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Sample records for integrating cots games

  1. An Architectural Framework for Integrating COTS/GOTS/Legacy Systems

    National Research Council Canada - National Science Library

    Gee, Karen

    2000-01-01

    .... To fully realize the DoD's goal, a new architectural framework is needed. This thesis proposes an architectural framework suitable for integrating COTS/GOTS/legacy systems in a distributed, heterogeneous environment...

  2. Evolutionary Process for Integrating COTS-Based Systems (EPIC): An Overview. Key Elements in Building, Fielding, and Supporting Commercial-off-the-Shelf (COTS) Based Solutions

    National Research Council Canada - National Science Library

    Albert, Cecilia

    2002-01-01

    .... The Evolutionary Process for Integrating COTS-based systems (EPIC) redefines acquisition, management, and engineering practices to more effectively leverage the COTS marketplace and other sources of pre-existing components...

  3. A COTS RF Optical Software Defined Radio for the Integrated Radio and Optical Communications Test Bed

    Science.gov (United States)

    Nappier, Jennifer M.; Zeleznikar, Daniel J.; Wroblewski, Adam C.; Tokars, Roger P.; Schoenholz, Bryan L.; Lantz, Nicholas C.

    2016-01-01

    The Integrated Radio and Optical Communications (iROC) project at the National Aeronautics and Space Administration (NASA) is investigating the merits of a hybrid radio frequency (RF) and optical communication system for deep space missions. In an effort to demonstrate the feasibility and advantages of a hybrid RFOptical software defined radio (SDR), a laboratory prototype was assembled from primarily commercial-off-the-shelf (COTS) hardware components. This COTS platform has been used to demonstrate simultaneous transmission of the radio and optical communications waveforms through to the physical layer (telescope and antenna). This paper details the hardware and software used in the platform and various measures of its performance. A laboratory optical receiver platform has also been assembled in order to demonstrate hybrid free space links in combination with the transmitter.

  4. Integration experiences and performance studies of A COTS parallel archive systems

    Energy Technology Data Exchange (ETDEWEB)

    Chen, Hsing-bung [Los Alamos National Laboratory; Scott, Cody [Los Alamos National Laboratory; Grider, Bary [Los Alamos National Laboratory; Torres, Aaron [Los Alamos National Laboratory; Turley, Milton [Los Alamos National Laboratory; Sanchez, Kathy [Los Alamos National Laboratory; Bremer, John [Los Alamos National Laboratory

    2010-01-01

    Current and future Archive Storage Systems have been asked to (a) scale to very high bandwidths, (b) scale in metadata performance, (c) support policy-based hierarchical storage management capability, (d) scale in supporting changing needs of very large data sets, (e) support standard interface, and (f) utilize commercial-off-the-shelf(COTS) hardware. Parallel file systems have been asked to do the same thing but at one or more orders of magnitude faster in performance. Archive systems continue to move closer to file systems in their design due to the need for speed and bandwidth, especially metadata searching speeds such as more caching and less robust semantics. Currently the number of extreme highly scalable parallel archive solutions is very small especially those that will move a single large striped parallel disk file onto many tapes in parallel. We believe that a hybrid storage approach of using COTS components and innovative software technology can bring new capabilities into a production environment for the HPC community much faster than the approach of creating and maintaining a complete end-to-end unique parallel archive software solution. In this paper, we relay our experience of integrating a global parallel file system and a standard backup/archive product with a very small amount of additional code to provide a scalable, parallel archive. Our solution has a high degree of overlap with current parallel archive products including (a) doing parallel movement to/from tape for a single large parallel file, (b) hierarchical storage management, (c) ILM features, (d) high volume (non-single parallel file) archives for backup/archive/content management, and (e) leveraging all free file movement tools in Linux such as copy, move, ls, tar, etc. We have successfully applied our working COTS Parallel Archive System to the current world's first petaflop/s computing system, LANL's Roadrunner, and demonstrated its capability to address requirements of

  5. Integration experiments and performance studies of a COTS parallel archive system

    Energy Technology Data Exchange (ETDEWEB)

    Chen, Hsing-bung [Los Alamos National Laboratory; Scott, Cody [Los Alamos National Laboratory; Grider, Gary [Los Alamos National Laboratory; Torres, Aaron [Los Alamos National Laboratory; Turley, Milton [Los Alamos National Laboratory; Sanchez, Kathy [Los Alamos National Laboratory; Bremer, John [Los Alamos National Laboratory

    2010-06-16

    Current and future Archive Storage Systems have been asked to (a) scale to very high bandwidths, (b) scale in metadata performance, (c) support policy-based hierarchical storage management capability, (d) scale in supporting changing needs of very large data sets, (e) support standard interface, and (f) utilize commercial-off-the-shelf (COTS) hardware. Parallel file systems have been asked to do the same thing but at one or more orders of magnitude faster in performance. Archive systems continue to move closer to file systems in their design due to the need for speed and bandwidth, especially metadata searching speeds such as more caching and less robust semantics. Currently the number of extreme highly scalable parallel archive solutions is very small especially those that will move a single large striped parallel disk file onto many tapes in parallel. We believe that a hybrid storage approach of using COTS components and innovative software technology can bring new capabilities into a production environment for the HPC community much faster than the approach of creating and maintaining a complete end-to-end unique parallel archive software solution. In this paper, we relay our experience of integrating a global parallel file system and a standard backup/archive product with a very small amount of additional code to provide a scalable, parallel archive. Our solution has a high degree of overlap with current parallel archive products including (a) doing parallel movement to/from tape for a single large parallel file, (b) hierarchical storage management, (c) ILM features, (d) high volume (non-single parallel file) archives for backup/archive/content management, and (e) leveraging all free file movement tools in Linux such as copy, move, Is, tar, etc. We have successfully applied our working COTS Parallel Archive System to the current world's first petafiop/s computing system, LANL's Roadrunner machine, and demonstrated its capability to address

  6. Integration of an open interface PC scene generator using COTS DVI converter hardware

    Science.gov (United States)

    Nordland, Todd; Lyles, Patrick; Schultz, Bret

    2006-05-01

    Commercial-Off-The-Shelf (COTS) personal computer (PC) hardware is increasingly capable of computing high dynamic range (HDR) scenes for military sensor testing at high frame rates. New electro-optical and infrared (EO/IR) scene projectors feature electrical interfaces that can accept the DVI output of these PC systems. However, military Hardware-in-the-loop (HWIL) facilities such as those at the US Army Aviation and Missile Research Development and Engineering Center (AMRDEC) utilize a sizeable inventory of existing projection systems that were designed to use the Silicon Graphics Incorporated (SGI) digital video port (DVP, also known as DVP2 or DD02) interface. To mate the new DVI-based scene generation systems to these legacy projection systems, CG2 Inc., a Quantum3D Company (CG2), has developed a DVI-to-DVP converter called Delta DVP. This device takes progressive scan DVI input, converts it to digital parallel data, and combines and routes color components to derive a 16-bit wide luminance channel replicated on a DVP output interface. The HWIL Functional Area of AMRDEC has developed a suite of modular software to perform deterministic real-time, wave band-specific rendering of sensor scenes, leveraging the features of commodity graphics hardware and open source software. Together, these technologies enable sensor simulation and test facilities to integrate scene generation and projection components with diverse pedigrees.

  7. A COTS RF/Optical Software Defined Radio for the Integrated Radio and Optical Communications Test Bed

    Science.gov (United States)

    Nappier, Jennifer M.; Zeleznikar, Daniel J.; Wroblewski, Adam C.; Tokars, Roger P.; Schoenholz, Bryan L.; Lantz, Nicholas C.

    2017-01-01

    The Integrated Radio and Optical Communications (iROC) project at the National Aeronautics and Space Administration (NASA) is investigating the merits of a hybrid radio frequency (RF) and optical communication system for deep space missions. In an effort to demonstrate the feasibility and advantages of a hybrid RF/Optical software defined radio (SDR), a laboratory prototype was assembled from primarily commercial-off-the-shelf (COTS) hardware components. This COTS platform has been used to demonstrate simultaneous transmission of the radio and optical communications waveforms through to the physical layer (telescope and antenna). This paper details the hardware and software used in the platform and various measures of its performance. A laboratory optical receiver platform has also been assembled in order to demonstrate hybrid free space links in combination with the transmitter.

  8. A Radar-Enabled Collaborative Sensor Network Integrating COTS Technology for Surveillance and Tracking

    Directory of Open Access Journals (Sweden)

    R. Murat Demirer

    2012-01-01

    Full Text Available The feasibility of using Commercial Off-The-Shelf (COTS sensor nodes is studied in a distributed network, aiming at dynamic surveillance and tracking of ground targets. Data acquisition by low-cost ( < $50 US miniature low-power radar through a wireless mote is described. We demonstrate the detection, ranging and velocity estimation, classification and tracking capabilities of the mini-radar, and compare results to simulations and manual measurements. Furthermore, we supplement the radar output with other sensor modalities, such as acoustic and vibration sensors. This method provides innovative solutions for detecting, identifying, and tracking vehicles and dismounts over a wide area in noisy conditions. This study presents a step towards distributed intelligent decision support and demonstrates effectiveness of small cheap sensors, which can complement advanced technologies in certain real-life scenarios.

  9. A radar-enabled collaborative sensor network integrating COTS technology for surveillance and tracking.

    Science.gov (United States)

    Kozma, Robert; Wang, Lan; Iftekharuddin, Khan; McCracken, Ernest; Khan, Muhammad; Islam, Khandakar; Bhurtel, Sushil R; Demirer, R Murat

    2012-01-01

    The feasibility of using Commercial Off-The-Shelf (COTS) sensor nodes is studied in a distributed network, aiming at dynamic surveillance and tracking of ground targets. Data acquisition by low-cost (wireless mote is described. We demonstrate the detection, ranging and velocity estimation, classification and tracking capabilities of the mini-radar, and compare results to simulations and manual measurements. Furthermore, we supplement the radar output with other sensor modalities, such as acoustic and vibration sensors. This method provides innovative solutions for detecting, identifying, and tracking vehicles and dismounts over a wide area in noisy conditions. This study presents a step towards distributed intelligent decision support and demonstrates effectiveness of small cheap sensors, which can complement advanced technologies in certain real-life scenarios.

  10. Integrating indigenous games and knowledge into Physical Education

    African Journals Online (AJOL)

    Integrating indigenous games and knowledge into Physical Education: Implications for ... The aim of this study was to analyse indigenous Zulu games towards integrating indigenous game skill and knowledge ... AJOL African Journals Online.

  11. Dynamic Assessment of COTS Converters-based DC Integrated Power Systems in Electric Ships

    DEFF Research Database (Denmark)

    Francés, Airán; Anvari-Moghaddam, Amjad; Diaz, Enrique Rodriguez

    2018-01-01

    , power electronics play a key role in linking the different elements of the power architecture. Moreover, the transition towards a dc distribution, which has already been established in other applications, is being regarded as a promising alternative to ease the integration of renewable sources......-level controllers, design protections or assess the compliance of the system dynamics with the standards. Experimental results are included in order to validate the proposed method....

  12. Vertical Integration, Exclusivity and Game Sales Performance in the U.S. Video Game Industry

    OpenAIRE

    Gil, Richard; Warzynski, Frederic

    2009-01-01

    This paper empirically investigates the relation between vertical integration and video game performance in the U.S. video game industry. For this purpose, we use a widely used data set from NPD on video game montly sales from October 2000 to October 2007. We complement these data with handly collected information on video game developers for all games in the sample and the timing of all mergers and acquisitions during that period. By doing this, we are able to separate vertically integrated ...

  13. Safety engineering with COTS components

    International Nuclear Information System (INIS)

    O'Halloran, Mark; Hall, Jon G.; Rapanotti, Lucia

    2017-01-01

    Safety-critical systems are becoming more widespread, complex and reliant on software. Increasingly they are engineered through (COTS) (Commercial Off The Shelf) components to alleviate the spiralling costs and development time, often in the context of complex supply chains. A parallel increased concern for safety has resulted in a variety of safety standards, with a growing consensus that a safety life cycle is needed which is fully integrated with the design and development life cycle, to ensure that safety has appropriate influence on the design decisions as system development progresses. In this article we explore the application of an integrated approach to safety engineering in which assurance drives the engineering process. The paper reports on the outcome of a case study on a live industrial project with a view to evaluate: its suitability for application in a real-world safety engineering setting; its benefits and limitations in counteracting some of the difficulties of safety engineering with (COTS) components across supply chains; and, its effectiveness in generating evidence which can contribute directly to the construction of safety cases. - Highlights: • Assurance as effective driver for COTS-based safety-critical system development. • Engages stakeholders, captures requirements and provides rich traceability. • Shares appropriate safety requirements across the supply chain.

  14. Integrating ICT with education: using computer games to enhance ...

    African Journals Online (AJOL)

    Integrating ICT with education: using computer games to enhance learning mathematics at undergraduate level. ... This research seeks to look into ways in which computer games as ICT tools can be used to ... AJOL African Journals Online.

  15. A systematic review of COTS evaluation and selection approaches

    Directory of Open Access Journals (Sweden)

    Rakesh Garg

    2017-11-01

    Full Text Available In the past decades, a number of researchers have made their significant contributions to develop different approaches for solving a very challenging problem of commercial off-the shelf (COTS selection. The development of software with high quality and minimum development time has always been a difficult job for the software developers. Therefore, in today’s scenario, software developers move towards the implementation of component based software engineering that relies on the integration of small pieces of code namely (COTS. In this study, we present a comprehensive descriptive explanation of the various COTS evaluation and selection approaches developed by various researchers in the past to understand the concept of COTS selection. The advantages and disadvantages of each COTS selection approach are also provided, which will give a better prospect to the readers to understand the various existing COTS evaluation and selection approaches.

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

    Science.gov (United States)

    Bacon, Melanie A.; Ault, Marilyn M.

    2009-01-01

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

  17. Game analysis of product-service integration

    Directory of Open Access Journals (Sweden)

    Heping Zhong

    2014-10-01

    Full Text Available Purpose: This paper aims at defining the value creation mechanism and income distribution strategies of product-service integration in order to promote product-service integration of a firm.Design/methodology/approach: This paper conducts researches quantitatively on the coordination mechanism of product-service integration by using game theory, and uses the methods of Shapley value and Equal growth rate to further discuss income distribution strategies of product-service integration.Findings: Product-service integration increases the total income of a firm and the added value of the income decreases as the unit price demand variation coefficient of products and services increases, while decreases as the marginal cost of products increases, decreases as the marginal cost of services increases. Moreover, the findings suggest that both income distribution strategies of product-service integration based on Shapley value method and Equal growth rate method can make the product department and service department of a firm win-win and realize the pareto improvement. The choice of what kind of distribution strategy to coordinate the actions between departments depends on the department playing dominant role in the firm. Generally speaking, for a firm at the center of market, when the product department is the main contributor to firm income, the service department will choose the income distribution strategy of product-service integration based on Shapley value method; when the service department is the main contributor to firm income, the service department will choose the income distribution strategy of product-service integration based on Equal growth rate method.Research limitations/implications: This paper makes some strict assumptions such as complete information, risk neutral, linear cost function and so on and the discussion is limited to the simple relationship between product department and service department.Practical implications: Product

  18. Vertical Integration, Exclusivity and Game Sales Performance in the U.S. Video Game Industry

    DEFF Research Database (Denmark)

    Gil, Richard; Warzynski, Frederic

    produce higher revenues, sell more units and sell at higher prices than independent games. Second, we explore the causal effect of vertical integration and find that, for the average integrated game, most of the difference in performance comes from better release period and marketing strategies...

  19. Fixed Duration Pursuit-Evasion Differential Game with Integral Constraints

    International Nuclear Information System (INIS)

    Ibragimov G I; Kuchkarov A Sh

    2013-01-01

    We investigate a pursuit-evasion differential game of countably many pursuers and one evader. Integral constraints are imposed on control functions of the players. Duration of the game is fixed and the payoff of the game is infimum of the distances between the evader and pursuers when the game is completed. Purpose of the pursuers is to minimize the payoff and that of the evader is to maximize it. Optimal strategies of the players are constructed, and the value of the game is found. It should be noted that energy resource of any pursuer may be less than that of the evader.

  20. Creating Evaluation Profiles for Games Designed to be Fun: An Interpretive Framework for Serious Game Mechanics

    DEFF Research Database (Denmark)

    Ulrich, Frank; Helms, Niels Henrik

    2017-01-01

    Background. Games can be great pedagogical tools for educators and students. COTS games (commercialoff-the-shelf) are designed for the pure purpose of leisure but can also contain educational value. Aim. In this paper, we address the potential of COTS games as serious games. We develop...... an interpretive evaluation framework that can identify the educational value in COTS games. Application. The presented framework can create evaluative profiles of the learning, social, game, and immersive mechanics of COTS games as educational tools. Moreover, the framework can position COTS games between four...... enables critical reflection on the game mechanics; thereby capturing the complexity of the game mechanics that makes COTS game both educational and fun to play....

