and interpretive assessment of the current literature dealing with the impact of environmental policy instruments on the adoption and diffusion of a pollution abatement technology. The chapter illustrates and criticizes the static character of the most influential models. In chapter 2 it will become apparent that an evolutionary analysis is quite appealing when markets axe characterized by perfect competition. Enhanced competitiveness forces firms to produce efficiently in order to avoid elimination. However, in imperfect competitive markets competition is limited to only a small number of firms. Since the central market structure in this thesis is that of imperfect competition, chapter 5 examines the literature on evolutionary game models applied to these type of markets. The survey reveals that the literature focuses on determining whether the evolutionary game models generate output equilibria identical to the traditional static Cournot and Bertrand models or to other output levels. Chapter 6

  11. Spatiotemporal shoreline dynamics of Namibian coastal lagoons derived by a dense remote sensing time series approach

    Science.gov (United States)

    Behling, Robert; Milewski, Robert; Chabrillat, Sabine

    2018-06-01

    This paper proposes the remote sensing time series approach WLMO (Water-Land MOnitor) to monitor spatiotemporal shoreline changes. The approach uses a hierarchical classification system based on temporal MNDWI-trajectories with the goal to accommodate typical uncertainties in remote sensing shoreline extraction techniques such as existence of clouds and geometric mismatches between images. Applied to a dense Landsat time series between 1984 and 2014 for the two Namibian coastal lagoons at Walvis Bay and Sandwich Harbour the WLMO was able to identify detailed accretion and erosion progressions at the sand spits forming these lagoons. For both lagoons a northward expansion of the sand spits of up to 1000 m was identified, which corresponds well with the prevailing northwards directed ocean current and wind processes that are responsible for the material transport along the shore. At Walvis Bay we could also show that in the 30 years of analysis the sand spit's width has decreased by more than a half from 750 m in 1984-360 m in 2014. This ongoing cross-shore erosion process is a severe risk for future sand spit breaching, which would expose parts of the lagoon and the city to the open ocean. One of the major advantages of WLMO is the opportunity to analyze detailed spatiotemporal shoreline changes. Thus, it could be shown that the observed long-term accretion and erosion processes underwent great variations over time and cannot a priori be assumed as linear processes. Such detailed spatiotemporal process patterns are a prerequisite to improve the understanding of the processes forming the Namibian shorelines. Moreover, the approach has also the potential to be used in other coastal areas, because the focus on MNDWI-trajectories allows the transfer to many multispectral satellite sensors (e.g. Sentinel-2, ASTER) available worldwide.

  12. Remote-sensing based approach to forecast habitat quality under climate change scenarios.

    Directory of Open Access Journals (Sweden)

    Juan M Requena-Mullor

    Full Text Available As climate change is expected to have a significant impact on species distributions, there is an urgent challenge to provide reliable information to guide conservation biodiversity policies. In addressing this challenge, we propose a remote sensing-based approach to forecast the future habitat quality for European badger, a species not abundant and at risk of local extinction in the arid environments of southeastern Spain, by incorporating environmental variables related with the ecosystem functioning and correlated with climate and land use. Using ensemble prediction methods, we designed global spatial distribution models for the distribution range of badger using presence-only data and climate variables. Then, we constructed regional models for an arid region in the southeast Spain using EVI (Enhanced Vegetation Index derived variables and weighting the pseudo-absences with the global model projections applied to this region. Finally, we forecast the badger potential spatial distribution in the time period 2071-2099 based on IPCC scenarios incorporating the uncertainty derived from the predicted values of EVI-derived variables. By including remotely sensed descriptors of the temporal dynamics and spatial patterns of ecosystem functioning into spatial distribution models, results suggest that future forecast is less favorable for European badgers than not including them. In addition, change in spatial pattern of habitat suitability may become higher than when forecasts are based just on climate variables. Since the validity of future forecast only based on climate variables is currently questioned, conservation policies supported by such information could have a biased vision and overestimate or underestimate the potential changes in species distribution derived from climate change. The incorporation of ecosystem functional attributes derived from remote sensing in the modeling of future forecast may contribute to the improvement of the

  13. Characterizing the Surface Connectivity of Depressional Wetlands: Linking Remote Sensing and Hydrologic Modeling Approaches

    Science.gov (United States)

    Christensen, J.; Evenson, G. R.; Vanderhoof, M.; Wu, Q.; Golden, H. E.; Lane, C.

    2017-12-01

    Surface connectivity of wetlands in the 700,000 km2 Prairie Pothole Region of North America (PPR) can occur through fill-spill and fill-merge mechanisms, with some wetlands eventually spilling into stream/river systems. These wetland-to-wetland and wetland-to-stream connections vary both spatially and temporally in PPR watersheds and are important to understanding hydrologic and biogeochemical processes in the landscape. To explore how to best characterize spatial and temporal variability in aquatic connectivity, we compared three approaches, 1) hydrological modeling alone, 2) remotely-sensed data alone, and 3) integrating remotely-sensed data into a hydrological model. These approaches were tested in the Pipestem Creek Watershed, North Dakota across a drought to deluge cycle (1990-2011). A Soil and Water Assessment Tool (SWAT) model was modified to include the water storage capacity of individual non-floodplain wetlands identified in the National Wetland Inventory (NWI) dataset. The SWAT-NWI model simulated the water balance and storage of each wetland and the temporal variability of their hydrologic connections between wetlands during the 21-year study period. However, SWAT-NWI only accounted for fill-spill, and did not allow for the expansion and merging of wetlands situated within larger depressions. Alternatively, we assessed the occurrence of fill-merge mechanisms using inundation maps derived from Landsat images on 19 cloud-free days during the 21 years. We found fill-merge mechanisms to be prevalent across the Pipestem watershed during times of deluge. The SWAT-NWI model was then modified to use LiDAR-derived depressions that account for the potential maximum depression extent, including the merging of smaller wetlands. The inundation maps were used to evaluate the ability of the SWAT-depression model to simulate fill-merge dynamics in addition to fill-spill dynamics throughout the study watershed. Ultimately, using remote sensing to inform and validate

  14. A Game Theoretic Approach for Improving Environmental and Economic Performance in a Dual-Channel Green Supply Chain

    Directory of Open Access Journals (Sweden)

    Weimin Ma

    2018-06-01

    Full Text Available In this paper, we investigate economic performance and environmental performance of a dual-channel green supply chain (GSC. Given that most relevant literature still focus on the descriptive aspect of GSC, we adopt game theoretic approach rather than qualitative analysis method to address the following problems: (1 How can the integration of environmental and economic sustainability goals be achieved in GSC? (2 What is the impact of customer environmental awareness on the green level and profitability of the GSC? (3 How does the market demand changes in the presence of the online direct channel in addition to the traditional one? We establish four game models, which are decentralized scenario, centralized scenario, retailer-led revenue-sharing scenario and bargaining revenue-sharing scenario. In the decentralized scenario, participants in a GSC make individual decisions based on their specific interests. In the centralized scenario, the GSC is regarded as a whole and the participants make collective decisions to maximize the overall profit of the GSC. In addition, in the two revenue-sharing scenarios, revenue-sharing contracts as the important profit coordination systems are set up and the revenue-sharing ratio is determined either by the retailer or through bargaining. Moreover, the cost of green product research and development, customer environmental awareness and price sensitivity are also taken into account in the four scenarios. By comparing and analyzing the four game models, we recommend the two revenue-sharing scenarios as the optimum choice and improving green awareness as a feasible strategy to achieve the integration of economic and environmental goals of the GSC. Additionally, we find that online sales has become a major distribution channel of the GSC.

  15. A Remote Sensing Approach to Estimate Vertical Profile Classes of Phytoplankton in a Eutrophic Lake

    Directory of Open Access Journals (Sweden)

    Kun Xue

    2015-10-01

    Full Text Available The extension and frequency of algal blooms in surface waters can be monitored using remote sensing techniques, yet knowledge of their vertical distribution is fundamental to determine total phytoplankton biomass and understanding temporal variability of surface conditions and the underwater light field. However, different vertical distribution classes of phytoplankton may occur in complex inland lakes. Identification of the vertical profile classes of phytoplankton becomes the key and first step to estimate its vertical profile. The vertical distribution profile of phytoplankton is based on a weighted integral of reflected light from all depths and is difficult to determine by reflectance data alone. In this study, four Chla vertical profile classes (vertically uniform, Gaussian, exponential and hyperbolic were found to occur in three in situ vertical surveys (28 May, 19–24 July and 10–12 October in a shallow eutrophic lake, Lake Chaohu. We developed and validated a classification and regression tree (CART to determine vertical phytoplankton biomass profile classes. This was based on an algal bloom index (Normalized Difference algal Bloom Index, NDBI applied to both in situ remote sensing reflectance (Rrs and MODIS Rayleigh-corrected reflectance (Rrc data in combination with data of local wind speed. The results show the potential of retrieving Chla vertical profiles information from integrated information sources following a decision tree approach.

  16. An ELM Based Online Soft Sensing Approach for Alumina Concentration Detection

    Directory of Open Access Journals (Sweden)

    Sen Zhang

    2015-01-01

    Full Text Available The concentration of alumina in the electrolyte is of great significance during the production of aluminum; it may affect the stability of aluminum reduction cell and the current efficiency. However, the concentration of alumina is hard to be detected online because of the special circumstance in the aluminum reduction cell. At present, there is lack of fast and accurate soft sensing methods for alumina concentration and existing methods can not meet the needs for online measurement. In this paper, a novel soft sensing method based on a modified extreme learning machine (MELM for online measurement of the alumina concentration is proposed. The modified ELM algorithm is based on the enhanced random search which is called incremental extreme learning machine in some references. It randomly chooses the input weights and analytically determines the output weights without manual intervention. The simulation results show that the approach can give more accurate estimations of alumina concentration with faster learning speed compared with other methods such as BP and SVM.

  17. Remote sensing based approach for monitoring urban growth in Mexico city, Mexico: A case study

    Science.gov (United States)

    Obade, Vincent

    The world is experiencing a rapid rate of urban expansion, largely contributed by the population growth. Other factors supporting urban growth include the improved efficiency in the transportation sector and increasing dependence on cars as a means of transport. The problems attributed to the urban growth include: depletion of energy resources, water and air pollution; loss of landscapes and wildlife, loss of agricultural land, inadequate social security and lack of employment or underemployment. Aerial photography is one of the popular techniques for analyzing, planning and minimizing urbanization related problems. However, with the advances in space technology, satellite remote sensing is increasingly being utilized in the analysis and planning of the urban environment. This article outlines the strengths and limitations of potential remote sensing techniques for monitoring urban growth. The selected methods include: Principal component analysis, Maximum likelihood classification and "decision tree". The results indicate that the "classification tree" approach is the most promising for monitoring urban change, given the improved accuracy and smooth transition between the various land cover classes

  18. Economic order quantity (EOQ) by game theory approach in probabilistic supply chain system under service level constraint for items with imperfect quality

    Science.gov (United States)

    Setiawan, R.

    2018-03-01

    In this paper, Economic Order Quantity (EOQ) of probabilistic two-level supply – chain system for items with imperfect quality has been analyzed under service level constraint. A firm applies an active service level constraint to avoid unpredictable shortage terms in the objective function. Mathematical analysis of optimal result is delivered using two equilibrium scheme concept in game theory approach. Stackelberg’s equilibrium for cooperative strategy and Stackelberg’s Equilibrium for noncooperative strategy. This is a new approach to game theory result in inventory system whether service level constraint is applied by a firm in his moves.