  1. Selection Method for COTS Systems

    DEFF Research Database (Denmark)

    Hedman, Jonas; Andersson, Bo

    2014-01-01

    feature behind the method is that improved understanding of organizational ‘ends’ or goals should govern the selection of a COTS system. This can also be expressed as a match or fit between ‘ends’ (e.g. improved organizational effectiveness) and ‘means’ (e.g. implementing COTS systems). This way...

  2. Serious simulation game development for energy transition education using integrated framework game design

    Science.gov (United States)

    Destyanto, A. R.; Putri, O. A.; Hidayatno, A.

    2017-11-01

    Due to the advantages that serious simulation game offered, many areas of studies, including energy, have used serious simulation games as their instruments. However, serious simulation games in the field of energy transition still have few attentions. In this study, serious simulation game is developed and tested as the activity of public education about energy transition which is a conversion from oil to natural gas program. The aim of the game development is to create understanding and awareness about the importance of energy transition for society in accelerating the process of energy transition in Indonesia since 1987 the energy transition program has not achieved the conversion target yet due to the lack of education about energy transition for society. Developed as a digital serious simulation game following the framework of integrated game design, the Transergy game has been tested to 15 users and then analysed. The result of verification and validation of the game shows that Transergy gives significance to the users for understanding and triggering the needs of oil to natural gas conversion.

  3. Integrality gap analysis for bin packing games

    NARCIS (Netherlands)

    Kern, Walter; Qui, X.

    A cooperative bin packing game is an $N$-person game, where the player set $N$ consists of $k$ bins of capacity 1 each and $n$ items of sizes $a_1,\\dots,a_n$. The value $v(S)$ of a coalition $S$ of players is defined to be the maximum total size of items in $S$ that can be packed into the bins of

  4. Creating Evaluation Profiles for Games Designed to be Fun: An Interpretive Framework for Serious Game Mechanics

    DEFF Research Database (Denmark)

    Ulrich, Frank; Helms, Niels Henrik

    2017-01-01

    an interpretive evaluation framework that can identify the educational value in COTS games. Application. The presented framework can create evaluative profiles of the learning, social, game, and immersive mechanics of COTS games as educational tools. Moreover, the framework can position COTS games between four...... intertwined dimensions, namely pedagogical, design, knowledge, and sociotechnical considerations. Demonstration. To validate the practical application of the interpretive framework, we apply it to a real-world example. Our demonstration reveals the usefulness of the framework. Conclusions. The framework...

  5. USMC Acquisition Strategies For Cots Mobile Devices in the Tactical Environment

    Science.gov (United States)

    2017-09-01

    D., & Samtani, S. (2011). On the adaptation of commercial smartphones to tactical environments. 2011 Military Communications Conference. Retrieved...acquisition strategies to support rapid adoption and integration of emerging commercial off-the-shelf (COTS) mobile devices into the tactical domain...identified and assessed acquisition strategies to support rapid adoption and integration of emerging commercial off-the-shelf (COTS) mobile devices into

  6. The Effects of Applying Game-Based Learning to Webcam Motion Sensor Games for Autistic Students' Sensory Integration Training

    Science.gov (United States)

    Li, Kun-Hsien; Lou, Shi-Jer; Tsai, Huei-Yin; Shih, Ru-Chu

    2012-01-01

    This study aims to explore the effects of applying game-based learning to webcam motion sensor games for autistic students' sensory integration training for autistic students. The research participants were three autistic students aged from six to ten. Webcam camera as the research tool wad connected internet games to engage in motion sensor…

  7. RAGE Reusable Game Software Components and Their Integration into Serious Game Engines

    NARCIS (Netherlands)

    Van der Vegt, Wim; Nyamsuren, Enkhbold; Westera, Wim

    2016-01-01

    This paper presents and validates a methodology for integrating reusable software components in diverse game engines. While conforming to the RAGE com-ponent-based architecture described elsewhere, the paper explains how the interac-tions and data exchange processes between a reusable software

  8. Game-Based Learning in Teacher Education: A Strategy to Integrate Digital Games into Secondary Schools

    Science.gov (United States)

    Charlier, Nathalie; De Fraine, Biecke

    2012-01-01

    As educational technology is rapidly changing, greater emphasis has been placed on preparing the next generation of teachers for effective technology integration into the classrooms. In this article, the authors describe the design, implementation, and evaluation of a course on digital game-based learning (DGBL) developed for the preservice…

  9. Integrating Adaptive Games in Student-Centered Virtual Learning Environments

    Science.gov (United States)

    del Blanco, Angel; Torrente, Javier; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2010-01-01

    The increasing adoption of e-Learning technology is facing new challenges, such as how to produce student-centered systems that can be adapted to each student's needs. In this context, educational video games are proposed as an ideal medium to facilitate adaptation and tracking of students' performance for assessment purposes, but integrating the…

  10. European Integration and Postcolonial Sovereignty Games

    DEFF Research Database (Denmark)

    observation, textual, legal and institutional analysis for a new theoretical approach to understanding the strategic possibilities and subjectivity of non-sovereign entities in international politics. Bringing together research on European integration and postcolonial theory, European Integration...

  11. 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...

  12. Virtual integration: A game-theoretic approach

    OpenAIRE

    Schorer, Michael

    2014-01-01

    Embedded systems are playing a key role to enable the features of todays cars and other road vehicles. Advances in current hardware platforms of these embedded systems and growing implementation of features in software rather than in new hardware modules lead to new and continuously more complex automotive software systems. The integration process in the course of development of automotive software systems is a crucial and complex phase. An efficient combination of the set of components i...

  13. Accurate Complex Systems Design: Integrating Serious Games with Petri Nets

    Directory of Open Access Journals (Sweden)

    Kirsten Sinclair

    2016-03-01

    Full Text Available Difficulty understanding the large number of interactions involved in complex systems makes their successful engineering a problem. Petri Nets are one graphical modelling technique used to describe and check proposed designs of complex systems thoroughly. While automatic analysis capabilities of Petri Nets are useful, their visual form is less so, particularly for communicating the design they represent. In engineering projects, this can lead to a gap in communications between people with different areas of expertise, negatively impacting achieving accurate designs.In contrast, although capable of representing a variety of real and imaginary objects effectively, behaviour of serious games can only be analysed manually through interactive simulation. This paper examines combining the complementary strengths of Petri Nets and serious games. The novel contribution of this work is a serious game prototype of a complex system design that has been checked thoroughly. Underpinned by Petri Net analysis, the serious game can be used as a high-level interface to communicate and refine the design.Improvement of a complex system design is demonstrated by applying the integration to a proof-of-concept case study.   

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

    Science.gov (United States)

    Stewart, Phillip Michael, Jr.

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

  15. Integration of Active Video Games in Extracurricular Activity at Schools

    Science.gov (United States)

    Lee, Jung Eun; Huang, Charles; Pope, Zachary; Gao, Zan

    2015-01-01

    Active video games require players to be physically active. Dance Dance Revolution (DDR) is an interactive dancing game that requires fast-foot movement coordinated with energetic music and visuals. The Wii and Xbox Kinect games have also become good active video games for the promotion of physical activity participation. These games are much more…

  16. Designing and Integrating Purposeful Learning in Game Play: A Systematic Review

    Science.gov (United States)

    Ke, Fengfeng

    2016-01-01

    Via a systematic review of the literature on learning games, this article presents a systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design. A total of 69 articles ultimately met the inclusion criteria and were coded for the literature synthesis. Exemplary learning games…

  17. Integrated Solution of a Back Office System for Serious Games Targeted at Physiotherapy

    Directory of Open Access Journals (Sweden)

    Tiago Martins

    2016-01-01

    Full Text Available Serious games targeted at physiotherapy can be a solution to help the physical therapy professionals. However, the entire game management, in its various aspects, is under the professional’s responsibility. One way to reduce the professional management work will be to integrate a Back Office system in the game. Following this trend, the purpose of this paper is to present a modular Back Office system for centralized management of one or more games targeted at physical therapy.

  18. Teaching the fundamentals of biological data integration using classroom games.

    Directory of Open Access Journals (Sweden)

    Maria Victoria Schneider

    Full Text Available This article aims to introduce the nature of data integration to life scientists. Generally, the subject of data integration is not discussed outside the field of computational science and is not covered in any detail, or even neglected, when teaching/training trainees. End users (hereby defined as wet-lab trainees, clinicians, lab researchers will mostly interact with bioinformatics resources and tools through web interfaces that mask the user from the data integration processes. However, the lack of formal training or acquaintance with even simple database concepts and terminology often results in a real obstacle to the full comprehension of the resources and tools the end users wish to access. Understanding how data integration works is fundamental to empowering trainees to see the limitations as well as the possibilities when exploring, retrieving, and analysing biological data from databases. Here we introduce a game-based learning activity for training/teaching the topic of data integration that trainers/educators can adopt and adapt for their classroom. In particular we provide an example using DAS (Distributed Annotation Systems as a method for data integration.

  19. A High Performance COTS Based Computer Architecture

    Science.gov (United States)

    Patte, Mathieu; Grimoldi, Raoul; Trautner, Roland

    2014-08-01

    Using Commercial Off The Shelf (COTS) electronic components for space applications is a long standing idea. Indeed the difference in processing performance and energy efficiency between radiation hardened components and COTS components is so important that COTS components are very attractive for use in mass and power constrained systems. However using COTS components in space is not straightforward as one must account with the effects of the space environment on the COTS components behavior. In the frame of the ESA funded activity called High Performance COTS Based Computer, Airbus Defense and Space and its subcontractor OHB CGS have developed and prototyped a versatile COTS based architecture for high performance processing. The rest of the paper is organized as follows: in a first section we will start by recapitulating the interests and constraints of using COTS components for space applications; then we will briefly describe existing fault mitigation architectures and present our solution for fault mitigation based on a component called the SmartIO; in the last part of the paper we will describe the prototyping activities executed during the HiP CBC project.

  20. Integrating Evolutionary Game Theory into Mechanistic Genotype-Phenotype Mapping.

    Science.gov (United States)

    Zhu, Xuli; Jiang, Libo; Ye, Meixia; Sun, Lidan; Gragnoli, Claudia; Wu, Rongling

    2016-05-01

    Natural selection has shaped the evolution of organisms toward optimizing their structural and functional design. However, how this universal principle can enhance genotype-phenotype mapping of quantitative traits has remained unexplored. Here we show that the integration of this principle and functional mapping through evolutionary game theory gains new insight into the genetic architecture of complex traits. By viewing phenotype formation as an evolutionary system, we formulate mathematical equations to model the ecological mechanisms that drive the interaction and coordination of its constituent components toward population dynamics and stability. Functional mapping provides a procedure for estimating the genetic parameters that specify the dynamic relationship of competition and cooperation and predicting how genes mediate the evolution of this relationship during trait formation. Copyright © 2016 Elsevier Ltd. All rights reserved.

  1. A Selection Method for COTS Systems

    DEFF Research Database (Denmark)

    Hedman, Jonas

    new skills and methods supporting the process of evaluating and selecting information systems. This paper presents a method for selecting COTS systems. The method includes the following phases: problem framing, requirements and appraisal, and selection of systems. The idea and distinguishing feature...... behind the method is that improved understanding of organizational' ends' or goals should govern the selection of a COTS system. This can also be expressed as a match or fit between ‘ends' (e.g. improved organizational effectiveness) and ‘means' (e.g. implementing COTS systems). This way of approaching...

  2. Content and Language Integrated Learning through an Online Game in Primary School: A Case Study

    Science.gov (United States)

    Dourda, Kyriaki; Bratitsis, Tharrenos; Griva, Eleni; Papadopoulou, Penelope

    2014-01-01

    In this paper an educational design proposal is presented which combines two well established teaching approaches, that of Game-based Learning (GBL) and Content and Language Integrated Learning (CLIL). The context of the proposal was the design of an educational geography computer game, utilizing QR Codes and Google Earth for teaching English…

  3. How Teachers Integrate a Math Computer Game: Professional Development Use, Teaching Practices, and Student Achievement

    Science.gov (United States)

    Callaghan, M. N.; Long, J. J.; van Es, E. A.; Reich, S. M.; Rutherford, T.

    2018-01-01

    As more attention is placed on designing digital educational games to align with schools' academic aims (e.g., Common Core), questions arise regarding how professional development (PD) may support teachers' using games for instruction and how such integration might impact students' achievement. This study seeks to (a) understand how teachers use…

  4. Integrating Music into Math in a Virtual Reality Game: Learning Fractions

    Science.gov (United States)

    Lim, Taehyeong; Lee, Sungwoong; Ke, Fengfeng

    2016-01-01

    The purpose of this study was to investigate future teachers' experiences and perceptions of using a virtual reality game for elementary math education. The virtual reality game was designed and developed to integrate a musical activity (beat-making) into the math learning of fractions. Five math education major students participated in this…

  5. Integrating Usability Evaluation into Model-Driven Video Game Development

    OpenAIRE

    Fernandez , Adrian; Insfran , Emilio; Abrahão , Silvia; Carsí , José ,; Montero , Emanuel

    2012-01-01

    Part 3: Short Papers; International audience; The increasing complexity of video game development highlights the need of design and evaluation methods for enhancing quality and reducing time and cost. In this context, Model-Driven Development approaches seem to be very promising since a video game can be obtained by transforming platform-independent models into platform-specific models that can be in turn transformed into code. Although this approach is started to being used for video game de...

  6. Game of Words: Prototype of a Digital Game Focusing on Oral Production (and Comprehension) through Asynchronous Interaction

    Science.gov (United States)

    Loiseau, Mathieu; Hallal, Racha; Ballot, Pauline; Gazidedja, Ada

    2016-01-01

    In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in…

  7. NASA Mission Operations Directorate Preparations for the COTS Visiting Vehicles

    Science.gov (United States)

    Shull, Sarah A.; Peek, Kenneth E.

    2011-01-01

    With the retirement of the Space Shuttle looming, a series of new spacecraft is under development to assist in providing for the growing logistical needs of the International Space Station (ISS). Two of these vehicles are being built under a NASA initiative known as the Commercial Orbital Transportation Services (COTS) program. These visiting vehicles ; Space X s Dragon and Orbital Science Corporation s Cygnus , are to be domestically produced in the United States and designed to add to the capabilities of the Russian Progress and Soyuz workhorses, the European Automated Transfer Vehicle (ATV) and the Japanese H-2 Transfer Vehicle (HTV). Most of what is known about the COTS program has focused on the work of Orbital and SpaceX in designing, building, and testing their respective launch and cargo vehicles. However, there is also a team within the Mission Operations Directorate (MOD) at NASA s Johnson Space Center working with their operational counterparts in these companies to provide operational safety oversight and mission assurance via the development of operational scenarios and products needed for these missions. Ensuring that the operational aspect is addressed for the initial demonstration flights of these vehicles is the topic of this paper. Integrating Dragon and Cygnus into the ISS operational environment has posed a unique challenge to NASA and their partner companies. This is due in part to the short time span of the COTS program, as measured from initial contract award until first launch, as well as other factors that will be explored in the text. Operational scenarios and products developed for each COTS vehicle will be discussed based on the following categories: timelines, on-orbit checkout, ground documentation, crew procedures, software updates and training materials. Also addressed is an outline of the commonalities associated with the operations for each vehicle. It is the intent of the authors to provide their audience with a better

  8. Integrating Health Behavior Theory and Design Elements in Serious Games.

    Science.gov (United States)

    Cheek, Colleen; Fleming, Theresa; Lucassen, Mathijs Fg; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter

    2015-01-01

    Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. This study's method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user's sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change

  9. Use of COTS microelectronics in radiation environments

    International Nuclear Information System (INIS)

    Winokur, P.S.; Lum, G.K.; Shaneyfelt, M.R.; Sexton, F.W.; Hash, G.L.; Scott, L.

    1999-01-01

    This paper addresses key issues for the cost-effective use of COTS (Commercially available Off The Shelf) microelectronics in radiation environments that enable circuit or system designers to manage risks and ensure mission success. They review several factors and tradeoffs affecting the successful application of COTS parts including (1) hardness assurance and qualification issues, (2) system hardening techniques, and (3) life-cycle costs. The paper also describes several experimental studies that address trends in total-dose, transient, and single-event radiation hardness as COTS technology scales to smaller feature sizes. As an example, the level at which dose-rate upset occurs in Samsung SRAMs increases from 1.4 x 10 8 rad(Si)/s for a 256K SRAM to 7.7 x 10 9 rad(Si)/s for a 4M SRAM, indicating unintentional hardening improvements in the design of process of a commercial technology. Additional experiments were performed to quantify variations in radiation hardness for COTS parts. In one study, only small (10--15%) variations were found in the dose-rate upset and latchup thresholds for Samsung 4M SRAMs from three different date codes. In another study, irradiations of 4M SRAMs from Samsung, Hitachi, and Toshiba indicate large differences in total-dose radiation hardness. The paper attempts to carefully define terms and clear up misunderstandings about the definitions of COTS and radiation-hardened (RH) technology

  10. Integrating Theory and Practice in Education with Business Games

    Directory of Open Access Journals (Sweden)

    Karen Neville

    2003-01-01

    Full Text Available The meaningful integration of theoretical knowledge and industrial practice in Masters level programmes is now more than ever vital to ensure that graduates have the required competence in IT and that they are ready to contribute to the organisations that hired them within a short timeframe. It is also crucial in ensuring ongoing industrial support for academia because Information technology (IT is regarded as a fundamental component in the success of organisations. This has led to a growing demand for IT specialists, sometimes with hybrid skills, to design, develop, implement, and support IT infrastures in both the public and private sectors. However, in recent years there has been a shortfall of IT graduates, with essential experience entering the job market. In order to keep up with demand, educational institutions must adopt innovative programmes to increase the skill-set and knowledge base of their IT graduates.One such programme, under the auspices of University College Cork, is a Masters course in Management Information and Managerial Accounting Systems (MIMAS. The programme focuses on IT to suit the needs of industry while also combining IT with other theoretical subjects like managerial accounting and the design of management control systems. One key element of the teaching experience is a business simulation where students create software companies and bid for a large scale development project. As part of this, they experience of broad range of tasks and problems inherent in commercial software development. The business game is designed to encourage students to make use of as much of the theoretical elements taught in the degree as possible and is mediated by the teaching staff through the intermediary of a purpose-designed computer system. Our experience indicates the immense value of such practical components in an IT oriented degree programme. It also shows that the application of new technology in training and education will only

  11. Use of COTS in the Multimission Advanced Ground Intelligent Control (MAGIC) program

    Energy Technology Data Exchange (ETDEWEB)

    Crowley, N.L.