  19. Gamification for Word Sense Labeling

    NARCIS (Netherlands)

    Venhuizen, Noortje; Basile, Valerio; Evang, Kilian; Bos, Johan; Erk, Kartin; Koller, Alexander

    2013-01-01

    Obtaining gold standard data for word sense disambiguation is important but costly. We show how it can be done using a “Game with a Purpose” (GWAP) called Wordrobe. This game consists of a large set of multiple-choice questions on word senses generated from the Groningen Meaning Bank. The players

  20. A game theory approach for competition and cooperation among project’s subcontractors with interaction activities

    Directory of Open Access Journals (Sweden)

    Ashkan Hafezalkotob

    2017-04-01

    Full Text Available Some projects are often performed by many subcontractors that cooperate with each other and some of them are conducted by outsourcing them to several firms; so subcontractors carry out activities in competition. Appropriate trade-off between time and cost and achieving more benefit and cost saving are objectives of both models. In this paper, it is investigated that how different subcontractors of a project can cooperate to achieve more advantages if possible and how sub-contractors can compete to make the results better and find the optimum cost to minimize the time for each of them. The competition here does not mean eliminating a competitor, but the aim is to challenge the contractors in order to choose the best decision. The purpose of this study is to address the challenges in time and cost management and to find more profit allocation among subcontractors and fair competition for fair allocation as well. A model based on cooperative game theory in time/cost trade-off problem of projects is suggested and then a competition model among subcontractors based on non-cooperative game theory is proposed. A case study is rep-resented to comprehensively illustrate the problem, the cooperative techniques of cooperative game theory, and the payoff matrix of non-cooperative model among subcontractors. Results of the proposed model reveal that subcontractors can obtain higher profit from cooperation if pos-sible. When they outsource the project and compete with each other, they must consider the in-teraction activities and choose the best strategies for cost saving and gain more reward from the client. Moreover, it is found that some techniques such as Shapley value, Core, Max-Min Core, or Equal Profit Method (EPM are able to fairly assign extra profit of cooperation, and using the payoff matrix, Nash equilibrium, and Nash bargaining helps to find the optimum point to mini-mize time and cost for interaction activities state.

  1. A Bayesian mean field game approach to supply demand analysis of the smart grid

    KAUST Repository

    Kamgarpour, Maryam

    2013-07-01

    We explore a game theoretic framework for multiple energy producers competing in energy market. Each producer, referred to as a player, optimizes its own objective function given the demand utility. The equilibrium strategy of each player depends on the production cost, referred to as type, of the other players. We show that as the number of players increases, the mean of the types is sufficient for finding the equilibrium. For finite number of players, we design a mean field distributed learning algorithm that converges to equilibrium. We discuss extensions of our model to include several realistic aspects of the energy market. © 2013 IEEE.

  2. Governance Mechanism for Global Greenhouse Gas Emissions: A Stochastic Differential Game Approach

    Directory of Open Access Journals (Sweden)

    Wei Yu

    2013-01-01

    Full Text Available Today developed and developing countries have to admit the fact that global warming is affecting the earth, but the fundamental problem of how to divide up necessary greenhouse gas reductions between developed and developing countries remains. In this paper, we propose cooperative and noncooperative stochastic differential game models to describe greenhouse gas emissions decision makings of developed and developing countries, calculate their feedback Nash equilibrium and the Pareto optimal solution, characterize parameter spaces that developed and developing countries can cooperate, design cooperative conditions under which participants buy the cooperative payoff, and distribute the cooperative payoff with Nash bargaining solution. Lastly, numerical simulations are employed to illustrate the above results.

  3. Business models for Serious Games developers - transition from a product centric to a service centric approach

    DEFF Research Database (Denmark)

    Hauge, Jannicke Baalsrud; Wiesner, Stefan; Sanchez, Rosa Garcia

    2014-01-01

    In the context of the serious games industry, up to now the most commonly used business models (BM) among developers representing small and medium enterprises (SMEs) consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high...... application fields of SG, before it presents two examples of a successful transition towards a service oriented BM within the same fields Based on this, it finally discusses the opportunities and the threats of using such BMs for SG developers....

  4. Real-Time Pricing-Based Scheduling Strategy in Smart Grids: A Hierarchical Game Approach

    Directory of Open Access Journals (Sweden)

    Jie Yang

    2014-01-01

    Full Text Available This paper proposes a scheduling strategy based on real-time pricing in smart grids. A hierarchical game is employed to analyze the decision-making process of generators and consumers. We prove the existence and uniqueness of Nash equilibrium and utilize a backward induction method to obtain the generation and consumption strategies. Then, we propose two dynamic algorithms for the generators and consumers to search for the equilibrium in a distributed fashion. Simulation results demonstrate that the proposed scheduling strategy can match supply with demand and shift load away from peak time.

  5. Coordination of pricing and co-op advertising models in supply chain: A game theoretic approach

    Directory of Open Access Journals (Sweden)

    Amin Alirezaei

    2014-01-01

    Full Text Available Co-op advertising is an interactive relationship between manufacturer and retailer(s supply chain and makes up the majority of marketing budget in many product lines for manufacturers and retailers. This paper considers pricing and co-op advertising decisions in two-stage supply chain and develops a monopolistic retailer and duopolistic retailer's model. In these models, the manufacturer and the retailers play the Nash, Manufacturer-Stackelberg and cooperative game to make optimal pricing and co-op advertising decisions. A bargaining model is utilized for determine the best pricing and co-op advertising scheme for achieving full coordination in the supply chain.

  6. Supermodular Games and Potential Games

    NARCIS (Netherlands)

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

    2001-01-01

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

  7. Polypyrrole nanoparticles fabricated via Triton X-100 micelles template approach and their acetone gas sensing property

    Energy Technology Data Exchange (ETDEWEB)

    Li, Fake; Li, Hang [Department of Clinical Laboratory Medcine, Research Institute of Surgery, Daping Hospital, Third Military Medical University, Chongqing 400042 (China); Jiang, Hongmin [26th Research Institute, Chinese Electronics Scientific and Technical Group Company, Chongqing 400060 (China); Zhang, Kejun; Chang, Kai; Jia, Shuangrong; Jiang, Wenbin; Shang, Ya; Lu, Weiping [Department of Clinical Laboratory Medcine, Research Institute of Surgery, Daping Hospital, Third Military Medical University, Chongqing 400042 (China); Deng, Shaoli, E-mail: dengsl072@yahoo.com.cn [Department of Clinical Laboratory Medcine, Research Institute of Surgery, Daping Hospital, Third Military Medical University, Chongqing 400042 (China); Chen, Ming, E-mail: chenming1971@yahoo.com [Department of Clinical Laboratory Medcine, Research Institute of Surgery, Daping Hospital, Third Military Medical University, Chongqing 400042 (China)

    2013-09-01

    Nano-scaled polypyrrole (PPy) particles have been successfully synthesized with the help of Triton X-100 micelles via soft template approach. The polypyrrole nanoparticles have been spin-coated on surface acoustic wave (SAW) transducers to demonstrate their sensing capability toward acetone gas exposure. Field Emission Scanning Electron Microscopes (FE-SEM) and Fourier transform infrared (FT-IR) spectroscopy have been utilized to characterize these PPy nanoparticles. The PPy nanoparticles have an average diameter of 95 nm. The responses of the sensors are linearly associated with the acetone concentrations in the range from 5.5 ppm to 80 ppm. In response to 5.5 ppm acetone exposure, the response and recovery time are 9 s and 8.3 s, respectively. SAW sensors coated with PPy nanoparticles were potentially useful to detect acetone.

  8. Real time drift measurement for colloidal probe atomic force microscope: a visual sensing approach

    Energy Technology Data Exchange (ETDEWEB)

    Wang, Yuliang, E-mail: wangyuliang@buaa.edu.cn; Bi, Shusheng [Robotics Institute, School of Mechanical Engineering and Automation, Beihang University, Beijing 100191 (China); Wang, Huimin [Department of Materials Science and Engineering, The Ohio State University, 2041 College Rd., Columbus, OH 43210 (United States)

    2014-05-15

    Drift has long been an issue in atomic force microscope (AFM) systems and limits their ability to make long time period measurements. In this study, a new method is proposed to directly measure and compensate for the drift between AFM cantilevers and sample surfaces in AFM systems. This was achieved by simultaneously measuring z positions for beads at the end of an AFM colloidal probe and on sample surface through an off-focus image processing based visual sensing method. The working principle and system configuration are presented. Experiments were conducted to validate the real time drift measurement and compensation. The implication of the proposed method for regular AFM measurements is discussed. We believe that this technique provides a practical and efficient approach for AFM experiments requiring long time period measurement.

  9. Polypyrrole nanoparticles fabricated via Triton X-100 micelles template approach and their acetone gas sensing property

    International Nuclear Information System (INIS)

    Li, Fake; Li, Hang; Jiang, Hongmin; Zhang, Kejun; Chang, Kai; Jia, Shuangrong; Jiang, Wenbin; Shang, Ya; Lu, Weiping; Deng, Shaoli; Chen, Ming

    2013-01-01

    Nano-scaled polypyrrole (PPy) particles have been successfully synthesized with the help of Triton X-100 micelles via soft template approach. The polypyrrole nanoparticles have been spin-coated on surface acoustic wave (SAW) transducers to demonstrate their sensing capability toward acetone gas exposure. Field Emission Scanning Electron Microscopes (FE-SEM) and Fourier transform infrared (FT-IR) spectroscopy have been utilized to characterize these PPy nanoparticles. The PPy nanoparticles have an average diameter of 95 nm. The responses of the sensors are linearly associated with the acetone concentrations in the range from 5.5 ppm to 80 ppm. In response to 5.5 ppm acetone exposure, the response and recovery time are 9 s and 8.3 s, respectively. SAW sensors coated with PPy nanoparticles were potentially useful to detect acetone.

  10. Rainy Day: A Remote Sensing-Driven Extreme Rainfall Simulation Approach for Hazard Assessment

    Science.gov (United States)

    Wright, Daniel; Yatheendradas, Soni; Peters-Lidard, Christa; Kirschbaum, Dalia; Ayalew, Tibebu; Mantilla, Ricardo; Krajewski, Witold

    2015-04-01

    Progress on the assessment of rainfall-driven hazards such as floods and landslides has been hampered by the challenge of characterizing the frequency, intensity, and structure of extreme rainfall at the watershed or hillslope scale. Conventional approaches rely on simplifying assumptions and are strongly dependent on the location, the availability of long-term rain gage measurements, and the subjectivity of the analyst. Regional and global-scale rainfall remote sensing products provide an alternative, but are limited by relatively short (~15-year) observational records. To overcome this, we have coupled these remote sensing products with a space-time resampling framework known as stochastic storm transposition (SST). SST "lengthens" the rainfall record by resampling from a catalog of observed storms from a user-defined region, effectively recreating the regional extreme rainfall hydroclimate. This coupling has been codified in Rainy Day, a Python-based platform for quickly generating large numbers of probabilistic extreme rainfall "scenarios" at any point on the globe. Rainy Day is readily compatible with any gridded rainfall dataset. The user can optionally incorporate regional rain gage or weather radar measurements for bias correction using the Precipitation Uncertainties for Satellite Hydrology (PUSH) framework. Results from Rainy Day using the CMORPH satellite precipitation product are compared with local observations in two examples. The first example is peak discharge estimation in a medium-sized (~4000 square km) watershed in the central United States performed using CUENCAS, a parsimonious physically-based distributed hydrologic model. The second example is rainfall frequency analysis for Saint Lucia, a small volcanic island in the eastern Caribbean that is prone to landslides and flash floods. The distinct rainfall hydroclimates of the two example sites illustrate the flexibility of the approach and its usefulness for hazard analysis in data-poor regions.

  11. How practitioners approach gameplay requirements? An exploration into the context of massive multiplayer online role-playing games

    NARCIS (Netherlands)

    Daneva, Maia; Lutz, Robyn

    2014-01-01

    Gameplay requirements are central to game development. In the business context of massive multiplayer online role-playing games (MMOGs) where game companies' revenues rely on players' monthly subscriptions, gameplay is also recognized as the key to player retention. However, information on what

  12. The Sharing of Benefits from a Logistics Alliance Based on a Hub-Spoke Network: A Cooperative Game Theoretic Approach

    Directory of Open Access Journals (Sweden)

    Minyoung Yea

    2018-06-01

    Full Text Available This study investigates a strategic alliance as a horizontal cooperation in the logistics and transportation industries by considering various sharing rules with a cooperative game approach. Through forging a strategic alliance, carriers gain extra benefits from resource sharing and high efficiency resource utilization. In particular, our research focuses on the cost savings from using larger vehicles utilizing collective market demand and regarding them as benefits of cooperation. The model conceptualizes the characteristic function of cost savings by coalitions that take into account the hub-spoke network which is common in transportation services. To share the improved profits fairly between members, we use different allocation schemes: the Shapley value, the core center, the τ -value, and the nucleolus. By analyzing those cooperative game theoretic solutions employing an alliance composed of three carriers, we investigate whether satisfaction in this specific coalition provides an incentive for carriers to join such a coalition. Our results from the analysis, with respect to fair allocation schemes, provide a practical and academic foundation for further research.