    1997-11-01

    This tutorial will discuss the experiences of the Space System Technologies Division of the USAF Phillips Laboratory (PL/VTS) in developing a COTS-based satellite control system. The system`s primary use is a testbed for new technologies that are intended for future integration into the operational satellite control system. As such, the control system architecture must be extremely open and flexible so we can integrate new components and functions easily and also provide our system to contractors for their component work. The system is based on commercial hardware, is based on Windows NT, and makes the maximum use of COTS components and industry standards.

  12. The Integrated Model of (Dys- Functionality: Reconstructing Patterns of Gaming as Self-Medication in Biographical Interviews with Video Game Addicts

    Directory of Open Access Journals (Sweden)

    Paula Bleckmann

    2015-07-01

    Full Text Available We aim to build a new theory of highly committed problematic video gaming based on rich qualitative data and to compare it to existing theories. To do this, we used hermeneutic analytical methods and grounded theory methodology to analyze 125 hours of recording from 42 biographical interviews, 23 of them with long-term follow-up. Participants were addicted (ex- gamers according to screening instruments, aged 16 to 44, 29 males and 13 females. The integrated (dys- functionality model shows in-game behavior of participants to be dysfunctional in that it hinders advancement in several distinguishable real-life biographical quests (for success, for belonging, and for autonomy and at the same time functional in that it matches these quests. The model integrates two seemingly irreconcilable research traditions: The addiction/disease model in medical-psychological research investigates dysfunctionality of gaming in pathological gamers. Game studies focus on functionality of in-game behavior and establish gamer typologies based on gaming motives. By adding the biographical context to game studies, but keeping the gamer's perspective, we show that gamers whose lives become dominated by gaming may know what they want and "virtually" get it, but still not "really" get it in the long term. "Compensatory" gaming does not, thus, equal unproblematic or "non-addicted" gaming. URN: http://nbn-resolving.de/urn:nbn:de:0114-fqs150387

  13. Information Sharing for Computing Trust Metrics on COTS Electronic Components

    National Research Council Canada - National Science Library

    McMillon, William J

    2008-01-01

    .... It is challenging for the DoD to determine whether and how much to trust in COTS components, given uncertainty and incomplete information about the developers and suppliers of COTS components as well...

  14. Commercial Off-the-Shelf (COTS) Components and Enterprise Component Information System (eCIS)

    Energy Technology Data Exchange (ETDEWEB)

    John Minihan; Ed Schmidt; Greg Enserro; Melissa Thompson

    2008-06-30

    The purpose of the project was to develop the processes for using commercial off-the-shelf (COTS) parts for WR production and to put in place a system for implementing the data management tools required to disseminate, store, track procurement, and qualify vendors. Much of the effort was devoted to determining if the use of COTS parts was possible. A basic question: How does the Nuclear Weapons Complex (NWC) begin to use COTS in the weapon Stockpile Life Extension Programs with high reliability, affordability, while managing risk at acceptable levels? In FY00, it was determined that a certain weapon refurbishment program could not be accomplished without the use of COTS components. The elements driving the use of COTS components included decreased cost, greater availability, and shorter delivery time. Key factors that required implementation included identifying the best suppliers and components, defining life cycles and predictions of obsolescence, testing the feasibility of using COTS components with a test contractor to ensure capability, as well as quality and reliability, and implementing the data management tools required to disseminate, store, track procurement, and qualify vendors. The primary effort of this project then was to concentrate on the risks involved in the use of COTS and address the issues of part and vendor selection, procurement and acceptance processes, and qualification of the parts via part and sample testing. The Enterprise Component Information System (eCIS) was used to manage the information generated by the COTS process. eCIS is a common interface for both the design and production of NWC components and systems integrating information between SNL National Laboratory (SNL) and the Kansas City Plant (KCP). The implementation of COTS components utilizes eCIS from part selection through qualification release. All part related data is linked across an unclassified network for access by both SNL and KCP personnel. The system includes not

  15. 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

  16. Leveraging Gaming Technology to Deliver Effective Training

    Science.gov (United States)

    Cimino, James D.

    2011-01-01

    The best way to engage a soldier is to present them with training content consistent with their learning preference. Blended Interactive Multimedia Instruction (IMI) can be used to leach soldiers what they need to do, how to do each step, and utilize a COTS game engine to actually practices the skills learned. Blended IMI provides an enjoyable experience for the soldier, thereby increasing retention rates and motivation while decreasing the time to subject mastery. And now mobile devices have emerged as an exciting new platform, literally placing the training into the soldier's hands. In this paper, we will discuss how we leveraged commercial game engine technology, tightly integrated with the Blended IMI, to train soldiers on both laptops and mobile devices. We will provide a recent case study of how this training is being utilized, benefits and student/instructor feedback.

  17. Software criticality analysis of COTS/SOUP

    International Nuclear Information System (INIS)

    Bishop, Peter; Bloomfield, Robin; Clement, Tim; Guerra, Sofia

    2003-01-01

    This paper describes the Software Criticality Analysis (SCA) approach that was developed to support the justification of using commercial off-the-shelf software (COTS) in a safety-related system. The primary objective of SCA is to assess the importance to safety of the software components within the COTS and to show there is segregation between software components with different safety importance. The approach taken was a combination of Hazops based on design documents and on a detailed analysis of the actual code (100 kloc). Considerable effort was spent on validation and ensuring the conservative nature of the results. The results from reverse engineering from the code showed that results based only on architecture and design documents would have been misleading

  18. Software criticality analysis of COTS/SOUP

    Energy Technology Data Exchange (ETDEWEB)

    Bishop, Peter; Bloomfield, Robin; Clement, Tim; Guerra, Sofia

    2003-09-01

    This paper describes the Software Criticality Analysis (SCA) approach that was developed to support the justification of using commercial off-the-shelf software (COTS) in a safety-related system. The primary objective of SCA is to assess the importance to safety of the software components within the COTS and to show there is segregation between software components with different safety importance. The approach taken was a combination of Hazops based on design documents and on a detailed analysis of the actual code (100 kloc). Considerable effort was spent on validation and ensuring the conservative nature of the results. The results from reverse engineering from the code showed that results based only on architecture and design documents would have been misleading.

  19. Gaming science innovations to integrate health systems science into medical education and practice.

    Science.gov (United States)

    White, Earla J; Lewis, Joy H; McCoy, Lise

    2018-01-01

    Health systems science (HSS) is an emerging discipline addressing multiple, complex, interdependent variables that affect providers' abilities to deliver patient care and influence population health. New perspectives and innovations are required as physician leaders and medical educators strive to accelerate changes in medical education and practice to meet the needs of evolving populations and systems. The purpose of this paper is to introduce gaming science as a lens to magnify HSS integration opportunities in the scope of medical education and practice. Evidence supports gaming science innovations as effective teaching and learning tools to promote learner engagement in scientific and systems thinking for decision making in complex scenarios. Valuable insights and lessons gained through the history of war games have resulted in strategic thinking to minimize risk and save lives. In health care, where decisions can affect patient and population outcomes, gaming science innovations have the potential to provide safe learning environments to practice crucial decision-making skills. Research of gaming science limitations, gaps, and strategies to maximize innovations to further advance HSS in medical education and practice is required. Gaming science holds promise to equip health care teams with HSS knowledge and skills required for transformative practice. The ultimate goals are to empower providers to work in complex systems to improve patient and population health outcomes and experiences, and to reduce costs and improve care team well-being.

  20. Six Facets of the Open COTS Box

    Science.gov (United States)

    2000-03-01

    customisation of the presentation the package affect me and what interface. Typically, though, they will be used for dependencies does it create? different...types of applications. COTS software is fundamentally oriented to a The approach that will leave the greatest mass market. New releases can serve a number...flexibility for customisation of the look of the of purposes in this environment: presentation interface by individuals will be the ° They are a

  1. Cancer treatment as a game: integrating evolutionary game theory into the optimal control of chemotherapy

    International Nuclear Information System (INIS)

    Orlando, Paul A; Gatenby, Robert A; Brown, Joel S

    2012-01-01

    Chemotherapy for metastatic cancer commonly fails due to evolution of drug resistance in tumor cells. Here, we view cancer treatment as a game in which the oncologists choose a therapy and tumors ‘choose’ an adaptive strategy. We propose the oncologist can gain an upper hand in the game by choosing treatment strategies that anticipate the adaptations of the tumor. In particular, we examine the potential benefit of exploiting evolutionary tradeoffs in tumor adaptations to therapy. We analyze a math model where cancer cells face tradeoffs in allocation of resistance to two drugs. The tumor ‘chooses’ its strategy by natural selection and the oncologist chooses her strategy by solving a control problem. We find that when tumor cells perform best by investing resources to maximize response to one drug the optimal therapy is a time-invariant delivery of both drugs simultaneously. However, if cancer cells perform better using a generalist strategy allowing resistance to both drugs simultaneously, then the optimal protocol is a time varying solution in which the two drug concentrations negatively covary. However, drug interactions can significantly alter these results. We conclude that knowledge of both evolutionary tradeoffs and drug interactions is crucial in planning optimal chemotherapy schedules for individual patients. (paper)

  2. Cancer treatment as a game: integrating evolutionary game theory into the optimal control of chemotherapy

    Science.gov (United States)

    Orlando, Paul A.; Gatenby, Robert A.; Brown, Joel S.

    2012-12-01

    Chemotherapy for metastatic cancer commonly fails due to evolution of drug resistance in tumor cells. Here, we view cancer treatment as a game in which the oncologists choose a therapy and tumors ‘choose’ an adaptive strategy. We propose the oncologist can gain an upper hand in the game by choosing treatment strategies that anticipate the adaptations of the tumor. In particular, we examine the potential benefit of exploiting evolutionary tradeoffs in tumor adaptations to therapy. We analyze a math model where cancer cells face tradeoffs in allocation of resistance to two drugs. The tumor ‘chooses’ its strategy by natural selection and the oncologist chooses her strategy by solving a control problem. We find that when tumor cells perform best by investing resources to maximize response to one drug the optimal therapy is a time-invariant delivery of both drugs simultaneously. However, if cancer cells perform better using a generalist strategy allowing resistance to both drugs simultaneously, then the optimal protocol is a time varying solution in which the two drug concentrations negatively covary. However, drug interactions can significantly alter these results. We conclude that knowledge of both evolutionary tradeoffs and drug interactions is crucial in planning optimal chemotherapy schedules for individual patients.

  3. Collaborative Digital Games as Mediation Tool to Foster Intercultural Integration in Primary Dutch Schools

    NARCIS (Netherlands)

    A. Paz Alencar (Amanda); T. de la Hera Conde-Pumpido (Teresa)

    2015-01-01

    textabstractIn the Netherlands, the growing presence of immigrant children in schools has fueled scholarly interest in and concerns for examining the process of integration in school environments. The use of digital games has found to be an effective tool to reinforce teaching/learning practices.

  4. Recommendations for Integrating a P300-Based Brain Computer Interface in Virtual Reality Environments for Gaming

    Directory of Open Access Journals (Sweden)

    Grégoire Cattan

    2018-05-01

    Full Text Available The integration of a P300-based brain–computer interface (BCI into virtual reality (VR environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and constraints engendered by the stimulation needed by the BCI. The main limitation is still the low transfer rate that can be achieved by current BCI technology. The goal of this paper is to review current limitations and to provide application creators with design recommendations in order to overcome them. We also overview current VR and BCI commercial products in relation to the design of video games. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user appear the best candidates for designing an effective VR game enriched by BCI technology.

  5. Integrating virtual reality video games into practice: clinicians' experiences.

    Science.gov (United States)

    Levac, Danielle E; Miller, Patricia A

    2013-10-01

    The Nintendo Wii is a popular virtual reality (VR) video gaming system in rehabilitation practice and research. As evidence emerges related to its effectiveness as a physical therapy training method, clinicians require information about the pragmatics of its use in practice. The purpose of this descriptive qualitative study is to explore observations and insights from a sample of physical therapists (PTs) working with children with acquired brain injury regarding practical implications of using the Wii as a physical therapy intervention. Six PTs employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using content analysis. Two themes summarize the practical implications of Wii use: 1) technology meets clinical practice; and 2) onus is on the therapist. Therapists described both beneficial and challenging implications arising from the intersection of technology and practice, and reported the personal commitment required to orient oneself to the gaming system and capably implement this intervention. Findings include issues that may be relevant to professional development in a broader rehabilitation context, including suggestions for the content of educational initiatives and the need for institutional support from managers in the form of physical resources for VR implementation.

  6. Digital Gaming and Language Learning: Autonomy and Community

    Science.gov (United States)

    Chik, Alice

    2014-01-01

    The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most…

  7. Higher integrity of the motor and visual pathways in long-term video game players.

    Science.gov (United States)

    Zhang, Yang; Du, Guijin; Yang, Yongxin; Qin, Wen; Li, Xiaodong; Zhang, Quan

    2015-01-01

    Long term video game players (VGPs) exhibit superior visual and motor skills compared with non-video game control subjects (NVGCs). However, the neural basis underlying the enhanced behavioral performance remains largely unknown. To clarify this issue, the present study compared the whiter matter integrity within the corticospinal tracts (CST), the superior longitudinal fasciculus (SLF), the inferior longitudinal fasciculus (ILF), and the inferior fronto-occipital fasciculus (IFOF) between the VGPs and the NVGCs using diffusion tensor imaging. Compared with the NVGCs, voxel-wise comparisons revealed significantly higher fractional anisotropy (FA) values in some regions within the left CST, left SLF, bilateral ILF, and IFOF in VGPs. Furthermore, higher FA values in the left CST at the level of cerebral peduncle predicted a faster response in visual attention tasks. These results suggest that higher white matter integrity in the motor and higher-tier visual pathways is associated with long-term video game playing, which may contribute to the understanding on how video game play influences motor and visual performance.

  8. Integrating the Dimensions of NGSS within a Collaborative Board Game about Honey Bees.

    Science.gov (United States)

    Lauren, Hillary; Lutz, Claudia; Wallon, Robert C; Hug, Barbara

    2016-01-01

    The current reform in U.S. science education calls for the integration of three dimensions of science learning in classroom teaching and learning: Science and Engineering Practices, Crosscutting Concepts, and Disciplinary Core Ideas. While the Next Generation Science Standards provide flexibility in how curriculum and instruction are structured to meet learning goals, there are few examples of existing curricula that portray the integration of these dimensions as "three-dimensional learning." Here, we describe a collaborative board game about honey bees that incorporates scientific evidence on how genetic and environmental factors influence variations of traits and social behavior and requires students to collaboratively examine and use a system model. Furthermore, we show how students used and evaluated the game as a model in authentic classroom settings.

  9. Hardness Assurance Techniques for New Generation COTS Devices

    Science.gov (United States)

    Lee, C. I.; Rax, B. G.; Johnston, A. H.

    1996-01-01

    Hardness Assurance (HA) techniques and total dose radiation characterization data for new generation linear and COTS devices from various manufacturers are presented. A bipolar op amp showed significant degradation at HDR, not at low dose rate environment. New generation low-power op amps showed more degradation at low voltage applications. HA test techniques for COTS devices are presented in this paper.

  10. A review of product integration in digital games and why neuromarketing may be of value in future research

    OpenAIRE

    Lees, Malcom

    2015-01-01

    The purpose of this study was to review product integration in digital games and recognize the benefits of the promotional channel. Another aim was to analyze previous research and identify gaps in general knowledge. Finally the concept of neuromarketing was examined as a potential modern research method for future research in the area of product integration in digital games. A qualitative method was applied. The study examined secondary data collected from sources that include: scholarl...

  11. SimBasin: serious gaming for integrated decision-making in the Magdalena-Cauca basin

    Science.gov (United States)

    Craven, Joanne; Angarita, Hector; Corzo, Gerald

    2016-04-01

    The Magdalena-Cauca macrobasin covers 24% of the land area of Colombia, and provides more than half of the country's economic potential. The basin is also home a large proportion of Colombia's biodiversity. These conflicting demands have led to problems in the basin, including a dramatic fall in fish populations, additional flooding (such as the severe nationwide floods caused by the La Niña phenomenon in 2011), and habitat loss. It is generally believed that the solution to these conflicts is to manage the basin in a more integrated way, and bridge the gaps between decision-makers in different sectors and scientists. To this end, inter-ministerial agreements are being formulated and a decision support system is being developed by The Nature Conservancy Colombia. To engage stakeholders in this process SimBasin, a "serious game", has been developed. It is intended to act as a catalyst for bringing stakeholders together, an illustration of the uncertainties, relationships and feedbacks in the basin, and an accessible introduction to modelling and decision support for non-experts. During the game, groups of participants are led through a 30 year future development of the basin, during which they take decisions about the development of the basin and see the impacts on four different sectors: agriculture, hydropower, flood risk, and environment. These impacts are displayed through seven indicators, which players should try to maintain above critical thresholds. To communicate the effects of uncertainty and climate variability, players see the actual value of the indicator and also a band of possible values, so they can see if their decisions have actually reduced risk or if they just "got lucky". The game works as a layer on top of a WEAP water resources model of the basin, adapted from a basin-wide model already created, so the fictional game basin is conceptually similar to the Magdalena-Cauca basin. The game is freely available online, and new applications are being

  12. Broad-based visual benefits from training with an integrated perceptual-learning video game.

    Science.gov (United States)

    Deveau, Jenni; Lovcik, Gary; Seitz, Aaron R

    2014-06-01

    Perception is the window through which we understand all information about our environment, and therefore deficits in perception due to disease, injury, stroke or aging can have significant negative impacts on individuals' lives. Research in the field of perceptual learning has demonstrated that vision can be improved in both normally seeing and visually impaired individuals, however, a limitation of most perceptual learning approaches is their emphasis on isolating particular mechanisms. In the current study, we adopted an integrative approach where the goal is not to achieve highly specific learning but instead to achieve general improvements to vision. We combined multiple perceptual learning approaches that have individually contributed to increasing the speed, magnitude and generality of learning into a perceptual-learning based video-game. Our results demonstrate broad-based benefits of vision in a healthy adult population. Transfer from the game includes; improvements in acuity (measured with self-paced standard eye-charts), improvement along the full contrast sensitivity function, and improvements in peripheral acuity and contrast thresholds. The use of this type of this custom video game framework built up from psychophysical approaches takes advantage of the benefits found from video game training while maintaining a tight link to psychophysical designs that enable understanding of mechanisms of perceptual learning and has great potential both as a scientific tool and as therapy to help improve vision. Copyright © 2014 Elsevier B.V. All rights reserved.

  13. Little Botany: A Mobile Game Utilizing Data Integration to Enhance Plant Science Education

    Directory of Open Access Journals (Sweden)

    Suphanut Jamonnak

    2017-01-01

    Full Text Available Mobile devices are rapidly becoming the new medium of educational and social life for young people, and hence mobile educational games have become an important mechanism for learning. To help school-aged children learn about the fascinating world of plants, we present a mobile educational game called Little Botany, where players can create their own virtual gardens in any location on earth. One unique feature of Little Botany is that the game is built upon real-world data by leveraging data integration mechanism. The gardens created in Little Botany are augmented with real-world location data and real-time weather data. More specifically, Little Botany is using real-time weather data for the garden location to simulate how the weather affects plants growth. Little Botany players can learn to select what crops to plant, maintain their own garden, watch crops to grow, tend the crops on a daily basis, and harvest them. With this game, users can also learn plant structure and three chemical reactions.

  14. Radiation Test Results on COTS and non-COTS Electronic Devices for NASA-JSC Space Flight Projects

    Science.gov (United States)

    Allums, Kimberly K.; O'Neill, P. M.; Reddell, B. D.; Nguyen, K. V.; Bailey, C. R.

    2012-01-01

    This presentation reports the results of recent proton and heavy ion Single Event Effect (SEE) testing on a variety of COTS and non-COTs electronic devices and assemblies tested for the Space Shuttle, International Space Station (ISS) and Multi-Purpose Crew Vehicle (MPCV).

  15. High Available COTS Based Computer for Space

    Science.gov (United States)

    Hartmann, J.; Magistrati, Giorgio

    2015-09-01

    The availability and reliability factors of a system are central requirements of a target application. From a simple fuel injection system used in cars up to a flight control system of an autonomous navigating spacecraft, each application defines its specific availability factor under the target application boundary conditions. Increasing quality requirements on data processing systems used in space flight applications calling for new architectures to fulfill the availability, reliability as well as the increase of the required data processing power. Contrary to the increased quality request simplification and use of COTS components to decrease costs while keeping the interface compatibility to currently used system standards are clear customer needs. Data processing system design is mostly dominated by strict fulfillment of the customer requirements and reuse of available computer systems were not always possible caused by obsolescence of EEE-Parts, insufficient IO capabilities or the fact that available data processing systems did not provide the required scalability and performance.

  16. Sohbrit: Autonomous COTS System for Satellite Characterization

    Science.gov (United States)

    Blazier, N.; Tarin, S.; Wells, M.; Brown, N.; Nandy, P.; Woodbury, D.

    As technology continues to improve, driving down the cost of commercial astronomical products while increasing their capabilities, manpower to run observations has become the limiting factor in acquiring continuous and repeatable space situational awareness data. Sandia National Laboratories set out to automate a testbed comprised entirely of commercial off-the-shelf (COTS) hardware for space object characterization (SOC) focusing on satellites in geosynchronous orbit. Using an entirely autonomous system allows collection parameters such as target illumination and nightly overlap to be accounted for habitually; this enables repeatable development of target light curves to establish patterns of life in a variety of spectral bands. The system, known as Sohbrit, is responsible for autonomously creating an optimized schedule, checking the weather, opening the observatory dome, aligning and focusing the telescope, executing the schedule by slewing to each target and imaging it in a number of spectral bands (e.g., B, V, R, I, wide-open) via a filter wheel, closing the dome at the end of observations, processing the data, and storing/disseminating the data for exploitation via the web. Sohbrit must handle various situations such as weather outages and focus changes due to temperature shifts and optical seeing variations without human interaction. Sohbrit can collect large volumes of data nightly due to its high level of automation. To store and disseminate these large quantities of data, we utilize a cloud-based big data architecture called Firebird, which exposes the data out to the community for use by developers and analysts. Sohbrit is the first COTS system we are aware of to automate the full process of multispectral geosynchronous characterization from scheduling all the way to processed, disseminated data. In this paper we will discuss design decisions, issues encountered and overcome during implementation, and show results produced by Sohbrit.

  17. Integrating Commercial Off-the-Shelf Video Games into School Curriculums

    Science.gov (United States)

    Charsky, Dennis; Mims, Clif

    2008-01-01

    Games have a long history of being used for instructional purposes. Games can be defined as playful activities, with or without a computer, that have some essential characteristics. Game characteristics can include competition and goals, game rules, challenging activities, choices, and fantasy elements. Games that take advantage of these…

  18. 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…

  19. User Profile Analysis Using an Online Social Network Integrated Quiz Game

    Directory of Open Access Journals (Sweden)

    Yusuf YASLAN

    2017-09-01

    Full Text Available User interest profiling is important for personalized web search, recommendation and retrieval systems. In order to develop a good personalized application one needs to have accurate representation of user profiles. Most of the personalized systems generate interest profiles from user declarations or inferred from cookies or visited web pages. But to achieve a certain result that satisfies the user needs, explicit definition of the user interests is needed. In this paper we propose to obtain interest profiles from a quiz game played by the user where at each play he/she is asked 10 questions from different categories with different difficulty levels. The developed quiz game is integrated to Facebook online social network. By doing so, we had the chance to extract each user’s both explicit Facebook interest profiles and implicit interest profiles from quiz game answers. These profiles are used to extract different features for each user. Both implicit interest profile and explicit interest profile features are evaluated for clustering and interest ranking tasks separately. The experimental results show that the implicit interest profile features have promising results on personalized systems.

  20. Quality Assurance for Space Instruments Built with COTS

    DEFF Research Database (Denmark)

    Guldager, Peter Buch; Thuesen, Gøsta Guldbæk; Jørgensen, John Leif

    2005-01-01

    be changed at any time and have major consequences to the components ability to survive the space environment. A safe way to protect to components, which are not Latch-Up immune, is to protect the components with a Latch-Up protection circuit. A strict control has to be established, when procuring COTS......Instruments for space can be built with COTS. However no radiation data are available for COTS, so the only way to ensure that the components can survive the space environment is to irradiate each component. Samples from each Lot have to be irradiated, because the manufac-turing process can...... component, testing and manufacturing the instrument before the instrument is qualified for space. By having a strict control with instrument built with COTS, it is possible to manufacture a reliable instrument as with Rad-Hard components....

  1. Diffusion-weighted MRI measures suggest increased white-matter integrity in Internet gaming disorder: Evidence from the comparison with recreational Internet game users.

    Science.gov (United States)

    Dong, Guangheng; Wu, Lingdan; Wang, Ziliang; Wang, Yifan; Du, Xiaoxia; Potenza, Marc N

    2018-06-01

    Several studies have suggested that Internet gaming disorder (IGD) is related to altered brain white matter integrity. However, seeming inconsistencies exist and may reflect comparison groups not matched well for certain gaming characteristics. In order to address this possible concern, we recruited in the present study individuals with recreational Internet game use (RGU) comprised of individuals who spend similar amounts of time as IGD subjects playing online games without developing IGD. Diffusion tensor imaging data were collected from 42 IGD and 44 RGU subjects. Whole-brain comparisons showed that IGD subjects demonstrated increased fractional anisotropy (FA) in the bilateral anterior thalamic radiation, anterior limb of the internal capsule, bilateral corticospinal tract, bilateral inferior fronto-occipital fasciculus, corpus callosum, and bilateral inferior longitudinal fasciculus. In addition, Internet-addiction severity was positively correlated with FA values. Taken together, we conclude that IGD is associated with measures of increased white-matter integrity in tracts linking reward circuitry and sensory and motor control systems. Copyright © 2018 Elsevier Ltd. All rights reserved.

  2. Qualification of the next generation of Star Tracker using COTS

    DEFF Research Database (Denmark)

    Guldager, Peter Buch; Aage, Helle Karina

    2005-01-01

    The Star Tracker from ØRSTED•DTU is built by using COTS components (Commercial-Off-The-Shelf) and due to no radiation data exists on COTS components, the EEE components are tested for Radiation effects. The components, which are tested is the one from the same lot, which is going to be used for t...... functional failure; a reliability measure can then be attained even for a small sample size....

  3. Practical remote monitoring using COTS equipment

    International Nuclear Information System (INIS)

    Kadner, S.; White, R.M.; Pepper, S.

    1999-01-01

    It has been clear for some time that the gap between the international nonproliferation verification agenda and the available financial means can only be bridged by adoption of remote monitoring technologies in specific safeguards applications. Past technology development efforts have focused largely on sensor networking and dedicated communications services to link the inspector to the Safeguards instruments using the traditional verification paradigm. Today we have several Commercial Off The Shelf (COTS) sensor networking alternatives that are viable for Safeguards and it has been found that no single communication service can be uniformly deployed in all verification scenarios. While sensor networking is an important element of remote monitoring technology, it does not by itself provide a viable remote monitoring capability. This paper discusses several lessons have been learned from the IAEA's remote monitoring installation in Pelindaba, South Africa and how those lessons have been extended to near-term installations in Japan and Canada. Key among those lessons is that the traditional verification paradigm cannot, and should not, be carried forward into the remote monitoring regime and that the primary technology component of the successful remote monitoring installation is the Server, which processes, filters, categorizes, and otherwise acts on the sensor inputs to dramatically reduce the volume and increase the information -density of data that is transferred remotely using indigenous communication infrastructures. (author)

  4. Designing for Game-Based Learning: The Effective Integration of Technology to Support Learning

    Science.gov (United States)

    Alaswad, Zina; Nadolny, Larysa

    2015-01-01

    The use of games and game structures in educational contexts is growing in popularity. An increasing number of technologies have been developed to meet the needs of designing a course as a game. This article discussed the design process in game-based learning and reviewed the research on structuring a course with a focus on feedback, goals, and…

  5. Improving the Design of a Learning Game through Intrinsic Integration and Playtesting

    Science.gov (United States)

    Denham, André R.

    2016-01-01

    Designing and developing games for learning is a difficult endeavor. Educational game designers must not only make an engaging and motivating game, but must also ensure that learning takes place as a result of gameplay. Educational researchers have sought to define design principles in order to lessen the difficulty involved with game design. In…

  6. Integrated use of sports games in physical education of preschool children

    Directory of Open Access Journals (Sweden)

    O.E. Konoh

    2013-12-01

    Full Text Available Purpose : considered the use of an integrated program of sports in physical education of children in pre-school educational institution. Material and methods : the experiment was attended with parental permission children 5-6 years. In the control group sessions were conducted with additional recreational gymnastic oriented. In the four experimental groups – mini-basketball, mini-handball and futsal. Results : the substantiation of the integrated use of sports games during physical education classes with children. The main starting points for the development of the methodology are: analysis of questionnaires on physical education specialists in preschool educational institutions, educators and parents considering the opinion and the results of previous studies of the level of physical development and physical readiness of preschool children, and analysis of test results to the success of children's possession of the ball. The results of the pedagogical experiment and given their analysis in terms of the influence of physical education classes through the use of sports games on physical development, physical fitness and functional status of children. The data that characterize the rate of growth results in the pedagogical experiment. Conclusions : it was established that the systematic use of sports complex will help to eliminate the deficit movements, balance maturation, children form healthy lifestyle habits.

  7. The Integrated Model of (Dys-) Functionality: Reconstructing Patterns of Gaming as Self-Medication in Biographical Interviews with Video Game Addicts

    OpenAIRE

    Paula Bleckmann; Nadine Jukschat

    2015-01-01

    We aim to build a new theory of highly committed problematic video gaming based on rich qualitative data and to compare it to existing theories. To do this, we used hermeneutic analytical methods and grounded theory methodology to analyze 125 hours of recording from 42 biographical interviews, 23 of them with long-term follow-up. Participants were addicted (ex-) gamers according to screening instruments, aged 16 to 44, 29 males and 13 females. The integrated (dys-) functionality model shows i...

  8. The Integrated Model of (Dys-) Functionality: Reconstructing Patterns of Gaming as Self-Medication in Biographical Interviews with Video Game Addicts

    OpenAIRE

    Bleckmann, Paula; Jukschat, Nadine

    2015-01-01

    We aim to build a new theory of highly committed problematic video gaming based on rich qualitative data and to compare it to existing theories. To do this, we used hermeneutic analytical methods and grounded theory methodology to analyze 125 hours of recording from 42 biographical interviews, 23 of them with long-term follow-up. Participants were addicted (ex-) gamers according to screening instruments, aged 16 to 44, 29 males and 13 females.The integrated (dys-) functionality model shows in...

  9. Evaluating the relationship between white matter integrity, cognition, and varieties of video game learning.

    Science.gov (United States)

    Ray, Nicholas R; O'Connell, Margaret A; Nashiro, Kaoru; Smith, Evan T; Qin, Shuo; Basak, Chandramallika

    2017-01-01

    Many studies are currently researching the effects of video games, particularly in the domain of cognitive training. Great variability exists among video games however, and few studies have attempted to compare different types of video games. Little is known, for instance, about the cognitive processes or brain structures that underlie learning of different genres of video games. To examine the cognitive and neural underpinnings of two different types of game learning in order to evaluate their common and separate correlates, with the hopes of informing future intervention research. Participants (31 younger adults and 31 older adults) completed an extensive cognitive battery and played two different genres of video games, one action game and one strategy game, for 1.5 hours each. DTI scans were acquired for each participant, and regional fractional anisotropy (FA) values were extracted using the JHU atlas. Behavioral results indicated that better performance on tasks of working memory and perceptual discrimination was related to enhanced learning in both games, even after controlling for age, whereas better performance on a perceptual speed task was uniquely related with enhanced learning of the strategy game. DTI results indicated that white matter FA in the right fornix/stria terminalis was correlated with action game learning, whereas white matter FA in the left cingulum/hippocampus was correlated with strategy game learning, even after controlling for age. Although cognition, to a large extent, was a common predictor of both types of game learning, regional white matter FA could separately predict action and strategy game learning. Given the neural and cognitive correlates of strategy game learning, strategy games may provide a more beneficial training tool for adults suffering from memory-related disorders or declines in processing speed, particularly older adults.

  10. Collaborative Digital Games as Mediation Tool to Foster Intercultural Integration in Primary Dutch Schools

    NARCIS (Netherlands)

    de la Hera Conde-Pumpido, T.|info:eu-repo/dai/nl/331869063; Paz Aléncar, Amanda

    2015-01-01

    The use of digital games has found to be an effective tool to reinforce teaching/learning practices. Several studies have already shown the benefits of the use of digital games in educational contexts. However, most of these studies are focused on how digital games can be used as a mediation tool in

  11. Use of advanced commercial ICs (COTS) for space application

    International Nuclear Information System (INIS)

    Strobel, D.J.; Czajkowski, D.R.; Layton, P.; Shanken, S.