  13. Estimating wetland connectivity to streams in the Prairie Pothole Region: An isotopic and remote sensing approach

    Science.gov (United States)

    Brooks, J. R.; Mushet, David M.; Vanderhoof, Melanie; Leibowitz, Scott G.; Neff, Brian; Christensen, J. R.; Rosenberry, Donald O.; Rugh, W. D.; Alexander, L.C.

    2018-01-01

    Understanding hydrologic connectivity between wetlands and perennial streams is critical to understanding the reliance of stream flow on inputs from wetlands. We used the isotopic evaporation signal in water and remote sensing to examine wetland‐stream hydrologic connectivity within the Pipestem Creek watershed, North Dakota, a watershed dominated by prairie‐pothole wetlands. Pipestem Creek exhibited an evaporated‐water signal that had approximately half the isotopic‐enrichment signal found in most evaporatively enriched prairie‐pothole wetlands. Groundwater adjacent to Pipestem Creek had isotopic values that indicated recharge from winter precipitation and had no significant evaporative enrichment, indicating that enriched surface water did not contribute significantly to groundwater discharging into Pipestem Creek. The estimated surface water area necessary to generate the evaporation signal within Pipestem Creek was highly dynamic, varied primarily with the amount of discharge, and was typically greater than the immediate Pipestem Creek surface water area, indicating that surficial flow from wetlands contributed to stream flow throughout the summer. We propose a dynamic range of spilling thresholds for prairie‐pothole wetlands across the watershed allowing for wetland inputs even during low‐flow periods. Combining Landsat estimates with the isotopic approach allowed determination of potential (Landsat) and actual (isotope) contributing areas in wetland‐dominated systems. This combined approach can give insights into the changes in location and magnitude of surface water and groundwater pathways over time. This approach can be used in other areas where evaporation from wetlands results in a sufficient evaporative isotopic signal.

  14. Relationship between different approaches to derive weighting functions related to atmospheric remote sensing problems

    International Nuclear Information System (INIS)

    Rozanov, Vladimir V.; Rozanov, Alexei V.

    2007-01-01

    The paper is devoted to the investigation of the relationship between different methods used to derive weighting functions required to solve numerous inverse problems related to the remote sensing of the Earth's atmosphere by means of scattered solar light observations. The first method commonly referred to as the forward-adjoint approach is based on a joint solution of the forward and adjoint radiative transfer equations and the second one requires the linearized forward radiative transfer equation to be solved. In the framework of the forward-adjoint method we consider two approaches commonly used to derive the weighting functions. These approaches are referenced as the 'response function' and the 'formal solution' techniques, respectively. We demonstrate here that the weighting functions derived employing the formal solution technique can also be obtained substituting the analytical representations for the direct forward and direct adjoint intensities into corresponding expressions obtained in the framework of the response function technique. The advantages and disadvantages of different techniques are discussed

  15. An effective approach to attenuate random noise based on compressive sensing and curvelet transform

    International Nuclear Information System (INIS)

    Liu, Wei; Cao, Siyuan; Zu, Shaohuan; Chen, Yangkang

    2016-01-01

    Random noise attenuation is an important step in seismic data processing. In this paper, we propose a novel denoising approach based on compressive sensing and the curvelet transform. We formulate the random noise attenuation problem as an L _1 norm regularized optimization problem. We propose to use the curvelet transform as the sparse transform in the optimization problem to regularize the sparse coefficients in order to separate signal and noise and to use the gradient projection for sparse reconstruction (GPSR) algorithm to solve the formulated optimization problem with an easy implementation and a fast convergence. We tested the performance of our proposed approach on both synthetic and field seismic data. Numerical results show that the proposed approach can effectively suppress the distortion near the edge of seismic events during the noise attenuation process and has high computational efficiency compared with the traditional curvelet thresholding and iterative soft thresholding based denoising methods. Besides, compared with f-x deconvolution, the proposed denoising method is capable of eliminating the random noise more effectively while preserving more useful signals. (paper)

  16. IRSeL-An approach to enhance continuity and accuracy of remotely sensed land cover data

    Science.gov (United States)

    Rathjens, H.; Dörnhöfer, K.; Oppelt, N.

    2014-09-01

    Land cover data gives the opportunity to study interactions between land cover status and environmental issues such as hydrologic processes, soil properties, or biodiversity. Land cover data often are based on classification of remote sensing data that seldom provides the requisite accuracy, spatial availability and temporal observational frequency for environmental studies. Thus, there is a high demand for accurate and spatio-temporal complete time series of land cover. In the past considerable research was undertaken to increase land cover classification accuracy, while less effort was spent on interpolation techniques. The purpose of this article is to present a space-time interpolation and revision approach for remotely sensed land cover data. The approach leverages special properties known for agricultural areas such as crop rotations or temporally static land cover classes. The newly developed IRSeL-tool (Interpolation and improvement of Remotely Sensed Land cover) corrects classification errors and interpolates missing land cover pixels. The easy-to-use tool solely requires an initial land cover data set. The IRSeL specific interpolation and revision technique, the data input requirements and data output structure are described in detail. A case study in an area around the city of Neumünster in Northern Germany from 2006 to 2012 was performed for IRSeL validation with initial land cover data sets (Landsat TM image classifications) for the years 2006, 2007, 2009, 2010 and 2011. The results of the case study showed that IRSeL performs well; including years with no classification data overall accuracy values for IRSeL interpolated pixels range from 0.63 to 0.81. IRSeL application significantly increases the accuracy of the land cover data; overall accuracy values rise 0.08 in average resulting in overall accuracy values of at least 0.86. Considering estimated reliabilities, the IRSeL tool provides a temporally and spatially completed and revised land cover

  17. Merging Theoretical Models and Therapy Approaches in the Context of Internet Gaming Disorder: A Personal Perspective

    Science.gov (United States)

    Young, Kimberly S.; Brand, Matthias

    2017-01-01

    Although, it is not yet officially recognized as a clinical entity which is diagnosable, Internet Gaming Disorder (IGD) has been included in section III for further study in the DSM-5 by the American Psychiatric Association (APA, 2013). This is important because there is increasing evidence that people of all ages, in particular teens and young adults, are facing very real and sometimes very severe consequences in daily life resulting from an addictive use of online games. This article summarizes general aspects of IGD including diagnostic criteria and arguments for the classification as an addictive disorder including evidence from neurobiological studies. Based on previous theoretical considerations and empirical findings, this paper examines the use of one recently proposed model, the Interaction of Person-Affect-Cognition-Execution (I-PACE) model, for inspiring future research and for developing new treatment protocols for IGD. The I-PACE model is a theoretical framework that explains symptoms of Internet addiction by looking at interactions between predisposing factors, moderators, and mediators in combination with reduced executive functioning and diminished decision making. Finally, the paper discusses how current treatment protocols focusing on Cognitive-Behavioral Therapy for Internet addiction (CBT-IA) fit with the processes hypothesized in the I-PACE model. PMID:29104555

  18. GTRF: a game theory approach for regulating node behavior in real-time wireless sensor networks.

    Science.gov (United States)

    Lin, Chi; Wu, Guowei; Pirozmand, Poria

    2015-06-04

    The selfish behaviors of nodes (or selfish nodes) cause packet loss, network congestion or even void regions in real-time wireless sensor networks, which greatly decrease the network performance. Previous methods have focused on detecting selfish nodes or avoiding selfish behavior, but little attention has been paid to regulating selfish behavior. In this paper, a Game Theory-based Real-time & Fault-tolerant (GTRF) routing protocol is proposed. GTRF is composed of two stages. In the first stage, a game theory model named VA is developed to regulate nodes' behaviors and meanwhile balance energy cost. In the second stage, a jumping transmission method is adopted, which ensures that real-time packets can be successfully delivered to the sink before a specific deadline. We prove that GTRF theoretically meets real-time requirements with low energy cost. Finally, extensive simulations are conducted to demonstrate the performance of our scheme. Simulation results show that GTRF not only balances the energy cost of the network, but also prolongs network lifetime.

  19. A Game-Theoretic approach to Fault Diagnosis of Hybrid Systems

    Directory of Open Access Journals (Sweden)

    Davide Bresolin

    2011-06-01

    Full Text Available Physical systems can fail. For this reason the problem of identifying and reacting to faults has received a large attention in the control and computer science communities. In this paper we study the fault diagnosis problem for hybrid systems from a game-theoretical point of view. A hybrid system is a system mixing continuous and discrete behaviours that cannot be faithfully modeled neither by using a formalism with continuous dynamics only nor by a formalism including only discrete dynamics. We use the well known framework of hybrid automata for modeling hybrid systems, and we define a Fault Diagnosis Game on them, using two players: the environment and the diagnoser. The environment controls the evolution of the system and chooses whether and when a fault occurs. The diagnoser observes the external behaviour of the system and announces whether a fault has occurred or not. Existence of a winning strategy for the diagnoser implies that faults can be detected correctly, while computing such a winning strategy corresponds to implement a diagnoser for the system. We will show how to determine the existence of a winning strategy, and how to compute it, for some decidable classes of hybrid automata like o-minimal hybrid automata.

  20. A Game Theoretical Approach to Hacktivism: Is Attack Likelihood a Product of Risks and Payoffs?

    Science.gov (United States)

    Bodford, Jessica E; Kwan, Virginia S Y

    2018-02-01

    The current study examines hacktivism (i.e., hacking to convey a moral, ethical, or social justice message) through a general game theoretic framework-that is, as a product of costs and benefits. Given the inherent risk of carrying out a hacktivist attack (e.g., legal action, imprisonment), it would be rational for the user to weigh these risks against perceived benefits of carrying out the attack. As such, we examined computer science students' estimations of risks, payoffs, and attack likelihood through a game theoretic design. Furthermore, this study aims at constructing a descriptive profile of potential hacktivists, exploring two predicted covariates of attack decision making, namely, peer prevalence of hacking and sex differences. Contrary to expectations, results suggest that participants' estimations of attack likelihood stemmed solely from expected payoffs, rather than subjective risks. Peer prevalence significantly predicted increased payoffs and attack likelihood, suggesting an underlying descriptive norm in social networks. Notably, we observed no sex differences in the decision to attack, nor in the factors predicting attack likelihood. Implications for policymakers and the understanding and prevention of hacktivism are discussed, as are the possible ramifications of widely communicated payoffs over potential risks in hacking communities.

  1. Merging Theoretical Models and Therapy Approaches in the Context of Internet Gaming Disorder: A Personal Perspective.

    Science.gov (United States)

    Young, Kimberly S; Brand, Matthias

    2017-01-01

    Although, it is not yet officially recognized as a clinical entity which is diagnosable, Internet Gaming Disorder (IGD) has been included in section III for further study in the DSM-5 by the American Psychiatric Association (APA, 2013). This is important because there is increasing evidence that people of all ages, in particular teens and young adults, are facing very real and sometimes very severe consequences in daily life resulting from an addictive use of online games. This article summarizes general aspects of IGD including diagnostic criteria and arguments for the classification as an addictive disorder including evidence from neurobiological studies. Based on previous theoretical considerations and empirical findings, this paper examines the use of one recently proposed model, the Interaction of Person-Affect-Cognition-Execution (I-PACE) model, for inspiring future research and for developing new treatment protocols for IGD. The I-PACE model is a theoretical framework that explains symptoms of Internet addiction by looking at interactions between predisposing factors, moderators, and mediators in combination with reduced executive functioning and diminished decision making. Finally, the paper discusses how current treatment protocols focusing on Cognitive-Behavioral Therapy for Internet addiction (CBT-IA) fit with the processes hypothesized in the I-PACE model.