    1999-01-01

    A product line of space-qualified radiation-tolerant ICs based on a high-volume commercial-off-the-shelf (COTS) silicon has been developed. The basic results from over 300 lots of COTS silicon, assembled and screened to Class B and Class S requirements will be presented. Intelligent use of commercial ICs engineered to improve radiation performance, is effective in introducing advanced technology to new satellite systems. Space Electronics has introduced over 125 space-qualified microelectronics standard products, that are used on over 90 space projects. (authors)

  12. A Stackelberg Game Approach in an Integrated Inventory Model with Carbon-Emission and Setup Cost Reduction

    Directory of Open Access Journals (Sweden)

    Biswajit Sarkar

    2016-12-01

    Full Text Available This paper formulates an integrated inventory model that allows Stackelberg game policy for optimizing joint total cost of a vendor and buyer system. After receiving the lot, the buyer commences an inspection process to determine the defective items. All defective items the buyer sends to vendor during the receiving of the next lot. Due to increasing number of shipments fixed and variable transportation, as well as carbon emissions, are considered, which makes the model sustainable integrated model forever. To reduce the setup cost for the vendor, a discrete setup reduction is considered for maximization more profit. The players of the integrated model are with unequal power (as leader and follower and the Stackelberg game strategy is utilized to solve this model for obtaining global optimum solution over the finite planning horizon. An illustrative numerical example is given to understand this model clearly.

  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. Commercial Off-The-Shelf (COTS) Electronics Reliability for Space Applications

    Science.gov (United States)

    Pellish, Jonathan

    2018-01-01

    This presentation describes the accelerating use of Commercial off the Shelf (COTS) parts in space applications. Component reliability and threats in the context of the mission, environment, application, and lifetime. Provides overview of traditional approaches applied to COTS parts in flight applications, and shows challenges and potential paths forward for COTS systems in flight applications it's all about data!

  15. The chainable continua are the spaces approximated by finite COTS

    Directory of Open Access Journals (Sweden)

    Judy A. Kennedy

    2001-10-01

    Full Text Available We show that the chainable continua (also called snake-like or arc-likecontinua, are precisely the Hausdorff reflections of inverse limits of sequences of finite COTS under maps which are continuous and are separating.

  16. Video games and higher education : What can ‘Call of Duty’ teach our students?

    OpenAIRE

    Nick eTannahill; Patrick eTissington; Carl eSenior

    2012-01-01

    Here it is argued that with game-based learning it is possible, through their inherent teaching mechanisms, to sustain stimulation throughout a class within higher education. That is, the “net generation” (Tapscott, 1999, p. 6) is intrinsically motivated by games and that commercial video games have a potentially important role in the classroom to assist learning of a range of crucial transferable skills. We further argue that commercial off the shelf (COTS) game design is replete with effect...

  17. Multi-objective dynamic economic emission dispatch of electric power generation integrated with game theory based demand response programs

    International Nuclear Information System (INIS)

    Nwulu, Nnamdi I.; Xia, Xiaohua

    2015-01-01

    Highlights: • In this work, a game theory based DR program is integrated into the DEED problem. • Objectives are to minimize fuel and emissions costs and maximize the DR benefit. • Optimal generator output, customer load and customer incentive are determined. • Developed model is tested with two different scenarios. • Model provides superior results than independent optimization of DR or DEED. - Abstract: The dynamic economic emission dispatch (DEED) of electric power generation is a multi-objective mathematical optimization problem with two objective functions. The first objective is to minimize all the fuel costs of the generators in the power system, whilst the second objective seeks to minimize the emissions cost. Both objective functions are subject to constraints such as load demand constraint, ramp rate constraint, amongst other constraints. In this work, we integrate a game theory based demand response program into the DEED problem. The game theory based demand response program determines the optimal hourly incentive to be offered to customers who sign up for load curtailment. The game theory model has in built mechanisms to ensure that the incentive offered the customers is greater than the cost of interruption while simultaneously being beneficial to the utility. The combined DEED and game theoretic demand response model presented in this work, minimizes fuel and emissions costs and simultaneously determines the optimal incentive and load curtailment customers have to perform for maximal power system relief. The developed model is tested on two test systems with industrial customers and obtained results indicate the practical benefits of the proposed model

  18. Playability Guidelines for Educational Video Games: A Comprehensive and Integrated Literature Review

    Science.gov (United States)

    Ibrahim, Amer; Vela, Francisco Luis Gutiérrez; Rodríguez, Patricia Paderewski; Sánchez, José Luís González; Zea, Natalia Padilla

    2012-01-01

    Learning through play is currently an effective and attractive educational strategy. However, are all educational video games (EVG) successful and do they always keep the player motivated? Here, the authors emphasize that the success of an EVG will be more achievable if the game quality is measured, and suggest the use of playability property as a…

  19. 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.

  20. 48 CFR 12.505 - Applicability of certain laws to contracts for the acquisition of COTS items.

    Science.gov (United States)

    2010-10-01

    ... laws to contracts for the acquisition of COTS items. 12.505 Section 12.505 Federal Acquisition... Items 12.505 Applicability of certain laws to contracts for the acquisition of COTS items. COTS items.... In addition, the following laws are not applicable to contracts for the acquisition of COTS items: (a...

  1. SimBasin: A serious gaming framework for integrated and cooperative decision-making in water management

    Science.gov (United States)

    Angarita, H.; Craven, J.; Caggiano, F.; Corzo, G.

    2016-12-01

    An Integrated approach involving extensive stakeholder dialogue is widely advocated in sustainable water management. However, it requires a social learning process in which scientist and stakeholders become aware of the relationship between their own frames of reference and those of others, differences can be dealt with constructively, and shared ideas can be used to facilitate cooperation. Key obstacles in this process are heritage systems, attitudes and processes, factually wrong, incomplete or unshared mental models, and lack of science-policy dialogue (Pahl-Wostl et al., 2005) To overcome these barriers, a space is required which is free of heritage systems, where mental models can be safely and easily compared and corrected, and where scientists and policy-makers can come together. A "serious game" can serve as such a space - Serious games are games or simulations used to achieve an organizational or educational goal, and such games have already been used to facilitate stakeholder cooperation in the water management sector (Rusca et al., 2005). As well as bringing stakeholders together, they can be an accessible interface between scientific models and non-experts. Here we present SimBasin, a multiplayer serious game framework and development engine. The engine allows to easily create a simulated multiplayer basin management game using WEAP water resources modelling software (SEI, 1992-2015), to facilitate the communication of the complex, long term and wide range relationships between hydrologic, climate, and human systems present in river basins, and enable dialogue between policy-makers and scientists. Different games have been created using the Sim-Basin engine and used in various contexts. Here are discussed experiences with stakeholders at a national forum in Bogotá, flood risk management agencies in the lower Magdalena River Basin in Colombia and with water professionals in Bangkok. The experience shows that the game is a useful tool for enabling

  2. Implementation of a Curriculum-Integrated Computer Game for Introducing Scientific Argumentation

    Science.gov (United States)

    Wallon, Robert C.; Jasti, Chandana; Lauren, Hillary Z. G.; Hug, Barbara

    2017-11-01

    Argumentation has been emphasized in recent US science education reform efforts (NGSS Lead States 2013; NRC 2012), and while existing studies have investigated approaches to introducing and supporting argumentation (e.g., McNeill and Krajcik in Journal of Research in Science Teaching, 45(1), 53-78, 2008; Kang et al. in Science Education, 98(4), 674-704, 2014), few studies have investigated how game-based approaches may be used to introduce argumentation to students. In this paper, we report findings from a design-based study of a teacher's use of a computer game intended to introduce the claim, evidence, reasoning (CER) framework (McNeill and Krajcik 2012) for scientific argumentation. We studied the implementation of the game over two iterations of development in a high school biology teacher's classes. The results of this study include aspects of enactment of the activities and student argument scores. We found the teacher used the game in aspects of explicit instruction of argumentation during both iterations, although the ways in which the game was used differed. Also, students' scores in the second iteration were significantly higher than the first iteration. These findings support the notion that students can learn argumentation through a game, especially when used in conjunction with explicit instruction and support in student materials. These findings also highlight the importance of analyzing classroom implementation in studies of game-based learning.

  3. A biotic game design project for integrated life science and engineering education.

    Directory of Open Access Journals (Sweden)

    Nate J Cira

    2015-03-01

    Full Text Available Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a "biotic game design project" to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course. We provide all course material and also present efforts in adapting the project's complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games.

  4. A biotic game design project for integrated life science and engineering education.

    Science.gov (United States)

    Cira, Nate J; Chung, Alice M; Denisin, Aleksandra K; Rensi, Stefano; Sanchez, Gabriel N; Quake, Stephen R; Riedel-Kruse, Ingmar H

    2015-03-01

    Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM) education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a "biotic game design project" to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course). We provide all course material and also present efforts in adapting the project's complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games.

  5. Lunar COTS: An Economical and Sustainable Approach to Reaching Mars

    Science.gov (United States)

    Zuniga, Allison F.; Rasky, Daniel; Pittman, Robert B.; Zapata, Edgar; Lepsch, Roger

    2015-01-01

    The NASA COTS (Commercial Orbital Transportation Services) Program was a very successful program that developed and demonstrated cost-effective development and acquisition of commercial cargo transportation services to the International Space Station (ISS). The COTS acquisition strategy utilized a newer model than normally accepted in traditional procurement practices. This new model used Space Act Agreements where NASA entered into partnerships with industry to jointly share cost, development and operational risks to demonstrate new capabilities for mutual benefit. This model proved to be very beneficial to both NASA and its industry partners as NASA saved significantly in development and operational costs while industry partners successfully expanded their market share of the global launch transportation business. The authors, who contributed to the development of the COTS model, would like to extend this model to a lunar commercial services program that will push development of technologies and capabilities that will serve a Mars architecture and lead to an economical and sustainable pathway to transporting humans to Mars. Over the past few decades, several architectures for the Moon and Mars have been proposed and studied but ultimately halted or not even started due to the projected costs significantly exceeding NASA's budgets. Therefore a new strategy is needed that will fit within NASA's projected budgets and takes advantage of the US commercial industry along with its creative and entrepreneurial attributes. The authors propose a new COTS-like program to enter into partnerships with industry to demonstrate cost-effective, cis-lunar commercial services, such as lunar transportation, lunar ISRU operations, and cis-lunar propellant depots that can enable an economical and sustainable Mars architecture. Similar to the original COTS program, the goals of the proposed program, being notionally referred to as Lunar Commercial Orbital Transfer Services (LCOTS

  6. Interfacing detectors and collecting data for large-scale experiments in high energy physics using COTS technology

    International Nuclear Information System (INIS)

    Schumacher, Joern

    2017-01-01

    Data-acquisition systems for high-energy physics experiments like the ATLAS experiment at the European particle-physics research institute CERN are used to record experimental physics data and are essential for the effective operation of an experiment. Located in underground facilities with limited space, power, cooling, and exposed to ionizing radiation and strong magnetic fields, data-acquisition systems have unique requirements and are challenging to design and build. Traditionally, these systems have been composed of custom-designed electronic components to be able to cope with the large data volumes that high-energy physics experiments generate and at the same time meet technological and environmental requirements. Custom-designed electronics is costly to develop,effortful to maintain and typically not very flexible. This thesis explores an alternative architecture for data-acquisition systems based on commercial off-the-shelf (COTS) components. A COTS-based data distribution device called FELIX that will be integrated in ATLAS is presented. The hardware and software implementation of this device is discussed, with a specific focus on performance, heterogenity of systems and traffic patterns. The COTS-based readout approach is evaluated in the context of the future requirements of the ATLAS experiment. The main contributions of the thesis are an analysis of the ATLAS data-acquisition system with a focus on the readout system, a software architecture for the main application on FELIX hosts, a performance analysis and tuning based on computer science methods for central FELIX software components with respect to the requirements of the ATLAS experiment, a network communication library with a high-level software interface to utilize high-performance computing network technology for the purpose of data-acquisition systems, and an evaluation and discussion of ATLAS data-acquisition using FELIX systems as a case study for COTS-based data-acquisition in high

  7. Interfacing detectors and collecting data for large-scale experiments in high energy physics using COTS technology

    Energy Technology Data Exchange (ETDEWEB)

    Schumacher, Joern

    2017-07-01

    Data-acquisition systems for high-energy physics experiments like the ATLAS experiment at the European particle-physics research institute CERN are used to record experimental physics data and are essential for the effective operation of an experiment. Located in underground facilities with limited space, power, cooling, and exposed to ionizing radiation and strong magnetic fields, data-acquisition systems have unique requirements and are challenging to design and build. Traditionally, these systems have been composed of custom-designed electronic components to be able to cope with the large data volumes that high-energy physics experiments generate and at the same time meet technological and environmental requirements. Custom-designed electronics is costly to develop,effortful to maintain and typically not very flexible. This thesis explores an alternative architecture for data-acquisition systems based on commercial off-the-shelf (COTS) components. A COTS-based data distribution device called FELIX that will be integrated in ATLAS is presented. The hardware and software implementation of this device is discussed, with a specific focus on performance, heterogenity of systems and traffic patterns. The COTS-based readout approach is evaluated in the context of the future requirements of the ATLAS experiment. The main contributions of the thesis are an analysis of the ATLAS data-acquisition system with a focus on the readout system, a software architecture for the main application on FELIX hosts, a performance analysis and tuning based on computer science methods for central FELIX software components with respect to the requirements of the ATLAS experiment, a network communication library with a high-level software interface to utilize high-performance computing network technology for the purpose of data-acquisition systems, and an evaluation and discussion of ATLAS data-acquisition using FELIX systems as a case study for COTS-based data-acquisition in high

  8. Introduction: Changing the Game

    DEFF Research Database (Denmark)

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

    2013-01-01

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

  9. NASA and COTS Electronics: Past Approach and Successes - Future Considerations

    Science.gov (United States)

    LaBel, Kenneth A.

    2018-01-01

    NASA has a long history of using commercial grade electronics in space. In this talk, a brief history of NASAâ's trends and approaches to commercial grade electronics focusing on processing and memory systems will be presented. This will include providing summary information on the space hazards to electronics as well as NASA mission trade space. We will also discuss developing recommendations for risk management approaches to Electrical, Electronic and Electromechanical (EEE) parts and reliability in space. The final portion of the talk will discuss emerging aerospace trends and the future for Commercial Off The Shelf (COTS) usage.

  10. Web-Based Simulation Games for the Integration of Engineering and Business Fundamentals

    Science.gov (United States)

    Calfa, Bruno; Banholzer, William; Alger, Monty; Doherty, Michael

    2017-01-01

    This paper describes a web-based suite of simulation games that have the purpose to enhance the chemical engineering curriculum with business-oriented decisions. Two simulation cases are discussed whose teaching topics include closing material and energy balances, importance of recycle streams, price-volume relationship in a dynamic market, impact…

  11. COMPUTER GAMES AND EDUCATION

    OpenAIRE

    Sukhov, Anton

    2018-01-01

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

  12. Integrating Game-Based Learning Initiative: Increasing the Usage of Game-Based Learning within K-12 Classrooms through Professional Learning Groups

    Science.gov (United States)

    Denham, André R.; Mayben, Robert; Boman, Terri

    2016-01-01

    In the past 15 to 20 years there has been an increased interest in the use of games for learning. A considerable amount of work has already been done by educational researchers and theorists (Gee, Squire, Malone, Lepper, Shaffer, etc.) to identify and to operationalize the native affordances of games that make them good for learning. Unfortunately…

  13. Evaluation of the Commercial off-the-shelf (COTS) Low Temperature Powder Coating (LTPC)

    Science.gov (United States)

    2017-11-15

    CONTRACT NUMBER: FA8532-17-C-0008 (CDRL A001) Evaluation of the Commercial off- the-shelf (COTS) Low Temperature Powder Coating (LTPC...3 Evaluation of the COTS LTPC (CDRL A001) BATTELLE 1 1.0 Introduction...primers in traditional coating systems is costly, time consuming , and represents a risk to health, safety, and the environment. Powder coatings

  14. A cognitive organization theory (COT) of organizational change : Measuring organizational texture, audience appeal, and leadership engagement

    NARCIS (Netherlands)

    van den Oord, Ad; Elliott, Karen; Witteloostuijn, Arjen van; Barlage, Melody; Polos, Laszlo; Rogiest, Sofie

    2017-01-01

    Purpose: In this paper, the authors develop a cognitive organization theory (COT) of organizational change. COT was developed in the 2000s, by taking insights from cognitive psychology and anthropology to rebuild the foundation of organizational ecology (OE), grounding macro processes of

  15. Decolorization of dyes by recombinase CotA from Escherichia coli ...

    African Journals Online (AJOL)

    The CotA laccase could efficiently decolorize anthraquinone and azo dyes in 24 h. The decolourization capacity of this recombinant laccase suggested that it could be a useful biocatalyst for the treatment of dye-containing effluents. Key words: Recombinant CotA laccase, Escherichia coli, purification, dye decolorization.