  2. Merging Theoretical Models and Therapy Approaches in the Context of Internet Gaming Disorder: A Personal Perspective

    Directory of Open Access Journals (Sweden)

    Kimberly S. Young

    2017-10-01

    Full Text Available Although, it is not yet officially recognized as a clinical entity which is diagnosable, Internet Gaming Disorder (IGD has been included in section III for further study in the DSM-5 by the American Psychiatric Association (APA, 2013. This is important because there is increasing evidence that people of all ages, in particular teens and young adults, are facing very real and sometimes very severe consequences in daily life resulting from an addictive use of online games. This article summarizes general aspects of IGD including diagnostic criteria and arguments for the classification as an addictive disorder including evidence from neurobiological studies. Based on previous theoretical considerations and empirical findings, this paper examines the use of one recently proposed model, the Interaction of Person-Affect-Cognition-Execution (I-PACE model, for inspiring future research and for developing new treatment protocols for IGD. The I-PACE model is a theoretical framework that explains symptoms of Internet addiction by looking at interactions between predisposing factors, moderators, and mediators in combination with reduced executive functioning and diminished decision making. Finally, the paper discusses how current treatment protocols focusing on Cognitive-Behavioral Therapy for Internet addiction (CBT-IA fit with the processes hypothesized in the I-PACE model.

  3. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

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

  4. A Semi-Potential for Finite and Infinite Sequential Games (Extended Abstract

    Directory of Open Access Journals (Sweden)

    Stéphane Le Roux

    2016-09-01

    Full Text Available We consider a dynamical approach to sequential games. By restricting the convertibility relation over strategy profiles, we obtain a semi-potential (in the sense of Kukushkin, and we show that in finite games the corresponding restriction of better-response dynamics will converge to a Nash equilibrium in quadratic time. Convergence happens on a per-player basis, and even in the presence of players with cyclic preferences, the players with acyclic preferences will stabilize. Thus, we obtain a candidate notion for rationality in the presence of irrational agents. Moreover, the restriction of convertibility can be justified by a conservative updating of beliefs about the other players strategies. For infinite sequential games we can retain convergence to a Nash equilibrium (in some sense, if the preferences are given by continuous payoff functions; or obtain a transfinite convergence if the outcome sets of the game are Delta^0_2 sets.

  5. Sovereignty Games

    DEFF Research Database (Denmark)

    Gammeltoft-Hansen, Thomas

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

  6. Games and Creativity Learning

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2006-01-01

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

  7. Improving "At-Action" Decision-Making in Team Sports through a Holistic Coaching Approach

    Science.gov (United States)

    Light, Richard L.; Harvey, Stephen; Mouchet, Alain

    2014-01-01

    This article draws on Game Sense pedagogy and complex learning theory (CLT) to make suggestions for improving decision-making ability in team sports by adopting a holistic approach to coaching with a focus on decision-making "at-action". It emphasizes the complexity of decision-making and the need to focus on the game as a whole entity,…

  8. Domino effects within a chemical cluster: a game-theoretical modeling approach by using Nash-equilibrium.

    Science.gov (United States)

    Reniers, Genserik; Dullaert, Wout; Karel, Soudan

    2009-08-15

    Every company situated within a chemical cluster faces domino effect risks, whose magnitude depends on every company's own risk management strategies and on those of all others. Preventing domino effects is therefore very important to avoid catastrophes in the chemical process industry. Given that chemical companies are interlinked by domino effect accident links, there is some likelihood that even if certain companies fully invest in domino effects prevention measures, they can nonetheless experience an external domino effect caused by an accident which occurred in another chemical enterprise of the cluster. In this article a game-theoretic approach to interpret and model behaviour of chemical plants within chemical clusters while negotiating and deciding on domino effects prevention investments is employed.

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

    Science.gov (United States)

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

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

  10. Role of word-of-mouth for programs of voluntary vaccination: A game-theoretic approach.

    Science.gov (United States)

    Bhattacharyya, Samit; Bauch, Chris T; Breban, Romulus

    2015-11-01

    We propose a model describing the synergetic feedback between word-of-mouth (WoM) and epidemic dynamics controlled by voluntary vaccination. The key feature consists in combining a game-theoretic model for the spread of WoM and a compartmental model describing VSIR disease dynamics in the presence of a program of voluntary vaccination. We evaluate and compare two scenarios for determinants of behavior, depending on what WoM disseminates: (1) vaccine advertising, which may occur whether or not an epidemic is ongoing and (2) epidemic status, notably disease prevalence. Understanding the synergy between the two strategies could be particularly important for designing voluntary vaccination campaigns. We find that, in the initial phase of an epidemic, vaccination uptake is determined more by vaccine advertising than the epidemic status. As the epidemic progresses, epidemic status becomes increasingly important for vaccination uptake, considerably accelerating vaccination uptake toward a stable vaccination coverage. Copyright © 2015 Elsevier Inc. All rights reserved.

  11. Problembased learning (PBL) including drama games as a motivating learning approach in interprofessional education (IPE)

    DEFF Research Database (Denmark)

    Hansen, Bodil Winther; Hatt, Camusa

    The university have years of experience with interprofessional student groups, from seven different health professions, learning through participating in an interprofessional module. Evaluations have shown a continuos massive challenge concerning the student´s motivation for learning...... and their level of participation in this three-week course of “Conflict management”. To meet these challenges the university started a project within the frame of problembased learning and drama games. The idea was to develop strategies to motivate students and create a dynamic and stimulating learning...... as an important aspect of carrying out a successful PBL course. Among the students, there was a significantly higher level of satisfaction in the experimental classes than in the comparison classes, regarding 10 out of 12 questions asked about both academic achievement and satisfaction with the learning...

  12. Online games: a novel approach to explore how partial information influences human random searches

    Science.gov (United States)

    Martínez-García, Ricardo; Calabrese, Justin M.; López, Cristóbal

    2017-01-01

    Many natural processes rely on optimizing the success ratio of a search process. We use an experimental setup consisting of a simple online game in which players have to find a target hidden on a board, to investigate how the rounds are influenced by the detection of cues. We focus on the search duration and the statistics of the trajectories traced on the board. The experimental data are explained by a family of random-walk-based models and probabilistic analytical approximations. If no initial information is given to the players, the search is optimized for cues that cover an intermediate spatial scale. In addition, initial information about the extension of the cues results, in general, in faster searches. Finally, strategies used by informed players turn into non-stationary processes in which the length of e ach displacement evolves to show a well-defined characteristic scale that is not found in non-informed searches.

  13. Formation of Virtual Organizations in Grids: A Game-Theoretic Approach

    Science.gov (United States)

    Carroll, Thomas E.; Grosu, Daniel

    The execution of large scale grid applications requires the use of several computational resources owned by various Grid Service Providers (GSPs). GSPs must form Virtual Organizations (VOs) to be able to provide the composite resource to these applications. We consider grids as self-organizing systems composed of autonomous, self-interested GSPs that will organize themselves into VOs with every GSP having the objective of maximizing its profit. We formulate the resource composition among GSPs as a coalition formation problem and propose a game-theoretic framework based on cooperation structures to model it. Using this framework, we design a resource management system that supports the VO formation among GSPs in a grid computing system.

  14. Crime and Punishment in Classroom: a Game-Theoretic Approach for Student Cheating

    Directory of Open Access Journals (Sweden)

    Marcelo de C. Griebeler

    Full Text Available We provide the microeconomic foundations of cheating in classroom through a static game with complete information. Our setting is composed by two students, who must choose whether or not to cheat, and a professor, who must choose how much effort to exert in trying to catch dishonest students. Our findings support the determinants of cheating found by the empirical literature, mainly those related to the penalty's level. It is also emphasized the importance of professors being well-motivated (with low disutility of effort and worried about fairness in classroom. The several extensions of the baseline model reinforce the importance of the cost-benefit analysis to understand dishonest behavior in classroom. Finally, by relaxing the complete information assumption, we discuss the role of students' uncertainty about the professor's type and how low effort professors can send signals to create incentives for honest behavior.

  15. Brain-computer interface using P300 and virtual reality: a gaming approach for treating ADHD.

    Science.gov (United States)

    Rohani, Darius Adam; Sorensen, Helge B D; Puthusserypady, Sadasivan

    2014-01-01

    This paper presents a novel brain-computer interface (BCI) system aiming at the rehabilitation of attention-deficit/hyperactive disorder in children. It uses the P300 potential in a series of feedback games to improve the subjects' attention. We applied a support vector machine (SVM) using temporal and template-based features to detect these P300 responses. In an experimental setup using five subjects, an average error below 30% was achieved. To make it more challenging the BCI system has been embedded inside an immersive 3D virtual reality (VR) classroom with simulated distractions, which was created by combining a low-cost infrared camera and an "off-axis perspective projection" algorithm. This system is intended for kids by operating with four electrodes, as well as a non-intrusive VR setting. With the promising results, and considering the simplicity of the scheme, we hope to encourage future studies to adapt the techniques presented in this study.

  16. Games and playthings in a child day care center: a bioecological approach

    Directory of Open Access Journals (Sweden)

    Rute Estanislava Tolocka

    2010-02-01

    Full Text Available Social changes have contributed to decreased opportunities for children to perform physical activities. Children have been introduced in preschools where the opportunities of playing are insufficient, thus being deprived of the benefits of such activity. The aim of this study was to analyze the relationship between ludic physical activities and child development. A descriptive study was conducted on 68 children of both genders, aged 4 to 6 years, from a public child day care center. A physical education program was offered twice per week and an event involving other children was carried out. Activities, social roles, interpersonal relations, emotions, and personal characteristics were analyzed. Improvement was observed in interpersonal relations and social relationships, as well as in emotional control. Basic emotions and different child characteristics were expressed. Thus, the introduction of games and playthings at school may contribute to child development and to the engagement of children in physical activities.

  17. A resource-based game theoretical approach for the paradox of the plankton

    Directory of Open Access Journals (Sweden)

    Weini Huang

    2016-08-01

    Full Text Available The maintenance of species diversity is a central focus in ecology. It is not rare to observe more species than the number of limiting resources, especially in plankton communities. However, such high species diversity is hard to achieve in theory under the competitive exclusion principles, known as the plankton paradox. Previous studies often focus on the coexistence of predefined species and ignore the fact that species can evolve. We model multi-resource competitions using evolutionary games, where the number of species fluctuates under extinction and the appearance of new species. The interspecific and intraspecific competitions are captured by a dynamical payoff matrix, which has a size of the number of species. The competition strength (payoff entries is obtained from comparing the capability of species in consuming resources, which can change over time. This allows for the robust coexistence of a large number of species, providing a possible solution to the plankton paradox.

  18. A resource-based game theoretical approach for the paradox of the plankton.

    Science.gov (United States)

    Huang, Weini; de Araujo Campos, Paulo Roberto; Moraes de Oliveira, Viviane; Fagundes Ferrreira, Fernando

    2016-01-01

    The maintenance of species diversity is a central focus in ecology. It is not rare to observe more species than the number of limiting resources, especially in plankton communities. However, such high species diversity is hard to achieve in theory under the competitive exclusion principles, known as the plankton paradox. Previous studies often focus on the coexistence of predefined species and ignore the fact that species can evolve. We model multi-resource competitions using evolutionary games, where the number of species fluctuates under extinction and the appearance of new species. The interspecific and intraspecific competitions are captured by a dynamical payoff matrix, which has a size of the number of species. The competition strength (payoff entries) is obtained from comparing the capability of species in consuming resources, which can change over time. This allows for the robust coexistence of a large number of species, providing a possible solution to the plankton paradox.

  19. A Game Theoretic Approach for Modeling Privacy Settings of an Online Social Network

    Directory of Open Access Journals (Sweden)

    Jundong Chen

    2014-05-01

    Full Text Available Users of online social networks often adjust their privacy settings to control how much information on their profiles is accessible to other users of the networks. While a variety of factors have been shown to affect the privacy strategies of these users, very little work has been done in analyzing how these factors influence each other and collectively contribute towards the users’ privacy strategies. In this paper, we analyze the influence of attribute importance, benefit, risk and network topology on the users’ attribute disclosure behavior by introducing a weighted evolutionary game model. Results show that: irrespective of risk, users aremore likely to reveal theirmost important attributes than their least important attributes; when the users’ range of influence is increased, the risk factor plays a smaller role in attribute disclosure; the network topology exhibits a considerable effect on the privacy in an environment with risk.