  16. 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.

  17. Introduction to the theory of games

    CERN Document Server

    McKinsey, John C C

    1952-01-01

    One of the classic early monographs on game theory, this comprehensive overview illustrates the theory's applications to situations involving conflicts of interest, including economic, social, political, and military contexts. Contents include a survey of rectangular games; a method of approximating the value of a game; games in extensive form and those with infinite strategies; distribution functions; Stieltjes integrals; the fundamental theorem for continuous games; separable games; games with convex payoff functions; applications to statistical inference; and much more. Appropriate for adva

  18. Integration of Teaching Processes and Learning Assessment in the Prefrontal Cortex during a Video Game Teaching-learning Task.

    Science.gov (United States)

    Takeuchi, Naoyuki; Mori, Takayuki; Suzukamo, Yoshimi; Izumi, Shin-Ichi

    2016-01-01

    Human teaching is a social interaction that supports reciprocal and dynamical feedback between the teacher and the student. The prefrontal cortex (PFC) is a region of particular interest due to its demonstrated role in social interaction. In the present study, we evaluated the PFC activity simultaneously in two individuals playing the role of a teacher and student in a video game teaching-learning task. For that, we used two wearable near-infrared spectroscopy (NIRS) devices in order to elucidate the neural mechanisms underlying cognitive interactions between teachers and students. Fifteen teacher-student pairs in total ( N = 30) participated in this study. Each teacher was instructed to teach the video game to their student partner, without speaking. The PFC activity was simultaneously evaluated in both participants using a wearable 16-channel NIRS system during the video game teaching-learning task. Two sessions, each including a triplet of a 30-s teaching-learning task, were performed in order to evaluate changes in PFC activity after advancement of teaching-learning state. Changes in the teachers' left PFC activity between the first and second session positively correlated with those observed in students ( r = 0.694, p = 0.004). Moreover, among teachers, multiple regression analysis revealed a correlation between the left PFC activity and the assessment gap between one's own teaching and the student's understanding ( β = 0.649, p = 0.009). Activity in the left PFC changed synchronously in both teachers and students after advancement of the teaching-learning state. The left PFC of teachers may be involved in integrating information regarding one's own teaching process and the student's learning state. The present observations indicate that simultaneous recording and analysis of brain activity data during teacher-student interactions may be useful in the field of educational neuroscience.

  19. 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

  20. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

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

  1. Game-Based Learning: A Different Perspective

    Science.gov (United States)

    Royle, Karl

    2008-01-01

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

  2. Cell Selection Game for Densely-Deployed Sensor and Mobile Devices In 5G Networks Integrating Heterogeneous Cells and the Internet of Things

    Science.gov (United States)

    Wang, Lusheng; Wang, Yamei; Ding, Zhizhong; Wang, Xiumin

    2015-01-01

    With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs) tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS) game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI). In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG), forming a congestion game with ICI (CGI) and a congestion game with capacity (CGC). For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE). Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell) is profoundly revealed, and the collapse points are identified. PMID:26393617

  3. Cell Selection Game for Densely-Deployed Sensor and Mobile Devices In 5G Networks Integrating Heterogeneous Cells and the Internet of Things

    Directory of Open Access Journals (Sweden)

    Lusheng Wang

    2015-09-01

    Full Text Available With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI. In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG, forming a congestion game with ICI (CGI and a congestion game with capacity (CGC. For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE. Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell is profoundly revealed, and the collapse points are identified.

  4. Cell Selection Game for Densely-Deployed Sensor and Mobile Devices In 5G Networks Integrating Heterogeneous Cells and the Internet of Things.

    Science.gov (United States)

    Wang, Lusheng; Wang, Yamei; Ding, Zhizhong; Wang, Xiumin

    2015-09-18

    With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs) tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS) game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI). In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG), forming a congestion game with ICI (CGI) and a congestion game with capacity (CGC). For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE). Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell) is profoundly revealed, and the collapse points are identified.

  5. The ECE Pre-Service Teachers' Perception on Factors Affecting the Integration of Educational Computer Games in Two Conditions: Selecting versus Redesigning

    Science.gov (United States)

    Sancar Tokmak, Hatice; Ozgelen, Sinan

    2013-01-01

    This case study aimed to examine early childhood education (ECE) pre-service teachers' perception on the factors affecting integration of educational computer games to their instruction in two areas: selecting and redesigning. Twenty-six ECE pre-service teachers participated in the study. The data was collected through open-ended questionnaires,…

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

    Directory of Open Access Journals (Sweden)

    Yi-hung Chiou

    2010-04-01

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

  7. Game Analysis and Simulation of the River Basin Sustainable Development Strategy Integrating Water Emission Trading

    Directory of Open Access Journals (Sweden)

    Liang Liu

    2015-04-01

    Full Text Available Water emission trading (WET is promising in sustainable development strategy. However, low participation impedes its development. We develop an evolutionary game model of two enterprise populations’ dynamics and stability in the decision-making behavior process. Due to the different perceived value of certain permits, enterprises choose H strategy (bidding for permit or D strategy (not bidding. External factors are simplified according to three categories: rH-bidding related cost, G-price and F-penalty. Participation increase equals reaching point (H,H in the model and is treated as an evolutionarily stable strategy (ESS. We build a system dynamics model on AnyLogic 7.1.1 to simulate the aforementioned game and draw four conclusions: (1 to reach ESS more quickly, we need to minimize the bidding related cost rH and price G, but regulate the heavy penalty F; (2 an ESS can be significantly transformed, such as from (D,D to (H,H by regulating rH, G and F accordingly; (3 the initial choice of strategy is essential to the final result; (4 if participation seems stable but unsatisfying, it is important to check whether it is a saddle point and adjust external factors accordingly. The findings benefit both water management practice and further research.

  8. Students' interaction for enhancing learning motivation and learning success: findings from integrating a simulation game into a university course

    OpenAIRE

    Otto, Daniel

    2017-01-01

    In recent decades, a vast amount of literature has been published discussing the educational use of simulation games in higher education. Since their emergence in the 1960s, simulation games have had a substantial effect on the way we think about teaching and learning in higher education. One reason simulation games are regarded as superior to traditional teaching is that they encourage students to interact and collaborate. Simulation games can therefore be subsumed under Kolbs learning model...

  9. 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 ...

  10. A proposed acceptance process for commercial off-the-shelf (COTS) software in reactor applications

    International Nuclear Information System (INIS)

    Preckshot, G.G.; Scott, J.A.

    1996-03-01

    This paper proposes a process for acceptance of commercial off-the-shelf (COTS) software products for use in reactor systems important to safety. An initial set of four criteria establishes COTS software product identification and its safety category. Based on safety category, three sets of additional criteria, graded in rigor, are applied to approve/disapprove the product. These criteria fall roughly into three areas: product assurance, verification of safety function and safety impact, and examination of usage experience of the COTS product in circumstances similar to the proposed application. A report addressing the testing of existing software is included as an appendix

  11. A COTS-based single board radiation-hardened computer for space applications

    International Nuclear Information System (INIS)

    Stewart, S.; Hillman, R.; Layton, P.; Krawzsenek, D.

    1999-01-01

    There is great community interest in the ability to use COTS (Commercial-Off-The-Shelf) technology in radiation environments. Space Electronics, Inc. has developed a high performance COTS-based radiation hardened computer. COTS approaches were selected for both hardware and software. Through parts testing, selection and packaging, all requirements have been met without parts or process development. Reliability, total ionizing dose and single event performance are attractive. The characteristics, performance and radiation resistance of the single board computer will be presented. (authors)

  12. Enhancing Student Learning of Enterprise Integration and Business Process Orientation through an ERP Business Simulation Game

    Science.gov (United States)

    Seethamraju, Ravi

    2011-01-01

    The sophistication of the integrated world of work and increased recognition of business processes as critical corporate assets require graduates to develop "process orientation" and an "integrated view" of business. Responding to these dynamic changes in business organizations, business schools are also continuing to modify…

  13. Model-Based Design Tools for Extending COTS Components To Extreme Environments, Phase II

    Data.gov (United States)

    National Aeronautics and Space Administration — The innovation in this project is model-based design (MBD) tools for predicting the performance and useful life of commercial-off-the-shelf (COTS) components and...

  14. Interoperability and Security Support for Heterogeneous COTS/GOTS/Legacy Component-Based Architecture

    National Research Council Canada - National Science Library

    Tran, Tam

    2000-01-01

    There is a need for Commercial-off-the-shelf (COTS), Government-off-the-shelf (GOTS) and legacy components to interoperate in a secure distributed computing environment in order to facilitate the development of evolving applications...

  15. 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...

  16. Insights Into the Carbene-Initiated Aggregation of [Fe(cot)2

    KAUST Repository

    Lavallo, Vincent; El-Batta, Amer; Bertrand, Guy; Grubbs, Robert H.

    2010-01-01

    Carbenes attack! Stable carbenes react with [Fe(cot)2] in very different ways. Whereas the classical N-heterocyclic carbenes induce the formation of tetra- and trimetallic iron clusters, abnormal NHCs and carbocyclic carbenes (BACs) form mono- and bimetallic iron complexes. Cyclic (alkyl)(amino)carbenes (CAACs) react with [Fe(cot)2] in a completely different manner, namely through outersphere [4+1] cycloaddition.

  17. Insights Into the Carbene-Initiated Aggregation of [Fe(cot)2

    KAUST Repository

    Lavallo, Vincent

    2010-11-25

    Carbenes attack! Stable carbenes react with [Fe(cot)2] in very different ways. Whereas the classical N-heterocyclic carbenes induce the formation of tetra- and trimetallic iron clusters, abnormal NHCs and carbocyclic carbenes (BACs) form mono- and bimetallic iron complexes. Cyclic (alkyl)(amino)carbenes (CAACs) react with [Fe(cot)2] in a completely different manner, namely through outersphere [4+1] cycloaddition.

  18. Unconstrained Iris Acquisition and Recognition Using COTS PTZ Camera

    Directory of Open Access Journals (Sweden)

    Venugopalan Shreyas

    2010-01-01

    Full Text Available Abstract Uniqueness of iris patterns among individuals has resulted in the ubiquity of iris recognition systems in virtual and physical spaces, at high security facilities around the globe. Traditional methods of acquiring iris patterns in commercial systems scan the iris when an individual is at a predetermined location in front of the scanner. Most state-of-the-art techniques for unconstrained iris acquisition in literature use expensive custom equipment and are composed of a multicamera setup, which is bulky, expensive, and requires calibration. This paper investigates a method of unconstrained iris acquisition and recognition using a single commercial off-the-shelf (COTS pan-tilt-zoom (PTZ camera, that is compact and that reduces the cost of the final system, compared to other proposed hierarchical multicomponent systems. We employ state-of-the-art techniques for face detection and a robust eye detection scheme using active shape models for accurate landmark localization. Additionally, our system alleviates the need for any calibration stage prior to its use. We present results using a database of iris images captured using our system, while operating in an unconstrained acquisition mode at 1.5 m standoff, yielding an iris diameter in the 150–200 pixels range.

  19. Evaluation of Game-Based Visualization Tools for Military Flight Simulation

    Science.gov (United States)

    2014-02-01

    accepted that game-based flight simulators cannot approach the complexity and realism of the high fidelity avionics simulations employed in...modern Air Force training systems. However, low cost Commercial Off the Shelf (COTS) gaming technology is rapidly approaching many of the...pitch, and yaw) then converts this position to WGS84 geocentric coordinates to conform to DIS standards prior to broadcast. The position data of

  20. 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

  1. The Work Ethic Game.

    Science.gov (United States)

    Nelson, Kate

    1992-01-01

    Describes the development of "The Work Ethic Game" that focuses on integrity in the workplace. Explains that the game is divided into three categories: legal, judgment, and policy issues. Discusses different personality types in the typical employee population. Includes possibilities for use at different education levels. (DK)

  2. Gaming Research for Technology Education

    Science.gov (United States)

    Clark, Aaron C.; Ernst, Jeremy

    2009-01-01

    This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…

  3. Rhipicephalus microplus dataset of nonredundant raw sequence reads from 454 GS FLX sequencing of Cot-selected (Cot = 660) genomic DNA

    Science.gov (United States)

    A reassociation kinetics-based approach was used to reduce the complexity of genomic DNA from the Deutsch laboratory strain of the cattle tick, Rhipicephalus microplus, to facilitate genome sequencing. Selected genomic DNA (Cot value = 660) was sequenced using 454 GS FLX technology, resulting in 356...

  4. A climate game based on a Multi-Actor Dynamic Integrated Assessment Model (MADIAM)

    Science.gov (United States)

    Weber, M.; Hasselmann, K.

    2003-04-01

    In November 2002 a special exhibition on climate issues opened in the German Museum for Science and Techniques ('Deutsches Museum') in Munich. Within this exposition we present an interactive game in which visitors control future climate policy by adopting the role of either the government, a CEO (Chief Executive Officer) of a global company or a typical private household of an industrialized country. The players endeavor to maintain a sustainable climate in the future (global goal) while pursuing their own individual welfare goals. Task of the exhibition visitor is to combine the personal interests of the actor he is adopting with the global goal. The individual goal of government is maintain economic growth while avoiding conflicts due to inter-regional or societal inequalities. The CEO seeks to maximize total profits (business earnings). The goal of households is to maximize wages and interest earnings. The evolution of the economic system and climate is governed by the decisions of the actors. Government sets economic side conditions in terms of carbon taxes, subsidies for R&D or market infusion support for climate-friendly technologies, and transfers development aid to less advanced regions. The CEOs decide how much to invest in a number of alternative investment options and in which region. Households influences the economy by their purchasing and savings decisions. The model considers four regions, three real actors (mentioned above) and two different goods (climate-adverse and a climate-friendly). We introduce four different kinds of energy (coal, oil/gas, nuclear, renewable). A World Bank handles money flows. At different points in time the actors can cooperate with other actors in order to reach the global goal Stochastic elements regarding future technology and future climate are included. A touch-screen monitor with user friendly interface is used to present animations and videos. An animated climate scientist uses a climate simulator to compute future

  5. Integrating evolutionary game theory into an agent-based model of ductal carcinoma in situ: Role of gap junctions in cancer progression.

    Science.gov (United States)

    Malekian, Negin; Habibi, Jafar; Zangooei, Mohammad Hossein; Aghakhani, Hojjat

    2016-11-01

    There are many cells with various phenotypic behaviors in cancer interacting with each other. For example, an apoptotic cell may induce apoptosis in adjacent cells. A living cell can also protect cells from undergoing apoptosis and necrosis. These survival and death signals are propagated through interaction pathways between adjacent cells called gap junctions. The function of these signals depends on the cellular context of the cell receiving them. For instance, a receiver cell experiencing a low level of oxygen may interpret a received survival signal as an apoptosis signal. In this study, we examine the effect of these signals on tumor growth. We make an evolutionary game theory component in order to model the signal propagation through gap junctions. The game payoffs are defined as a function of cellular context. Then, the game theory component is integrated into an agent-based model of tumor growth. After that, the integrated model is applied to ductal carcinoma in situ, a type of early stage breast cancer. Different scenarios are explored to observe the impact of the gap junction communication and parameters of the game theory component on cancer progression. We compare these scenarios by using the Wilcoxon signed-rank test. The Wilcoxon signed-rank test succeeds in proving a significant difference between the tumor growth of the model before and after considering the gap junction communication. The Wilcoxon signed-rank test also proves that the tumor growth significantly depends on the oxygen threshold of turning survival signals into apoptosis. In this study, the gap junction communication is modeled by using evolutionary game theory to illustrate its role at early stage cancers such as ductal carcinoma in situ. This work indicates that the gap junction communication and the oxygen threshold of turning survival signals into apoptosis can notably affect cancer progression. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

  6. The Burkill-Cesari Integral on Spaces of Absolutely Continuous Games

    Directory of Open Access Journals (Sweden)

    F. Centrone

    2014-01-01

    Full Text Available We prove that the Burkill-Cesari integral is a value on a subspace of AC and then discuss its continuity with respect to both the BV and the Lipschitz norm. We provide an example of value on a subspace of AC strictly containing pNA as well as an existence result of a Lipschitz continuous value, different from Aumann and Shapley’s one, on a subspace of AC∞.