  20. Tongue controlled computer game: A new approach for rehabilitation of tongue motor function

    DEFF Research Database (Denmark)

    Kothari, Mohit; Svensson, Peter; Jensen, Jim

    2014-01-01

    Objective: To investigate the influence of tongue-disability, age and gender on motor performance for a tongue training paradigm involving playing a computer game using the Tongue Drive System (TDS). Design: Two controlled observational studies. Setting: A neurorehabilitation center and a dental...... school. Participants: In Study 1, eleven tongue-disabled patients with symptoms of dysphagia and dysarthria and 11 age-and sex-matched controls participated in tongue training. In Study 2, 16 healthy elderly and 16 healthy young participants volunteered. Intervention: In study 1 and study 2, the tongue....... Subject-based reports of motivation, fun, pain and fatigue evaluated on 0-10 numerical rating scales (NRS) were compared between groups. Results: In study 1, tongue-disabled patients performed poorer than healthy controls (P=0.005) and with a trend of a gender difference (P=0.046). In study 2, healthy...

  1. A game theoretical approach for QoS provisioning in heterogeneous networks

    Directory of Open Access Journals (Sweden)

    A.S.M. Zadid Shifat

    2015-09-01

    Full Text Available With the proliferation of mobile phone users, interference management is a big concern in this neoteric years. To cope with this problem along with ensuring better Quality of Service (QoS, femtocell plays an imperious preamble in heterogeneous networks (HetNets for some of its noteworthy characteristics. In this paper, we propose a game theoretic algorithm along with dynamic channel allocation and hybrid access mechanism with self-organizing power control scheme. With a view to resolving prioritized access issue, the concept of primary and secondary users is applied. Existence of pure strategy Nash equilibrium (NE has been investigated and comes to a perfection that our proposed scheme can be adopted both increasing capacity and increasing revenue of operators considering optimal price for consumers.

  2. A game theoretical approach for cooperative green mobile operators under roaming price consideration

    KAUST Repository

    Ghazzai, Hakim

    2015-09-11

    In this paper, we investigate the performance of a green mobile operator collaborating with other traditional mobile operators. Its goal is to minimize its CO2 emissions, maximize its profit or achieve or tradeoff between both objectives by offloading its users to neighbor networks and exploiting renewable energies. On the other hand, traditional mobile operators aim to maximize their profits by attracting the maximum number of roamed users. The problem is modeled as a two-level Stackelberg game and its equilibrium is derived. A green mobile operator level that determines how many users per each base station to offload to each neighbor network, and a non-green mobile operator level where operators focus on finding the optimal roaming price. Our simulation results show a significant saving in terms of CO2 emissions compared to the non-cooperation case and that roaming decision depends essentially on the availability of renewable energy in base station sites. © 2015 IEEE.

  3. Game theory : Noncooperative games

    NARCIS (Netherlands)

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

    2015-01-01

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

  4. Characterization of VOCs Emissions from Industrial Facilities and Natural Gas Production Sites: A Mobile Sensing Approach

    Science.gov (United States)

    Zhou, X.; Gu, J.; Trask, B.; Lyon, D. R.; Albertson, J. D.

    2017-12-01

    With the recent expansion of U.S. oil and gas (O&G) production, many studies have focused on the quantification of fugitive methane emissions. However, only a few studies have explored the emissions of volatile organic compounds (VOCs) from O&G production sites that affect human health in adjacent communities, both directly through exposure to toxic chemical compounds and indirectly via formation of ground-level ozone. In this study, we seek to quantify emissions of VOCs from O&G production sites and petrochemical facilities using a mobile sensing approach, with both high-end analyzers and relatively low-cost sensors. A probabilistic source characterization approach is used to estimate emission rates of VOCs, directly taking into account quantitative measure of sensor accuracy. This work will provide data with proper spatiotemporal resolution and coverage, so as to improve the understanding of VOCs emission from O&G production sites, VOCs-exposure of local communities, and explore the feasibility of low-cost sensors for VOCs monitoring. The project will provide an important foundational step to enable large scale studies.

  5. Tongue-controlled computer game: a new approach for rehabilitation of tongue motor function.

    Science.gov (United States)

    Kothari, Mohit; Svensson, Peter; Jensen, Jim; Holm, Trine Davidsen; Nielsen, Mathilde Skorstengaard; Mosegaard, Trine; Nielsen, Jørgen Feldbæk; Ghovanloo, Maysam; Baad-Hansen, Lene

    2014-03-01

    To investigate the influence of tongue disability, age, and sex on motor performance for a tongue-training paradigm involving playing a computer game using the Tongue Drive System (TDS). Two controlled observational studies. A neurorehabilitation center and a dental school. In study 1, tongue-disabled patients with symptoms of dysphagia and dysarthria (n=11) and age- and sex-matched controls (n=11) participated in tongue training. In study 2, healthy elderly persons (n=16) and healthy young persons (n=16) volunteered. In study 1 and study 2, the tongue training lasted 30 and 40 minutes, respectively. Participants were instructed to play a computer game with the tongue using TDS. Motor performance was compared between groups in both studies. Correlation analyses were performed between age and relative improvement in performance. Subject-based reports of motivation, fun, pain, and fatigue evaluated on 0-to-10 numeric rating scales were compared between groups. In study 1, tongue-disabled patients performed poorer than healthy controls (P=.005) and with a trend of a sex difference (P=.046). In study 2, healthy young participants performed better than healthy elderly participants (Peffect of sex (P=.140). There was a significant negative correlation between age and relative improvement in performance (δ=-.450; P=.009). There were no significant differences in subject-based reports of motivation, fun, pain, and fatigue between groups in any of the studies (P>.094). The present study provides evidence that tongue disability and age can influence behavioral measures of tongue motor performance. TDS may be a new adjunctive neurorehabilitation regimen in treating tongue-disabled patients. Copyright © 2014 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  6. Regional geology mapping using satellite-based remote sensing approach in Northern Victoria Land, Antarctica

    Science.gov (United States)

    Pour, Amin Beiranvand; Park, Yongcheol; Park, Tae-Yoon S.; Hong, Jong Kuk; Hashim, Mazlan; Woo, Jusun; Ayoobi, Iman

    2018-06-01

    Satellite remote sensing imagery is especially useful for geological investigations in Antarctica because of its remoteness and extreme environmental conditions that constrain direct geological survey. The highest percentage of exposed rocks and soils in Antarctica occurs in Northern Victoria Land (NVL). Exposed Rocks in NVL were part of the paleo-Pacific margin of East Gondwana during the Paleozoic time. This investigation provides a satellite-based remote sensing approach for regional geological mapping in the NVL, Antarctica. Landsat-8 and the Advanced Spaceborne Thermal Emission and Reflection Radiometer (ASTER) datasets were used to extract lithological-structural and mineralogical information. Several spectral-band ratio indices were developed using Landsat-8 and ASTER bands and proposed for Antarctic environments to map spectral signatures of snow/ice, iron oxide/hydroxide minerals, Al-OH-bearing and Fe, Mg-OH and CO3 mineral zones, and quartz-rich felsic and mafic-to-ultramafic lithological units. The spectral-band ratio indices were tested and implemented to Level 1 terrain-corrected (L1T) products of Landsat-8 and ASTER datasets covering the NVL. The surface distribution of the mineral assemblages was mapped using the spectral-band ratio indices and verified by geological expeditions and laboratory analysis. Resultant image maps derived from spectral-band ratio indices that developed in this study are fairly accurate and correspond well with existing geological maps of the NVL. The spectral-band ratio indices developed in this study are especially useful for geological investigations in inaccessible locations and poorly exposed lithological units in Antarctica environments.

  7. A Novel Approach for Forecasting Crop Production and Yield Using Remotely Sensed Satellite Images

    Science.gov (United States)

    Singh, R. K.; Budde, M. E.; Senay, G. B.; Rowland, J.

    2017-12-01

    Forecasting crop production in advance of crop harvest plays a significant role in drought impact management, improved food security, stabilizing food grain market prices, and poverty reduction. This becomes essential, particularly in Sub-Saharan Africa, where agriculture is a critical source of livelihoods, but lacks good quality agricultural statistical data. With increasing availability of low cost satellite data, faster computing power, and development of modeling algorithms, remotely sensed images are becoming a common source for deriving information for agricultural, drought, and water management. Many researchers have shown that the Normalized Difference Vegetation Index (NDVI), based on red and near-infrared reflectance, can be effectively used for estimating crop production and yield. Similarly, crop production and yield have been closely related to evapotranspiration (ET) also as there are strong linkages between production/yield and transpiration based on plant physiology. Thus, we combined NDVI and ET information from remotely sensed images for estimating total production and crop yield prior to crop harvest for Niger and Burkina Faso in West Africa. We identified the optimum time (dekads 23-29) for cumulating NDVI and ET and developed a new algorithm for estimating crop production and yield. We used the crop data from 2003 to 2008 to calibrate our model and the data from 2009 to 2013 for validation. Our results showed that total crop production can be estimated within 5% of actual production (R2 = 0.98) about 30-45 days before end of the harvest season. This novel approach can be operationalized to provide a valuable tool to decision makers for better drought impact management in drought-prone regions of the world.

  8. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

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

  9. Effects of the Team Competition-Based Ubiquitous Gaming Approach on Students' Interactive Patterns, Collective Efficacy and Awareness of Collaboration and Communication

    Science.gov (United States)

    Chen, Chih-Hung; Hwang, Gwo-Jen

    2017-01-01

    Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…

  10. Connecting the Dots between Games and Addiction

    DEFF Research Database (Denmark)

    Nielsen, Rune Kristian; Karlsen, Faltin; Goggin, Joyce

    , computer games and game culture. In relation to which he recently published a book about excessive playing in online games, called 'A World of Excesses: Online Games and Excessive Playing'. Rune K. L. Nielsen, who is currently writing a PhD thesis about computer games and addiction, focusing on game...... on the subject. Though game addiction remains the most widely used term variants such as excessive-, obsessive-, compulsive-, problematic-, dependent-, and pathological gaming has emerged. Aside from the psychological perspective, however, a host of other perspectives have emerged. In this sense 'game addiction...... (e.g. Yuan et al. 2011, Kühn et al. 2011), psychological prevalence studies (e.g., Lemmens 2009, Mentzoni et al. 2011), studies of economics and serialization (Goggin 2008), addictive design (Dow-Schull 2005) and game studies (Flaaten et al. 2010). There is little interaction among researchers...

  11. ABOUT SOUNDS IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2012-12-01

    Full Text Available The article considers the aesthetical and practical possibilities for sounds (sound design in video games and interactive applications. Outlines the key features of the game sound, such as simulation, representativeness, interactivity, immersion, randomization, and audio-visuality. The author defines the basic terminology in study of game audio, as well as identifies significant aesthetic differences between film sounds and sounds in video game projects. It is an attempt to determine the techniques of art analysis for the approaches in study of video games including aesthetics of their sounds. The article offers a range of research methods, considering the video game scoring as a contemporary creative practice.

  12. A Mathematical Model of Game Refinement and Its Applications to Sports Games

    Directory of Open Access Journals (Sweden)

    Arie Pratama Sutiono

    2015-10-01

    Full Text Available This paper explores a mathematical model of game progress. We claim that a realistic model of the game progress during the in-game period is not linear but exponential. The second derivative value, i.e., acceleration in the sense of dynamics, is derived from the model and we propose to use the value as a measure of game refinement. T his i s b ecause a cceleration o f g ame p rogress s hould b e r elated t o t he e motional impact i n our minds, as thrill or engagement in games. We also evaluate well known games using our theory like sport games, that would further be classified by the rule to finish the game. It is expected that the game refinement theory will be widely used as a tool to assess the quality of various types of games as a new game theory.

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

    NARCIS (Netherlands)

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

    2013-01-01

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

  14. Connected Gaming: An Inclusive Perspective for Serious Gaming

    Directory of Open Access Journals (Sweden)

    Yasmin Kafai

    2017-09-01

    Full Text Available Serious games should focus on connected gaming, which is combining the instructionist approach on having students play educational games for learning with the constructionist approach on having students make their own games for learning. Constructionist activities have always been part of the larger gaming ecology but have traditionally received far less attention than their instructionist counterparts. Future developments in serious gaming ought to promote this more inclusive perspective to better realize the full potential of gaming as a means for learning and for connecting children to technology and to each other. This potential for more meaningful connectivity can also address the persistent access and diversity issues long facing gaming cultures. 