  7. Lime Juice and Vinegar Injections as a Cheap and Natural Alternative to Control COTS Outbreaks.

    Science.gov (United States)

    Moutardier, Grégoire; Gereva, Sompert; Mills, Suzanne C; Adjeroud, Mehdi; Beldade, Ricardo; Ham, Jayven; Kaku, Rocky; Dumas, Pascal

    2015-01-01

    Outbreaks of the corallivorous crown-of-thorns seastar Acanthaster planci (COTS) represent one of the greatest disturbances to coral reef ecosystems in the Indo-Pacific, affecting not only coral reefs but also the coastal communities which rely on their resources. While injection approaches are increasingly used in an attempt to control COTS densities, most of them display severe drawbacks including logistical challenges, high residual environmental impacts or low cost-effectiveness. We tested a new alternative control method based upon acidic injections of cheap, 100% natural products. We investigated the lethal doses, intra- and inter-specific disease transmission and immune responses of COTS when injected with fresh lime juice (extracted from local Citrus arantifolia) and white spirit vinegar. High COTS mortality was achieved with small volumes: 10-20 ml per seastar induced death in 89%/97% of injected specimens after an average 34.3 h/29.8 h for lime juice and vinegar respectively. Highest efficiency was reached for both solutions with double shots of (2 × 10 ml) in two different areas on the body: 100% mortality occurred within 12-24 h, which is similar or faster compared with other current injection methods. Multiple immune measures suggested that death was very likely caused by pH stress from the acidic solutions rather than a bacterial infection. Contagion to either conspecifics or a variety of other reef species was not observed, even at COTS densities 15 times higher than the highest naturally reported. 10 to 20 l lime juice/vinegar could kill up to a thousand COTS at a cost of less than 0.05 USD per specimen; no permits or special handling procedures are required. We conclude that injections of lime juice and vinegar offer great advantages when compared to current best practises and constitute a cheap and natural option for all reefs affected by COTS.

  8. 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

  9. 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

  10. Gaming the System: Video Games as a Theoretical Framework for Instructional Design

    OpenAIRE

    Beatty, Ian D.

    2014-01-01

    In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four layers, all sharing similar structural elements and dynamics: a micro-level game focused on immediate problem-solving and skill development, a macro-level game focused on the experience of the game world and story and identity development, and two meta-level...

  11. The development of CotA mediator cocktail system for dyes decolorization.

    Science.gov (United States)

    Luo, S; Xie, T; Liu, Z; Sun, F; Wang, G

    2018-05-01

    The increasing use of dyes leads to serious environmental concerns, it is significant to explore eco-friendly and economic approaches for dye decolorization. This study aimed to develop mediator cocktail (AS and ABTS) for enhancing the capability of laccase-mediator system in the removal of dyes. By mediator screening, the mediators of ABTS and AS (ABTS, 2, 2'-azino-bis-(3-ethylbenzothiazo-thiazoline-6-sulphonic acid); AS, acetosyringone) were combined for dyes decolorization. The Box-Behnken Design and response surface analysis was performed to optimize experiment conditions. Comparing the CotA-ABTS-AS cocktail system with CotA-single mediator system showed that the coupling of ABTS and AS could increase the decolorization rate 15 times higher, save a third of the cost and shorten the reaction time by 50%. In addition, our studies revealed that sequential oxidation may occur in CotA-ABTS-AS system. Compared with CotA laccase-single mediator system, the CotA-ABTS-AS cocktail system showed advantages including higher efficiency, lower cost and shorter reaction time. This was the first report on the dyes decolorization by laccase mediator cocktail system. These results paved the curb for the application of laccase mediator system in various industrial processes. © 2018 The Society for Applied Microbiology.

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. Assessment of COTS IR image simulation tools for ATR development

    Science.gov (United States)

    Seidel, Heiko; Stahl, Christoph; Bjerkeli, Frode; Skaaren-Fystro, Paal

    2005-05-01

    recommendation. The synthetic image data that are used for the investigation are generated using the recommended tool. Within the scope of this study, ATR performance on IR imagery using classifiers trained on real, synthetic and mixed image sets was evaluated. The performance of the adapted classifiers is assessed using recorded IR imagery with known ground-truth and recommendations are given for the use of COTS IR image simulation tools for ATR development.

  18. A Python Engine for Teaching Artificial Intelligence in Games

    OpenAIRE

    Riedl, Mark O.

    2015-01-01

    Computer games play an important role in our society and motivate people to learn computer science. Since artificial intelligence is integral to most games, they can also be used to teach artificial intelligence. We introduce the Game AI Game Engine (GAIGE), a Python game engine specifically designed to teach about how AI is used in computer games. A progression of seven assignments builds toward a complete, working Multi-User Battle Arena (MOBA) game. We describe the engine, the assignments,...

  19. Use of COTS [commercial-off-the-shelf] Microelectronics in Radiation Environments

    Energy Technology Data Exchange (ETDEWEB)

    Winokur, P.S.; Lum, G.K.; Shaneyfelt, M.R.; Sexton, F.W.; Hash, G.L.; Scott, L.

    1999-07-07

    This paper addresses key issues for the cost-effective use of COTS microelectronics in radiation environments that enable circuit or system designers to manage risks and ensure mission success. COTS parts with low radiation tolerance should not be used when they degrade mission critical functions or lead to premature system failure. We review several factors and tradeoffs affecting the successful application of COTS parts including (1) hardness assurance and qualification issues, (2) system hardening techniques, and (3) life-cycle costs. The paper also describes several experimental studies that address trends in total-dose, transient, and single-event radiation hardness as COTS technology scales to smaller feature sizes. As an example, the level at which dose-rate upset occurs in Samsung SRAMS increases from 1.4x10{sup 8} rads(Si)/s for a 256K SRAM to 7.7x10{sup 9} rads(Si)/s for a 4M SRAM, indicating unintentional hardening improvements in the design or process of a commercial technology. Additional experiments were performed to quantify variations in radiation hardness for COTS parts. In one study, only small (10-15%) variations were found in the dose-rate upset and latchup thresholds for Samsung 4M SRAMS from three different date codes. In another study, irradiations of 4M SRAMS from Samsung, Hitachi, and Toshiba indicate large differences in total-dose radiation hardness. The paper attempts to carefully define terms and clear up misunderstandings about the definitions of ''COTS'' and ''radiation-hardened'' technology.

  20. Use of COTS [commercial-off-the-shelf] Microelectronics in Radiation Environments

    International Nuclear Information System (INIS)

    Winokur, P.S.; Lum, G.K.; Shaneyfelt, M.R.; Sexton, F.W.; Hash, G.L.; Scott, L.

    1999-01-01

    This paper addresses key issues for the cost-effective use of COTS microelectronics in radiation environments that enable circuit or system designers to manage risks and ensure mission success. COTS parts with low radiation tolerance should not be used when they degrade mission critical functions or lead to premature system failure. We review several factors and tradeoffs affecting the successful application of COTS parts including (1) hardness assurance and qualification issues, (2) system hardening techniques, and (3) life-cycle costs. The paper also describes several experimental studies that address trends in total-dose, transient, and single-event radiation hardness as COTS technology scales to smaller feature sizes. As an example, the level at which dose-rate upset occurs in Samsung SRAMS increases from 1.4x10 8 rads(Si)/s for a 256K SRAM to 7.7x10 9 rads(Si)/s for a 4M SRAM, indicating unintentional hardening improvements in the design or process of a commercial technology. Additional experiments were performed to quantify variations in radiation hardness for COTS parts. In one study, only small (10-15%) variations were found in the dose-rate upset and latchup thresholds for Samsung 4M SRAMS from three different date codes. In another study, irradiations of 4M SRAMS from Samsung, Hitachi, and Toshiba indicate large differences in total-dose radiation hardness. The paper attempts to carefully define terms and clear up misunderstandings about the definitions of ''COTS'' and ''radiation-hardened'' technology

  1. A survey of COTS wireless transceiver solutions for unmanned/unattended homeland defense systems

    Science.gov (United States)

    Wurth, Timothy J.; Wells, Jeffrey S.; Trimble, Michael L.

    2004-08-01

    As the war on terrorism continues abroad, the need to maintain security at home remains a major concern. Every aspect of the security effort can benefit from rapid information transfer. Advances in Commercial-Off-the-Shelf (COTS) radios make them valuable in applications ranging from deployed sensors on unsecured borders, to organizing an emergency response team. Additionally, the reduced cost and availability of these transceivers make them a viable alternative to custom developments. As an example, COTS radios can serve as the communication element in Unattended Ground Sensor (UGS) and munitions systems. Other applications include networked sonobuoys and networked RFID tracking. An additional advantage of COTS solutions is that they are available in a small form factor. They have extremely small mechanical outlines and are easily installed in systems requiring miniature designs and light payloads such as man-pack emplaced radios for the Army"s Future Combat System (FCS), as well as missions carried out by Unmanned Aerial Vehicles (UAV). The availability of the COTS radios result in a low-cost alternative for communication links that are applicable to military and Homeland Defense projects. They provide an easily obtainable, low-cost radio alternative enabling quick design cycles to meet mission timeliness. COTS solutions eliminate months from a typical design cycle and have many features already implemented such as ad-hoc routing and encryption. This enables robust hardware to be fielded quickly when a new need arises. The focus of this paper is to identify different COTS modules that can efficiently and cost effectively be applied to these and other various applications.

  2. Designing the Object Game

    DEFF Research Database (Denmark)

    Filip, Diane; Lindegaard, Hanne

    2016-01-01

    The Object Game is an exploratory design game and an experiment of developing a tangible object that can spark dialogue and retrospection between collaborative partners and act as a boundary object. The objective of this article is to show and elaborate on the development of the Object Game......, and to provide case examples of the game in action. The Object Game has two parts – Story-building and Co-rating of objects – with the aim of stimulating a collaborative reflection on knowledge sharing with different objects. In Story-building, the participants visualize their knowledge sharing process...... these facilitated knowledge transfer, knowledge exchange, knowledge generation, and knowledge integration. The participants collaborative reflected on their use of different objects for knowledge sharing and learn which objects have been effective (and which have not been effective) in their collaborative...

  3. Personalised gaming

    NARCIS (Netherlands)

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

    2012-01-01

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

  4. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

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

  5. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

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

  6. More equal than others: Equity norms as an integration of cognitive heuristics and contextual cues in bargaining games.

    Science.gov (United States)

    Civai, Claudia; Rumiati, Raffaella Ida; Rustichini, Aldo

    2013-09-01

    Behavior in one-shot bargaining games, like the Ultimatum Game (UG), has been interpreted as an expression of social preferences, such as inequity aversion and negative reciprocity; however, the traditional UG design limits the range of possible psychological interpretation of the results. Here, we employed three different designs for ultimatum games, finding support for a more comprehensive theory: behavior is driven by cognitive factors implementing rules such as equal splitting, speaking up for the idea that equity works as a cognitive heuristic, applicable when the environment provides no reason to behave otherwise. Instead subjects deviate from this rule when environment changes, as, for instance, when personal interest is at stake. Results show that behavior varies systematically with contextual cues, balancing the self-interest with the automatic application of the equity heuristic. Thus, the context suggests the rule to be applied in a specific situation. Copyright © 2013 Elsevier B.V. All rights reserved.

  7. An evaluation and acceptance of COTS software for FPGA-based controllers in NPPS

    International Nuclear Information System (INIS)

    Jung, Sejin; Kim, Eui-Sub; Yoo, Junbeom; Kim, Jang-Yeol; Choi, Jong Gyun

    2016-01-01

    Highlights: • All direct/indirect COTS SW should be dedicated. • FPGA synthesis tools are important for the safety of new digital I&Cs. • No standards/reports are yet available to deal with the indirect SW – FPGA synthesis tools. • This paper proposes a new evaluation/acceptance process and criteria for indirect SW. - Abstract: FPGA (Field-Programmable Gate Array) has received much attention from nuclear industry as an alternative platform of PLC (Programmable Logic Controller)-based digital I&C (Instrumentation & Control). Software aspect of FPGA development encompasses several commercial tools such as logic synthesis and P&R (Place & Route), which should be first dedicated in accordance with domestic standards based on EPRI NP-5652. Even if a state-of-the-art supplementary EPRI TR-1025243 makes an effort, the dedication of indirect COTS (Commercial Off-The-Shelf) SW such as FPGA logic synthesis tools has still caused a dispute. This paper proposes an acceptance process and evaluation criteria, specific to COTS SW, not commercial-grade direct items. It specifically incorporates indirect COTS SW and also provides categorized evaluation criteria for acceptance. It provides an explicit linkage between acceptance methods (Verification and Validation techniques) and evaluation criteria, too. We tried to perform the evaluation and acceptance process upon a commercial FPGA logic synthesis tool being used to develop a new FPGA-based digital I&C in Korea, and could confirm its applicability.

  8. C3I Systems Acquisition and Maintenance in Relation to the use of COTS Products

    Science.gov (United States)

    2000-12-01

    the NATO C3 Agency and crypto equipment. * the GFE STARGATE Software subsystem (the prototyped version of which, developed by IAF, Surveillance fctid...been increasing and dual-use systems (ACCAM, ICC, AOIS, STARGATE and re-use potentials have been enhanced. WAN connections) Use of COTS information

  9. COTS – Harsh Condition Effects Considerations from Technology to User Level

    Directory of Open Access Journals (Sweden)

    Kirsten Weide-Zaage

    2017-08-01

    Full Text Available Radiation hardened devices are mostly extremely expensive. The continuously downscaling of microelectronic structures and the unavoidable presence of particle radiation on ground and in space leads to unwanted failures in electronic devices. Furthermore it is expected that in the next few years around 8000 new satellites will be launched around the world. Due to the enormous increasing need for Rad-Hard devices, there will be more focus on Commercial Of The Shelf (COTS devices, which costs are lower. Also nowadays microelectronics for automotive systems are tested to withstand radiation especially SEU-single event upsets. It is clear that SEU cannot be ignored anymore especially in the application of unmanned autonomous vehicles and systems. Reliability testing is expensive and extremely time consuming. The use of COTS-Commercials of the shelf is the ultimate goal to reach. In this paper, an overview of radiation effects on different CMOS technologies used in COTS devices is given. These effects can be considered while selecting different functional equivalent COTS devices implemented with different technologies. Moreover, an overview of software techniques used in programmable commercial devices to reduce the radiation effects is also described.

  10. Radiation evaluation method of commercial off-the-shelf (COTS) electronic printed circuit boards (PCBs)

    International Nuclear Information System (INIS)

    LaBel, K.A.; Gruner, T.D.; Reed, R.A.; Settles, B.; Wilmot, J.; Dougherty, L.F.; Russo, A.; Yuknis, W.; Foster, M.G.; Garrisson-Darrin, A.; Marshall, P.W.

    1999-01-01

    We present a radiation evaluation methodology and proton ground test results for candidate COTS PCBs (commercial off-the-shelf electronic printed circuit boards) and their associated electronics for low-altitude, low-inclination orbits. We will also discuss the implications associated with mission orbit and duration. (authors)

  11. The "Organization" as an Interdisciplinary Learning Zone: Using a Strategic Game to Integrate Learning about Supply Chain Management and Advertising

    Science.gov (United States)

    Arora, Anshu Saxena

    2012-01-01

    Purpose: The research study seeks to explore the relationship among strategic gaming, the learning organization model and approach, and transfer of learning as key success strategies for improved individual and organizational performance and sustainable competitive advantage. This research aims to identify and elaborate on the strategic…

  12. Virtual Learning Ecosystems: A Proposed Framework for Integrating Educational Games, E-Learning Methods, and Virtual Community Platforms

    Science.gov (United States)

    Washington, Christopher

    2015-01-01

    Digitally delivered learning shows the promise of enhancing learner motivation and engagement, advancing critical thinking skills, encouraging reflection and knowledge sharing, and improving professional self-efficacy. Digital learning objects take many forms including interactive media, apps and games, video and other e-learning activities and…

  13. Magnetic Ganoderma lucidum spore microspheres: A novel material to immobilize CotA multicopper oxidase for dye decolorization

    Energy Technology Data Exchange (ETDEWEB)

    Fan, Lili [School of Chemistry and Chemical Engineering, Harbin Institute of Technology, Harbin 150001 (China); Wang, Yan, E-mail: wangy_msn@hit.edu.cn [School of Chemistry and Chemical Engineering, Harbin Institute of Technology, Harbin 150001 (China); Zhao, Min [College of Life Science, Northeast Forestry University, Harbin 150040 (China); Song, Jinzhu [School of Life Science and Technology, Harbin Institute of Technology, Harbin 150001 (China); Wang, Jueyu; Jin, Zijing [College of Life Science, Northeast Forestry University, Harbin 150040 (China)

    2016-08-05

    Highlights: • Hollow microspheres were obtained from Ganoderma lucidum spores. • Novel magnetic microspheres were prepared by load hollow spore microspheres with Fe{sub 3}O{sub 4} nanoparticles. • CotA multicopper oxidase was immobilized on the magnetic spore microspheres for indigo carmine decolorization. • The immobilized CotA displayed higher decolorization capability and reusability. - Abstract: In this study, hollow microspheres were obtained from Ganoderma lucidum spores. Then the hollow microspheres were loaded with Fe{sub 3}O{sub 4} nanoparticles to prepare novel magnetic spore microspheres. TEM images and X-ray diffractometry demonstrated that the Fe{sub 3}O{sub 4} nanoparticles were incorporated throughout the spore microsphere. CotA multicopper oxidase was chosen as biomacromolecule to study the loading ability of the magnetic spore microspheres. The combination of the CotA enzyme with the microsphere was observed by laser scanning confocal microscope. The loaded amount of CotA on the microspheres was 75 mg/g when the CotA concentration was 1.2 mg/mL and the activity recovery of the immobilized CotA was 81%. The magnetic microspheres loaded with CotA, which can be easily and quickly recovered by an external magnetic field, were used for dye decolorization. After 1 h decolorization, 99% of the indigo carmine has been removed by 10 mg microspheres. In addition, the immobilized CotA retained 75% of activity after 10 consecutive cycles, which indicated that the magnetic spore microspheres are good support material for immobilization of the enzyme.