  15. Jellyfish prediction of occurrence from remote sensing data and a non-linear pattern recognition approach

    Science.gov (United States)

    Albajes-Eizagirre, Anton; Romero, Laia; Soria-Frisch, Aureli; Vanhellemont, Quinten

    2011-11-01

    Impact of jellyfish in human activities has been increasingly reported worldwide in recent years. Segments such as tourism, water sports and leisure, fisheries and aquaculture are commonly damaged when facing blooms of gelatinous zooplankton. Hence the prediction of the appearance and disappearance of jellyfish in our coasts, which is not fully understood from its biological point of view, has been approached as a pattern recognition problem in the paper presented herein, where a set of potential ecological cues was selected to test their usefulness for prediction. Remote sensing data was used to describe environmental conditions that could support the occurrence of jellyfish blooms with the aim of capturing physical-biological interactions: forcing, coastal morphology, food availability, and water mass characteristics are some of the variables that seem to exert an effect on jellyfish accumulation on the shoreline, under specific spatial and temporal windows. A data-driven model based on computational intelligence techniques has been designed and implemented to predict jellyfish events on the beach area as a function of environmental conditions. Data from 2009 over the NW Mediterranean continental shelf have been used to train and test this prediction protocol. Standard level 2 products are used from MODIS (NASA OceanColor) and MERIS (ESA - FRS data). The procedure for designing the analysis system can be described as following. The aforementioned satellite data has been used as feature set for the performance evaluation. Ground truth has been extracted from visual observations by human agents on different beach sites along the Catalan area. After collecting the evaluation data set, the performance between different computational intelligence approaches have been compared. The outperforming one in terms of its generalization capability has been selected for prediction recall. Different tests have been conducted in order to assess the prediction capability of the

  16. Challenges of serious games

    Directory of Open Access Journals (Sweden)

    B. Fernández-Manjón

    2015-11-01

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

  17. Making Sense and Nonsense: Comparing Mediated Discourse and Agential Realist Approaches to Materiality in a Preschool Makerspace

    Science.gov (United States)

    Wohlwend, Karen E.; Peppler, Kylie A.; Keune, Anna; Thompson, Naomi

    2017-01-01

    Two approaches to materiality (i.e. mediated discourse and agential realism) are compared to explore their usefulness in tracking literacies in action and artefacts produced during a play and design activity in a preschool makerspace. Mediated discourse analysis has relied on linguistic framing and social semiotics to make sense of multimodality.…

  18. Alien and invasive woody species in the dunes of the Wadden Sea Island of Vlieland: a remote sensing approach

    NARCIS (Netherlands)

    Hantson, W.; Kooistra, L.; Slim, P.A.

    2010-01-01

    In this study we mapped (alien) invasive shrubs for management and conservation purposes. On the study site, the Wadden Sea Island of Vlieland, they are a serious treat for the quality of the grey dune habitat. We developed a remote sensing approach that delivers detailed and standardized maps of

  19. Internet gaming addiction: current perspectives

    Science.gov (United States)

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  20. Internet gaming addiction: current perspectives.

    Science.gov (United States)

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  1. Convex games versus clan games

    NARCIS (Netherlands)

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

    2008-01-01

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

  2. Convex Games versus Clan Games

    NARCIS (Netherlands)

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

    2006-01-01

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

  3. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

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

  4. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

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

  5. Unity multiplayer games

    CERN Document Server

    Stagner, Alan

    2013-01-01

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

  6. The Education Game.

    Science.gov (United States)

    Lubar, David

    1982-01-01

    Four programs are reviewed: Crossword Magic, Master Type, The Vocabulary Baseball Game, and Meet the Presidents. The major innovations highlighted by the products selected are the ways the creators turned learning into a game. It is noted that whether this approach is desirable is for the individual teacher to decide. (MP)

  7. The Chinese House Game.

    Science.gov (United States)

    Lee, James R.

    1989-01-01

    Discussion of the use of simulations to teach international relations (IR) highlights the Chinese House Game, a computer-based decision-making game based on Inter Nation Simulation (INS). Topics discussed include the increasing role of artificial intelligence in IR simulations, multi-disciplinary approaches, and the direction of IR as a…

  8. Quantum correlation games

    International Nuclear Information System (INIS)

    Iqbal, Azhar; Weigert, Stefan

    2004-01-01

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

  9. Inactivation of tumor suppressor genes and cancer therapy: An evolutionary game theory approach.

    Science.gov (United States)

    Khadem, Heydar; Kebriaei, Hamed; Veisi, Zahra

    2017-06-01

    Inactivation of alleles in tumor suppressor genes (TSG) is one of the important issues resulting in evolution of cancerous cells. In this paper, the evolution of healthy, one and two missed allele cells is modeled using the concept of evolutionary game theory and replicator dynamics. The proposed model also takes into account the interaction rates of the cells as designing parameters of the system. Different combinations of the equilibrium points of the parameterized nonlinear system is studied and categorized into some cases. In each case, the interaction rates' values are suggested in a way that the equilibrium points of the replicator dynamics are located on an appropriate region of the state space. Based on the suggested interaction rates, it is proved that the system doesn't have any undesirable interior equilibrium point as well. Therefore, the system will converge to the desirable region, where there is a scanty level of cancerous cells. In addition, the proposed conditions for interaction rates guarantee that, when a trajectory of the system reaches the boundaries, then it will stay there forever which is a desirable property since the equilibrium points have been already located on the boundaries, appropriately. The simulation results show the effectiveness of the suggestions in the elimination of the cancerous cells in different scenarios. Copyright © 2017 Elsevier Inc. All rights reserved.

  10. A game theoretical approach for cooperative environmentally friendly cellular networks powered by the smart grid

    KAUST Repository

    Ghazzai, Hakim

    2014-11-01

    This paper investigates the collaboration between multiple mobile operators to optimize the energy efficiency of cellular networks, maximize their profits or achieve or tradeoff between both objectives. Mobile operators cooperate together by eliminating redundant base stations (BSs) using a low complexity algorithm that aims to maximize their objective functions subject to a quality of service constraint. The problem is modeled as a two-level Stackelberg game: a mobile operator level and a smart grid level. Indeed, in our framework, we assume that cellular networks are powered by multiple energy providers existing in the smart grid characterized by different pollutant levels in addition to renewable energy source deployed in BS sites. The objective is to find the best active BS combination and the optimal procurement decision needed to the network operation during collaboration by considering electricity real-time pricing. Our study includes the daily traffic variation in addition to the daily green energy availability. Our simulation results show a significant saving in terms of CO2 emissions compared to the non-collaboration case and that cooperative mobile operators exploiting renewables are more awarded than traditional operators. © 2014 IEEE.

  11. Source selection problem of competitive power plants under government intervention: a game theory approach

    Science.gov (United States)

    Mahmoudi, Reza; Hafezalkotob, Ashkan; Makui, Ahmad

    2014-06-01

    Pollution and environmental protection in the present century are extremely significant global problems. Power plants as the largest pollution emitting industry have been the cause of a great deal of scientific researches. The fuel or source type used to generate electricity by the power plants plays an important role in the amount of pollution produced. Governments should take visible actions to promote green fuel. These actions are often called the governmental financial interventions that include legislations such as green subsidiaries and taxes. In this paper, by considering the government role in the competition of two power plants, we propose a game theoretical model that will help the government to determine the optimal taxes and subsidies. The numerical examples demonstrate how government could intervene in a competitive market of electricity to achieve the environmental objectives and how power plants maximize their utilities in each energy source. The results also reveal that the government's taxes and subsidiaries effectively influence the selected fuel types of power plants in the competitive market.

  12. Strategies for Increasing the Market Share of Recycled Products—A Games Theory Approach

    Science.gov (United States)

    Batzias, Dimitris F.; Pollalis, Yannis A.

    2009-08-01

    A methodological framework (including 28 activity stages and 10 decision nodes) has been designed under the form of an algorithmic procedure for the development of strategies for increasing the market share of recycled products within a games theory context. A case example is presented referring to a paper market, where a recycling company (RC) is in competition with a virgin-raw-material-using company (VC). The strategies of the VC, for increasing its market share, are the strengthening of (and advertisement based on) the high quality (VC1), the high reliability (VC2), the combination quality and reliability, putting emphasis on the first component (VC3), the combination quality and reliability, putting emphasis on the second component (VC4). The strategies of the RC, for increasing its market share, are proper advertisement based on the low price of produced recycled paper satisfying minimum quality requirements (RC1), the combination of low price with sensitization of the public as regards environmental and materials-saving issues, putting emphasis on the first component (RC2), the same combination, putting emphasis on the second component (RC3). Analysis of all possible situations for the case example under examination is also presented.

  13. Game Design and Development as Mathematical Activities

    DEFF Research Database (Denmark)

    Jensen, Erik Ottar; Hanghøj, Thorkild; Misfeldt, Morten

    2016-01-01

    education which have mostly been tied to students making learning games involving specific mathematical content. Game design activities are reported to have a motivational pull for students. A challenge seems to be that the students are mostly motivated by the game design or the programming activities...... between user and goal through the computational artifacts being used. The framework serves as a lens for making sense of computer game design as a context for learning mathematics....

  14. Ethical approach to digital skills. Sense and use in virtual educational spaces

    Directory of Open Access Journals (Sweden)

    Juan GARCÍA-GUTIÉRREZ

    2013-12-01

    Full Text Available In the context of technology and cyberspace, should we do everything we can do? The answer given to this question is not ethical, is political: safety. The safety and security are overshadowing the ethical question about the meaning of technology. Cyberspace imposes a "new logic" and new forms of "ownership". When it comes to the Internet in relation to children not always adopt logic of accountability to the cyberspace, Internet showing a space not only ethical and technical. We talk about safe Internet, Internet healthy, and Internet Fit for Children... why not talk over Internet ethics? With this work we approach digital skills as those skills that help us to position ourselves and guide us in cyberspace. Something that is not possible without also ethical skills. So, in this article we will try to build and propose a model for analyzing the virtual learning spaces (and cyberspace in general based on the categories of "use" and "sense" as different levels of ownership that indicate the types of competences needed to access cyberspace.  

  15. A simple semi-automatic approach for land cover classification from multispectral remote sensing imagery.

    Directory of Open Access Journals (Sweden)

    Dong Jiang

    Full Text Available Land cover data represent a fundamental data source for various types of scientific research. The classification of land cover based on satellite data is a challenging task, and an efficient classification method is needed. In this study, an automatic scheme is proposed for the classification of land use using multispectral remote sensing images based on change detection and a semi-supervised classifier. The satellite image can be automatically classified using only the prior land cover map and existing images; therefore human involvement is reduced to a minimum, ensuring the operability of the method. The method was tested in the Qingpu District of Shanghai, China. Using Environment Satellite 1(HJ-1 images of 2009 with 30 m spatial resolution, the areas were classified into five main types of land cover based on previous land cover data and spectral features. The results agreed on validation of land cover maps well with a Kappa value of 0.79 and statistical area biases in proportion less than 6%. This study proposed a simple semi-automatic approach for land cover classification by using prior maps with satisfied accuracy, which integrated the accuracy of visual interpretation and performance of automatic classification methods. The method can be used for land cover mapping in areas lacking ground reference information or identifying rapid variation of land cover regions (such as rapid urbanization with convenience.

  16. Book Review: Sense of the City. An alternate approach to urbanism. (2005, Zardini, M. (ed.

    Directory of Open Access Journals (Sweden)

    Felipe Espinosa Parra

    2014-07-01

    Full Text Available Una aproximación sensorial a la ciudad es lo que propone Sense of the City. An alternate approach to urbanism (2005, libro que acompañó a la exhibición del mismo nombre organizada por el Canadian Centre for Architecture (CCA entre octubre de 2005 y septiembre de 2006 en la ciudad de Montréal. Los autores de este libro son destacados historiadores, arquitectos, psicólogos, sociólogos y curadores, que provienen de distintas universidades de la región de Québec. En sus ensayos, se instala la idea de una ciudad real y material, que ha sido creada y construida para ser habitada y pensada. Si bien el libro no trata de una ciudad en particular, Montréal ocupa un lugar privilegiado como objeto de observación. El objetivo de este trabajo es, a partir de múltiples miradas, observar las ciudades en sus diversas dimensiones para de esta manera tener una mejor comprensión de su funcionamiento y sus transformaciones.

  17. Remote sensing-based measurement of Living Environment Deprivation: Improving classical approaches with machine learning.

    Directory of Open Access Journals (Sweden)

    Daniel Arribas-Bel

    Full Text Available This paper provides evidence on the usefulness of very high spatial resolution (VHR imagery in gathering socioeconomic information in urban settlements. We use land cover, spectral, structure and texture features extracted from a Google Earth image of Liverpool (UK to evaluate their potential to predict Living Environment Deprivation at a small statistical area level. We also contribute to the methodological literature on the estimation of socioeconomic indices with remote-sensing data by introducing elements from modern machine learning. In addition to classical approaches such as Ordinary Least Squares (OLS regression and a spatial lag model, we explore the potential of the Gradient Boost Regressor and Random Forests to improve predictive performance and accuracy. In addition to novel predicting methods, we also introduce tools for model interpretation and evaluation such as feature importance and partial dependence plots, or cross-validation. Our results show that Random Forest proved to be the best model with an R2 of around 0.54, followed by Gradient Boost Regressor with 0.5. Both the spatial lag model and the OLS fall behind with significantly lower performances of 0.43 and 0.3, respectively.

  18. Different approaches for sensing captopril based on functionalized graphene quantum dots as photoluminescent probe

    Energy Technology Data Exchange (ETDEWEB)

    Toloza, Carlos A.T.; Khan, Sarzamin; Silva, Renan L.D. [Department of Chemistry, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro 22451-900 (Brazil); Romani, Eric C.; Freire, F.L. [Department of Physics, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro 22451-900 (Brazil); Aucélio, Ricardo Q., E-mail: aucelior@puc-rio.br [Department of Chemistry, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro 22451-900 (Brazil)

    2016-11-15

    The determination of captopril is proposed using graphene quantum dots produced by the pyrolysis of citric acid and glutathione (GSH-GQDs). Captopril induces both quenching and spectral red-shifting in the photoluminescence from aqueous dispersions of GSH-GQDs. By employing Fe{sup 3+} as mediator (that enables signal quenching of GSH-GQDs), the presence of captopril restored the photoluminescence of quantum dots. Under optimized experimental conditions, the signal quenching from the GSH-GQDs as function of the concentration of captopril showed a linear response range covering three orders of magnitude (10{sup −6} to 10{sup −4} mol L{sup −1}). The proposed approaches were tested by determining captopril in simulated samples and in commercial pharmaceutical formulations. The measurement of either the spectral shifting observed of the GSH-GQDs probe or the photoluminescence switch on/off using GQDs-GSH-Fe{sup 3+} resulted in satisfactory recoveries of captopril, showing the quantitative sensing potential.

  19. Remote Sensing Approach for Documenting the Conversion of Mangroves to Aquaculture

    Science.gov (United States)

    Peneva, E.

    2007-12-01

    The loss of mangrove forests to aquaculture, particularly shrimp farming, in coastal Thailand presents serious environmental and societal problems. Shrimp farming is one of the fastest growing aquaculture sectors in many parts of the world, as well as one of the most controversial. In spite of considerable work put into understanding the impacts of shrimp aquaculture, few studies provide detailed assessment of the issue through time. This research compares three change detection techniques (Object-based; Change Vector Analysis (CVA); and Integrated GIS and Remote Sensing) in order to assess the mangrove conversion caused by aquaculture development in Krabi Province, Thailand between 1989, 2001 and 2007 using Landsat TM data. All three methods provide valuable information though each has its own merits. Preliminary results show 40% loss of mangroves between 1989 and 2007, 25% of which is to aquaculture development, 10% to urban, and 5% to agricultural land. This study will help establish a methodology that will aid coastal communities in Southeast Asia in determining sustainable land use management approaches.

  20. A combined field/remote sensing approach for characterizing landslide risk in coastal areas

    Science.gov (United States)

    Francioni, Mirko; Coggan, John; Eyre, Matthew; Stead, Doug

    2018-05-01

    Understanding the key factors controlling slope failure mechanisms in coastal areas is the first and most important step for analyzing, reconstructing and predicting the scale, location and extent of future instability in rocky coastlines. Different failure mechanisms may be possible depending on the influence of the engineering properties of the rock mass (including the fracture network), the persistence and type of discontinuity and the relative aspect or orientation of the coastline. Using a section of the North Coast of Cornwall, UK, as an example we present a multi-disciplinary approach for characterizing landslide risk associated with coastal instabilities in a blocky rock mass. Remotely captured terrestrial and aerial LiDAR and photogrammetric data were interrogated using Geographic Information System (GIS) techniques to provide a framework for subsequent analysis, interpretation and validation. The remote sensing mapping data was used to define the rock mass discontinuity network of the area and to differentiate between major and minor geological structures controlling the evolution of the North Coast of Cornwall. Kinematic instability maps generated from aerial LiDAR data using GIS techniques and results from structural and engineering geological surveys are presented. With this method, it was possible to highlight the types of kinematic failure mechanism that may generate coastal landslides and highlight areas that are more susceptible to instability or increased risk of future instability. Multi-temporal aerial LiDAR data and orthophotos were also studied using GIS techniques to locate recent landslide failures, validate the results obtained from the kinematic instability maps through site observations and provide improved understanding of the factors controlling the coastal geomorphology. The approach adopted is not only useful for academic research, but also for local authorities and consultancy's when assessing the likely risks of coastal instability.

  1. Mining Experiential Patterns from Game-Logs of Board Game

    Directory of Open Access Journals (Sweden)

    Liang Wang

    2015-01-01

    Full Text Available In board games, game-logs record past game processes, which can be regarded as an accumulation of experience. Similar to a real person, a computer player can gradually increase its skill by learning from game-logs. Therefore, the game becomes more interesting. This paper proposes an extensible approach to mine experiential patterns from increasing game-logs. The computer player improves its strategies by utilizing these growing patterns, just as it acquires experience. To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an experiment consisting of a series of tests. Experimental results show that our approach is effective and efficient.

  2. A filter bank approach for LED illumintaion sensing based on frequency division multiplexing

    NARCIS (Netherlands)

    Yang, Hongming; Bergmans, J.W.M.; Schenk, T.C.W.

    2009-01-01

    In this work, we consider illumination sensing in a light emitting diode (LED) based illumination system that normally consists of a large number of LEDs. Illumination sensing is used in order to facilitate the control of such system whose complexity, due to the large number of LEDs, can be quite

  3. Bird Migration Under Climate Change - A Mechanistic Approach Using Remote Sensing

    Science.gov (United States)

    Smith, James A.; Blattner, Tim; Messmer, Peter

    2010-01-01

    The broad-scale reductions and shifts that may be expected under climate change in the availability and quality of stopover habitat for long-distance migrants is an area of increasing concern for conservation biologists. Researchers generally have taken two broad approaches to the modeling of migration behaviour to understand the impact of these changes on migratory bird populations. These include models based on causal processes and their response to environmental stimulation, "mechanistic models", or models that primarily are based on observed animal distribution patterns and the correlation of these patterns with environmental variables, i.e. "data driven" models. Investigators have applied the latter technique to forecast changes in migration patterns with changes in the environment, for example, as might be expected under climate change, by forecasting how the underlying environmental data layers upon which the relationships are built will change over time. The learned geostatstical correlations are then applied to the modified data layers.. However, this is problematic. Even if the projections of how the underlying data layers will change are correct, it is not evident that the statistical relationships will remain the same, i.e. that the animal organism may not adapt its' behaviour to the changing conditions. Mechanistic models that explicitly take into account the physical, biological, and behaviour responses of an organism as well as the underlying changes in the landscape offer an alternative to address these shortcomings. The availability of satellite remote sensing observations at multiple spatial and temporal scales, coupled with advances in climate modeling and information technologies enable the application of the mechanistic models to predict how continental bird migration patterns may change in response to environmental change. In earlier work, we simulated the impact of effects of wetland loss and inter-annual variability on the fitness of

  4. Health Newscasts for Increasing Influenza Vaccination Coverage: An Inductive Reasoning Game Approach

    Science.gov (United States)

    Breban, Romulus

    2011-01-01

    Both pandemic and seasonal influenza are receiving more attention from mass media than ever before. Topics such as epidemic severity and vaccination are changing the way in which we perceive the utility of disease prevention. Voluntary influenza vaccination has been recently modeled using inductive reasoning games. It has thus been found that severe epidemics may occur because individuals do not vaccinate and, instead, attempt to benefit from the immunity of their peers. Such epidemics could be prevented by voluntary vaccination if incentives were offered. However, a key assumption has been that individuals make vaccination decisions based on whether there was an epidemic each influenza season; no other epidemiological information is available to them. In this work, we relax this assumption and investigate the consequences of making more informed vaccination decisions while no incentives are offered. We obtain three major results. First, individuals will not cooperate enough to constantly prevent influenza epidemics through voluntary vaccination no matter how much they learned about influenza epidemiology. Second, broadcasting epidemiological information richer than whether an epidemic occurred may stabilize the vaccination coverage and suppress severe influenza epidemics. Third, the stable vaccination coverage follows the trend of the perceived benefit of vaccination. However, increasing the amount of epidemiological information released to the public may either increase or decrease the perceived benefit of vaccination. We discuss three scenarios where individuals know, in addition to whether there was an epidemic, (i) the incidence, (ii) the vaccination coverage and (iii) both the incidence and the vaccination coverage, every influenza season. We show that broadcasting both the incidence and the vaccination coverage could yield either better or worse vaccination coverage than broadcasting each piece of information on its own. PMID:22205944

  5. Health newscasts for increasing influenza vaccination coverage: an inductive reasoning game approach.

    Science.gov (United States)

    Breban, Romulus

    2011-01-01

    Both pandemic and seasonal influenza are receiving more attention from mass media than ever before. Topics such as epidemic severity and vaccination are changing the way in which we perceive the utility of disease prevention. Voluntary influenza vaccination has been recently modeled using inductive reasoning games. It has thus been found that severe epidemics may occur because individuals do not vaccinate and, instead, attempt to benefit from the immunity of their peers. Such epidemics could be prevented by voluntary vaccination if incentives were offered. However, a key assumption has been that individuals make vaccination decisions based on whether there was an epidemic each influenza season; no other epidemiological information is available to them. In this work, we relax this assumption and investigate the consequences of making more informed vaccination decisions while no incentives are offered. We obtain three major results. First, individuals will not cooperate enough to constantly prevent influenza epidemics through voluntary vaccination no matter how much they learned about influenza epidemiology. Second, broadcasting epidemiological information richer than whether an epidemic occurred may stabilize the vaccination coverage and suppress severe influenza epidemics. Third, the stable vaccination coverage follows the trend of the perceived benefit of vaccination. However, increasing the amount of epidemiological information released to the public may either increase or decrease the perceived benefit of vaccination. We discuss three scenarios where individuals know, in addition to whether there was an epidemic, (i) the incidence, (ii) the vaccination coverage and (iii) both the incidence and the vaccination coverage, every influenza season. We show that broadcasting both the incidence and the vaccination coverage could yield either better or worse vaccination coverage than broadcasting each piece of information on its own.

  6. Contested issues game structuring approach - CIGAS workshop Houston report, results and reflection : Exploring stakeholder-based joint commitment to action for flood protection decision-making in the Houston Galveston Bay Area

    NARCIS (Netherlands)

    Kothuis, B.L.M.; Slinger, J.H.; Cunningham, S.W.

    2014-01-01

    CIGAS stands for Contested Issues Game Structuring Approach. CIGAS is a practice developed specifically for contested environments, which strives to enhance participant’s insight by means of game structuring and system modeling techniques. Within this practice participants are understood to have

  7. Novel sensing approach for LPG leakage detection: Part II: Effects of particle size, composition and coating layer thickness

    KAUST Repository

    Mukhopadhyay, Subhas

    2015-10-30

    Prominent research has been going on to develop a low-cost, efficient gas sensing system. The paper presents a continuation of our earlier research work done to develop a new sensing approach for gas detection at ambient conditions. The work exhibits the optimization of the response time of the sensor by inhabiting characteristic changes like variation in the concentration of the dispersion medium, thickness of the coating and the size of the dispersed medium. Different concentrations of the dispersion medium in the coated suspension were tested to determine the optimal composition required to achieve the highest sensitivity of the tin oxide (SnO2) layer towards the tested gas. The control over adsorption and desorption of the gas molecules in the coated layer was achieved by investigating the particle size of the dispersed medium. The response time of the coated sensor was encouraging and owns a promising potential to the development of a more efficient gas sensing system.

  8. Post-Processing Approach for Refining Raw Land Cover Change Detection of Very High-Resolution Remote Sensing Images

    Directory of Open Access Journals (Sweden)

    Zhiyong Lv

    2018-03-01

    Full Text Available In recent decades, land cover change detection (LCCD using very high-spatial resolution (VHR remote sensing images has been a major research topic. However, VHR remote sensing images usually lead to a large amount of noises in spectra, thereby reducing the reliability of the detected results. To solve this problem, this study proposes an object-based expectation maximization (OBEM post-processing approach for enhancing raw LCCD results. OBEM defines a refinement of the labeling in a detected map to enhance its raw detection accuracies. Current mainstream change detection (preprocessing techniques concentrate on proposing a change magnitude measurement or considering image spatial features to obtain a change detection map. The proposed OBEM approach is a new solution to enhance change detection accuracy by refining the raw result. Post-processing approaches can achieve competitive accuracies to the preprocessing methods, but in a direct and succinct manner. The proposed OBEM post-processing method synthetically considers multi-scale segmentation and expectation maximum algorithms to refine the raw change detection result. Then, the influence of the scale of segmentation on the LCCD accuracy of the proposed OBEM is investigated. Four pairs of remote sensing images, one of two pairs (aerial image with 0.5 m/pixel resolution which depict two landslide sites on Landtau Island, Hong Kong, China, are used in the experiments to evaluate the effectiveness of the proposed approach. In addition, the proposed approach is applied, and validated by two case studies, LCCD in Tianjin City China (SPOT-5 satellite image with 2.5 m/pixel resolution and Mexico forest fire case (Landsat TM images with 30 m/pixel resolution, respectively. Quantitative evaluations show that the proposed OBEM post-processing approach can achieve better performance and higher accuracies than several commonly used preprocessing methods. To the best of the authors’ knowledge, this type

  9. Concurrent Respiratory Motion Correction of Abdominal PET and DCE-MRI using a Compressed Sensing Approach.

    Science.gov (United States)

    Fuin, Niccolo; Catalano, Onofrio Antonio; Scipioni, Michele; Canjels, Lisanne P W; Izquierdo, David; Pedemonte, Stefano; Catana, Ciprian

    2018-01-25

    Purpose: We present an approach for concurrent reconstruction of respiratory motion compensated abdominal DCE-MRI and PET data in an integrated PET/MR scanner. The MR and PET reconstructions share the same motion vector fields (MVFs) derived from radial MR data; the approach is robust to changes in respiratory pattern and do not increase the total acquisition time. Methods: PET and DCE-MRI data of 12 oncological patients were simultaneously acquired for 6 minutes on an integrated PET/MR system after administration of 18 F-FDG and gadoterate meglumine. Golden-angle radial MR data were continuously acquired simultaneously with PET data and sorted into multiple motion phases based on a respiratory signal derived directly from the radial MR data. The resulting multidimensional dataset was reconstructed using a compressed sensing approach that exploits sparsity among respiratory phases. MVFs obtained using the full 6-minute (MC_6-min) and only the last 1 minute (MC_1-min) of data were incorporated into the PET reconstruction to obtain motion-corrected PET images and in an MR iterative reconstruction algorithm to produce a series of motion-corrected DCE-MRI images (moco_GRASP). The motion-correction methods (MC_6-min and MC_1-min) were evaluated by qualitative analysis of the MR images and quantitative analysis of maximum and mean standardized uptake values (SUV max , SUVmean), contrast, signal-to-noise ratio (SNR) and lesion volume in the PET images. Results: Motion corrected MC_6-min PET images demonstrated 30%, 23%, 34% and 18% increases in average SUV max , SUVmean, contrast and SNR, and an average 40% reduction in lesion volume with respect to the non-motion-corrected PET images. The changes in these figures of merit were smaller but still substantial for the MC_1-min protocol: 19%, 10%, 15% and 9% increases in average SUV max , SUVmean, contrast and SNR; and a 28% reduction in lesion volume. Moco_GRASP images were deemed of acceptable or better diagnostic image

  10. Tobacco Content in Video Games: Categorization of Tobacco Typologies and Gamer Recall.

    Science.gov (United States)

    Forsyth, Susan R; Malone, Ruth E

    2017-11-15

    Tobacco content has been identified in popular video games played by adolescents. To date, there are no established instruments for categorizing tobacco content. We describe development and demonstrate the use of an instrument to categorize types of tobacco content. Interviews were conducted with 61 participants: 20 adolescents (mean age 17.7), and 41 adults (mean age 23.9), who discussed favorite games and recalled tobacco content. All games mentioned were examined for tobacco content by watching movies of game play on YouTube, examining individual game Wiki sites, and reviewing content descriptors provided by the Entertainment Software Rating Board (ESRB), Common Sense Media and the Internet Movie Database (IMDb). A typology of tobacco content was created and correlated with gamer recall of tobacco content. Participants together mentioned 366 games, of which 152 were unique. Tobacco content was verified in 39.5% (60/152) of games. Six categories of content were identified, including "no tobacco content." Of games containing tobacco, 88% (53/60) contained at least two categories of content. Games with more categories were associated with greater gamer recall of tobacco content. Tobacco content is present in video games and consciously recalled by players, with higher accuracy of recall associated with games featuring multiple types of tobacco content and more engaging, player-active content. Playing video games is now a daily part of most adolescents' lives. Tobacco content is present in many popular games. Currently there are no published instruments to assist in categorizing tobacco content in video games. This study describes a systematic approach to categorizing tobacco content in video games and demonstrates that games featuring more categories of tobacco content are associated with more accurate gamer recall of the presence of tobacco content when compared with games with fewer categories of content. Understanding the extent of such content will be essential

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

    DEFF Research Database (Denmark)

    Triantafyllou, Evangelia; Misfeldt, Morten; Timcenko, Olga

    2015-01-01

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

  12. The Effect of Age on Teachers' Intention to Use Educational Video Games: A TAM Approach

    Science.gov (United States)

    Sánchez-Mena, Antonio; Martí-Parreño, José; Aldás-Manzano, Joaquín

    2017-01-01

    Educational video games (EVGs) are gaining momentum as a means of increasing students' motivation in their learning process. Nevertheless, teachers might face several barriers that dissuade them from using educational video games in their courses. This study analyses factors affecting teachers' behavioural intention to use educational video games…

  13. Robust optimal control design using a differential game approach for open-loop linear quadratic descriptor systems

    NARCIS (Netherlands)

    Musthofa, M.W.; Salmah, S.; Engwerda, Jacob; Suparwanto, A.

    This paper studies the robust optimal control problem for descriptor systems. We applied differential game theory to solve the disturbance attenuation problem. The robust control problem was converted into a reduced ordinary zero-sum game. Within a linear quadratic setting, we solved the problem for

  14. Timeability in Extensive-Form Games

    DEFF Research Database (Denmark)

    Jakobsen, Sune K.; Sørensen, Troels Bjerre; Conitzer, Vincent

    2016-01-01

    Extensive-form games constitute the standard representation scheme for games with a temporal component. But do all extensive-form games correspond to protocols that we can implement in the real world? We often rule out games with imperfect recall, which prescribe that an agent forget something...... that she knew before. In this paper, we show that even some games with perfect recall can be problematic to implement. Specifically, we show that if the agents have a sense of time passing (say, access to a clock), then some extensive-form games can no longer be implemented; no matter how we attempt...... to time the game, some information will leak to the agents that they are not supposed to have. We say such a game is not exactly timeable. We provide easy-to-check necessary and sufficient conditions for a game to be exactly timeable. Most of the technical depth of the paper concerns how to approximately...

  15. A Game-theoretical Approach for Distributed Cooperative Control of Autonomous Underwater Vehicles

    KAUST Repository

    Lu, Yimeng

    2018-01-01

    design and learning process of the algorithm are modified to fit specific constraints of underwater exploration/monitoring tasks. The revised approach can take the real scenario of underwater monitoring applications such as the effect of sea current

  16. An optical sensing approach for the noninvasive transdermal monitoring of cortisol

    Science.gov (United States)

    Hwang, Yongsoon; Gupta, Niraj K.; Ojha, Yagya R.; Cameron, Brent D.

    2016-03-01

    Cortisol, a biomarker of stress, has recently been shown to have potential in evaluating the physiological state of individuals diagnosed with stress-related conditions including chronic fatigue syndrome. Noninvasive techniques to extract biomarkers from the body are a topic of considerable interest. One such technique to achieve this is known as reverse iontophoresis (RI) which is capable of extracting biomolecules through the skin. Unfortunately, however, the extracted levels are often considerably lower in concentration than those found in blood, thereby requiring a very sensitive analytical method with a low limit of detection. A promising sensing approach, which is well suited to handle such samples, is Surface Plasmon Resonance (SPR) spectroscopy. When coupled with aptamer modified surfaces, such sensors can achieve both selectivity and the required sensitivity. In this study, fabrication and characterization of a RIbased SPR biosensor for the measurement of cortisol has been developed. The optical mount and diffusion cell were both fabricated through the use of 3D printing techniques. The SPR sensor was configured to employ a prism couplerbased arrangement with a laser generation module and CCD line sensor. Cortisol-specific DNA aptamers were immobilized onto a gold surface to achieve the necessary selectivity. For demonstration purposes, cortisol was extracted by the RI system using a skin phantom flow system capable of generating time dependent concentration profiles. The captured sample was then transported using a micro-fluidic platform from the RI collection site to the SPR sensor for real-time monitoring. Analysis and system control was accomplished within a developed LabVIEW® program.

  17. Forecasting Precipitation over the MENA Region: A Data Mining and Remote Sensing Based Approach

    Science.gov (United States)

    Elkadiri, R.; Sultan, M.; Elbayoumi, T.; Chouinard, K.

    2015-12-01

    We developed and applied an integrated approach to construct predictive tools with lead times of 1 to 12 months to forecast precipitation amounts over the Middle East and North Africa (MENA) region. The following steps were conducted: (1) acquire and analyze temporal remote sensing-based precipitation datasets (i.e. Tropical Rainfall Measuring Mission [TRMM]) over five main water source regions in the MENA area (i.e. Atlas Mountains in Morocco, Southern Sudan, Red Sea Hills of Yemen, and Blue Nile and White Nile source areas) throughout the investigation period (1998 to 2015), (2) acquire and extract monthly values for all of the climatic indices that are likely to influence the climatic patterns over the MENA region (e.g., Northern Atlantic Oscillation [NOI], Southern Oscillation Index [SOI], and Tropical North Atlantic Index [TNA]); and (3) apply data mining methods to extract relationships between the observed precipitation and the controlling factors (climatic indices) and use predictive tools to forecast monthly precipitation over each of the identified pilot study areas. Preliminary results indicate that by using the period from January 1998 until August 2012 for model training and the period from September 2012 to January 2015 for testing, precipitation can be successfully predicted with a three-months lead over South West Yemen, Atlas Mountains in Morocco, Southern Sudan, Blue Nile sources and White Nile sources with confidence (Pearson correlation coefficient: 0.911, 0.823, 0.807, 0.801 and 0.895 respectively). Future work will focus on applying this technique for prediction of precipitation over each of the climatically contiguous areas of the MENA region. If our efforts are successful, our findings will lead the way to the development and implementation of sound water management scenarios for the MENA countries.

  18. Ludic Educational Game Creation Tool

    DEFF Research Database (Denmark)

    Vidakis, Nikolaos; Syntychakis, Efthimios; Kalafatis, Konstantinos

    2015-01-01

    This paper presents initial findings and ongoing work of the game creation tool, a core component of the IOLAOS(IOLAOS in ancient Greece was a divine hero famed for helping with some of Heracles’s labors.) platform, a general open authorable framework for educational and training games. The game...... creation tool features a web editor, where the game narrative can be manipulated, according to specific needs. Moreover, this tool is applied for creating an educational game according to a reference scenario namely teaching schoolers road safety. A ludic approach is used both in game creation and play....... Helping children staying safe and preventing serious injury on the roads is crucial. In this context, this work presents an augmented version of the IOLAOS architecture including an enhanced game creation tool and a new multimodality module. In addition presents a case study for creating educational games...

  19. Personalised gaming

    NARCIS (Netherlands)

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

    2012-01-01

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

  20. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

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