  14. Magnetic Ganoderma lucidum spore microspheres: A novel material to immobilize CotA multicopper oxidase for dye decolorization

    International Nuclear Information System (INIS)

    Fan, Lili; Wang, Yan; Zhao, Min; Song, Jinzhu; Wang, Jueyu; Jin, Zijing

    2016-01-01

    Highlights: • Hollow microspheres were obtained from Ganoderma lucidum spores. • Novel magnetic microspheres were prepared by load hollow spore microspheres with Fe_3O_4 nanoparticles. • CotA multicopper oxidase was immobilized on the magnetic spore microspheres for indigo carmine decolorization. • The immobilized CotA displayed higher decolorization capability and reusability. - Abstract: In this study, hollow microspheres were obtained from Ganoderma lucidum spores. Then the hollow microspheres were loaded with Fe_3O_4 nanoparticles to prepare novel magnetic spore microspheres. TEM images and X-ray diffractometry demonstrated that the Fe_3O_4 nanoparticles were incorporated throughout the spore microsphere. CotA multicopper oxidase was chosen as biomacromolecule to study the loading ability of the magnetic spore microspheres. The combination of the CotA enzyme with the microsphere was observed by laser scanning confocal microscope. The loaded amount of CotA on the microspheres was 75 mg/g when the CotA concentration was 1.2 mg/mL and the activity recovery of the immobilized CotA was 81%. The magnetic microspheres loaded with CotA, which can be easily and quickly recovered by an external magnetic field, were used for dye decolorization. After 1 h decolorization, 99% of the indigo carmine has been removed by 10 mg microspheres. In addition, the immobilized CotA retained 75% of activity after 10 consecutive cycles, which indicated that the magnetic spore microspheres are good support material for immobilization of the enzyme.

  15. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

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

  16. Emotions in Serious Games: From Experience to Assessment

    OpenAIRE

    Luigi Anolli; Fabrizia Mantovani; Linda Confalonieri; Antonio Ascolese; L. Peveri

    2010-01-01

    Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for a wide range of educational and training applications. Serious Games are computer or video games in which education is the primary goal, rather than entertainment. Serious Games offer different benefits due to the integration of simulation aspects, game aspects and pedagogical elements at the same time. Among the different assets that Serious Games prov...

  17. Minecraft as a learning and teaching tool:designing integrated game experiences for formal and informal learning activities

    OpenAIRE

    Steinbeiss, G.-J. (Gregor-Jan)

    2017-01-01

    Abstract Research has shown the educational benefits of using the video game Minecraft in areas such as sciences and educational purposes as a teaching tool to transfer knowledge. Most studies, however, address the issue from an external perspective, rather than a student-centred perspective by evaluation from the researchers’ or teachers’ perspectives. This leads to a gap of data from the participants’ perspective and its ...

  18. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

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

  19. [Game addiction].

    Science.gov (United States)

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

    2015-09-01

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

  20. 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....

  1. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

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

  2. NOAA JPSS Visible Infrared Imaging Radiometer Suite (VIIRS) Cloud Optical Thickness (COT) Environmental Data Record (EDR) from IDPS

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This dataset contains a high quality operational Environmental Data Record (EDR) of Cloud Optical Thickness (COT) from the Visible Infrared Imaging Radiometer Suite...

  3. An Assessment of Cost Improvements in the NASA COTS - CRS Program and Implications for Future NASA Missions

    Science.gov (United States)

    Zapata, Edgar

    2017-01-01

    This review brings rigorous life cycle cost (LCC) analysis into discussions about COTS program costs. We gather publicly available cost data, review the data for credibility, check for consistency among sources, and rigorously define and analyze specific cost metrics.

  4. Enabling IP Header Compression in COTS Routers via Frame Relay on a Simplex Link

    Science.gov (United States)

    Nguyen, Sam P.; Pang, Jackson; Clare, Loren P.; Cheng, Michael K.

    2010-01-01

    NASA is moving toward a networkcentric communications architecture and, in particular, is building toward use of Internet Protocol (IP) in space. The use of IP is motivated by its ubiquitous application in many communications networks and in available commercial off-the-shelf (COTS) technology. The Constellation Program intends to fit two or more voice (over IP) channels on both the forward link to, and the return link from, the Orion Crew Exploration Vehicle (CEV) during all mission phases. Efficient bandwidth utilization of the links is key for voice applications. In Voice over IP (VoIP), the IP packets are limited to small sizes to keep voice latency at a minimum. The common voice codec used in VoIP is G.729. This new algorithm produces voice audio at 8 kbps and in packets of 10-milliseconds duration. Constellation has designed the VoIP communications stack to use the combination of IP/UDP/RTP protocols where IP carries a 20-byte header, UDP (User Datagram Protocol) carries an 8-byte header, and RTP (Real Time Transport Protocol) carries a 12-byte header. The protocol headers total 40 bytes and are equal in length to a 40-byte G.729 payload, doubling the VoIP latency. Since much of the IP/UDP/RTP header information does not change from IP packet to IP packet, IP/UDP/RTP header compression can avoid transmission of much redundant data as well as reduce VoIP latency. The benefits of IP header compression are more pronounced at low data rate links such as the forward and return links during CEV launch. IP/UDP/RTP header compression codecs are well supported by many COTS routers. A common interface to the COTS routers is through frame relay. However, enabling IP header compression over frame relay, according to industry standard (Frame Relay IP Header Compression Agreement FRF.20), requires a duplex link and negotiations between the compressor router and the decompressor router. In Constellation, each forward to and return link from the CEV in space is treated

  5. The Timing of cotE Expression Affects Bacillus subtilis Spore Coat Morphology but Not Lysozyme Resistance▿

    Science.gov (United States)

    Costa, Teresa; Serrano, Mónica; Steil, Leif; Völker, Uwe; Moran, Charles P.; Henriques, Adriano O.

    2007-01-01

    The synthesis of structural components and morphogenetic factors required for the assembly of the Bacillus subtilis spore coat is governed by a mother cell-specific transcriptional cascade. The first two temporal classes of gene expression, which involve RNA polymerase sigma σE factor and the ancillary regulators GerR and SpoIIID, are deployed prior to engulfment of the prespore by the mother cell. The two last classes rely on σK, whose activation follows engulfment completion, and GerE. The cotE gene codes for a morphogenetic protein essential for the assembly of the outer coat layer and spore resistance to lysozyme. cotE is expressed first from a σE-dependent promoter and, in a second stage, from a promoter that additionally requires SpoIIID and that remains active under σK control. CotE localizes prior to engulfment completion close to the surface of the developing spore, but formation of the outer coat is a late, σK-controlled event. We have transplanted cotE to progressively later classes of mother cell gene expression. This created an early class of mutants in which cotE is expressed prior to engulfment completion and a late class in which expression of cotE follows the complete engulfment of the prespore. Mutants of the early class assemble a nearly normal outer coat structure, whereas mutants of the late class do not. Hence, the early expression of CotE is essential for outer coat assembly. Surprisingly, however, all mutants were fully resistant to lysozyme. The results suggest that CotE has genetically separable functions in spore resistance to lysozyme and spore outer coat assembly. PMID:17172339

  6. Market Research Survey of Commercial Off-The-Shelf (COTS) Portable MS Systems for IAEA Safeguards Applications

    Energy Technology Data Exchange (ETDEWEB)

    Hart, Garret L.; Hager, George J.; Barinaga, Charles J.; Duckworth, Douglas C.

    2013-02-01

    This report summarizes the results for the market research survey of mass spectrometers that are deemed pertinent to International Atomic Energy Agency (IAEA) needs and strategic objectives. The focus of the report is on MS instruments that represent currently available (or soon to be) commercial off-the shelf (COTS) technology and weigh less than 400 pounds. A compilation of all available MS instruments (36 COTS and 2 R&D) is presented, along with pertinent information regarding each instrument.

  7. Conception sûre de Systèmes embarqués à Base de COTS

    OpenAIRE

    Hajjar , S.

    2013-01-01

    AbstractThis PhD dissertation contributes to the safe design of COTS-based control-command embedded systems. Due to design constraints bounding delays, costs and engineering resources, component re-usability has become a key issue in embedded design.The major difficulty in designing these systems is the high number of COTS components, which usually are separately built. The design process amounts to assembling these elementary components; this often establishes a certain amount of interaction...

  8. Study of a Solution with COTS for the LHCb Calorimeter Upgrade

    CERN Document Server

    Beteta, C Abellan; Olloqui, E Picatoste; Machefert, F; Lefrançois, J; Vilasis-Cardona, X

    2012-01-01

    We present a solution made out of Components Out of Shelf (COTS) for the analog processing of the signal of the LHCb calorimeters in the framework of the foreseen upgrade of the detector. The present proposal is based on the current functional solution, yet, to meet the stringent noise requirements, a number of modifications are proposed. Preliminary results on the prototype boards show promising results.

  9. COTS – Harsh Condition Effects Considerations from Technology to User Level

    OpenAIRE

    Kirsten Weide-Zaage; Guillermo Payá-Vayá

    2017-01-01

    Radiation hardened devices are mostly extremely expensive. The continuously downscaling of microelectronic structures and the unavoidable presence of particle radiation on ground and in space leads to unwanted failures in electronic devices. Furthermore it is expected that in the next few years around 8000 new satellites will be launched around the world. Due to the enormous increasing need for Rad-Hard devices, there will be more focus on Commercial Of The Shelf (COTS) devices, which costs a...

  10. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

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

  11. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

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

  12. Overcoming the Power Wall by Exploiting Application Inexactness and Emerging COTS Architectural Features

    Energy Technology Data Exchange (ETDEWEB)

    Fagan, Mike; Schlachter, Jeremy; Yoshii, Kazutomo; Leyffer, Sven; Palem, Krishna; Snir, Marc; Wild, Stefan M.; Enz, Christian

    2016-09-06

    Abstract—Energy and power consumption are major limitations to continued scaling of computing systems. Inexactness where the quality of the solution can be traded for energy savings has been proposed as a counterintuitive approach to overcoming those limitation. However, in the past, inexactness has been necessitated the need for highly customized or specialized hardware. In order to move away from customization, in earlier work [4], it was shown that by interpreting precision in the computation to be the parameter to trade to achieve inexactness, weather prediction and page rank could both benefit in terms of yielding energy savings through reduced precision, while preserving the quality of the application. However, this required representations of numbers that were not readily available on commercial off-the-shelf (COTS) processors. In this paper, we provide opportunities for extending the the notion of trading precision for energy savings into the world COTS. We provide a model and analyze the opportunities and behavior of all three IEEE compliant precision values available on COTS processors: (i) double (ii) single, and (iii) half. Through measurements, we show through a limit study energy savings in going from double to half precision can potentially exceed a factor of four, largely due to memory and cache effects.

  13. Degradation and annealing studies on gamma rays irradiated COTS PPD CISs at different dose rates

    International Nuclear Information System (INIS)

    Wang, Zujun; Ma, Yingwu; Liu, Jing; Xue, Yuan; He, Baoping; Yao, Zhibin; Huang, Shaoyan; Liu, Minbo; Sheng, Jiangkun

    2016-01-01

    The degradation and annealing studies on Colbalt-60 gamma-rays irradiated commercial-off-the-shelf (COTS) pinned photodiode (PPD) CMOS image sensors (CISs) at the various dose rates are presented. The irradiation experiments of COTS PPD CISs are carried out at 0.3, 3.0 and 30.0 rad(Si)/s. The COTS PPD CISs are manufactured using a standard 0.18-μm CMOS technology with four-transistor pixel PPD architecture. The behavior of the tested CISs shows a remarkable degradation after irradiation and differs in the dose rates. The dark current, dark signal non-uniformity (DSNU), random noise, saturation output, signal to noise ratio (SNR), and dynamic range (DR) versus the total ionizing dose (TID) at the various dose rates are investigated. The tendency of dark current, DSNU, and random noise increase and saturation output, SNR, and DR to decrease at 3.0 rad(Si)/s are far greater than those at 0.3 and 30.0 rad(Si)/s. The damage mechanisms caused by TID irradiation at the various dose rates are also analyzed. The annealing tests are carried out at room temperature with unbiased conditions after irradiation.

  14. Degradation and annealing studies on gamma rays irradiated COTS PPD CISs at different dose rates

    Science.gov (United States)

    Wang, Zujun; Ma, Yingwu; Liu, Jing; Xue, Yuan; He, Baoping; Yao, Zhibin; Huang, Shaoyan; Liu, Minbo; Sheng, Jiangkun

    2016-06-01

    The degradation and annealing studies on Colbalt-60 gamma-rays irradiated commercial-off-the-shelf (COTS) pinned photodiode (PPD) CMOS image sensors (CISs) at the various dose rates are presented. The irradiation experiments of COTS PPD CISs are carried out at 0.3, 3.0 and 30.0 rad(Si)/s. The COTS PPD CISs are manufactured using a standard 0.18-μm CMOS technology with four-transistor pixel PPD architecture. The behavior of the tested CISs shows a remarkable degradation after irradiation and differs in the dose rates. The dark current, dark signal non-uniformity (DSNU), random noise, saturation output, signal to noise ratio (SNR), and dynamic range (DR) versus the total ionizing dose (TID) at the various dose rates are investigated. The tendency of dark current, DSNU, and random noise increase and saturation output, SNR, and DR to decrease at 3.0 rad(Si)/s are far greater than those at 0.3 and 30.0 rad(Si)/s. The damage mechanisms caused by TID irradiation at the various dose rates are also analyzed. The annealing tests are carried out at room temperature with unbiased conditions after irradiation.

  15. Security-Oriented and Load-Balancing Wireless Data Routing Game in the Integration of Advanced Metering Infrastructure Network in Smart Grid

    Energy Technology Data Exchange (ETDEWEB)

    He, Fulin; Cao, Yang; Zhang, Jun Jason; Wei, Jiaolong; Zhang, Yingchen; Muljadi, Eduard; Gao, Wenzhong

    2016-11-21

    Ensuring flexible and reliable data routing is indispensable for the integration of Advanced Metering Infrastructure (AMI) networks, we propose a secure-oriented and load-balancing wireless data routing scheme. A novel utility function is designed based on security routing scheme. Then, we model the interactive security-oriented routing strategy among meter data concentrators or smart grid meters as a mixed-strategy network formation game. Finally, such problem results in a stable probabilistic routing scheme with proposed distributed learning algorithm. One contributions is that we studied that different types of applications affect the routing selection strategy and the strategy tendency. Another contributions is that the chosen strategy of our mixed routing can adaptively to converge to a new mixed strategy Nash equilibrium (MSNE) during the learning process in the smart grid.

  16. Integration of serious games and wearable haptic interfaces for Neuro Rehabilitation of children with movement disorders: A feasibility study.

    Science.gov (United States)

    Bortone, Ilaria; Leonardis, Daniele; Solazzi, Massimiliano; Procopio, Caterina; Crecchi, Alessandra; Bonfiglio, Luca; Frisoli, Antonio

    2017-07-01

    The past decade has seen the emergence of rehabilitation treatments using virtual reality environments. One of the advantages in using this technology is the potential to create positive motivation, by means of engaging environments and tasks shaped in the form of serious games. In this work, we propose a novel Neuro Rehabilitation System for children with movement disorders, that is based on serious games in immersive virtual reality with haptic feedback. The system design aims to enhance involvement and engagement of patients, to provide congruent multi-sensory afferent feedback during motor exercises, and to benefit from the flexibility of virtual reality in adapting exercises to the patient's needs. We present a feasibility study of the method conducted through an experimental rehabilitation session in a group of 4 children with Cerebral Palsy and Developmental Dyspraxia, 4 Typically Developing children and 4 healthy adults. Subjects and patients were able to accomplish the proposed rehabilitation session and average performance of the motor exercises in patients were lower, although comparable, to healthy subjects. Together with positive comments reported by children after the rehabilitation session, results are encouraging for application of the method in a prolonged rehabilitation treatment.

  17. Digital Games and Learning: Identifying Pathways of Influence

    Science.gov (United States)

    Subrahmanyam, Kaveri; Renukarya, Bhavya

    2015-01-01

    Digital games and gamelike contexts have become an integral part of young people's lives, and scholars have speculated about their potential to engage and enhance children's learning. Given that digital games are complex systems, we propose that different aspects of game features and game play might influence learning in different ways. Drawing on…

  18. An Integrated Decision-Making Model for Transformer Condition Assessment Using Game Theory and Modified Evidence Combination Extended by D Numbers

    Directory of Open Access Journals (Sweden)

    Lingjie Sun

    2016-08-01

    Full Text Available The power transformer is one of the most critical and expensive components for the stable operation of the power system. Hence, how to obtain the health condition of transformer is of great importance for power utilities. Multi-attribute decision-making (MADM, due to its ability of solving multi-source information problems, has become a quite effective tool to evaluate the health condition of transformers. Currently, the analytic hierarchy process (AHP and Dempster–Shafer theory are two popular methods to solve MADM problems; however, these techniques rarely consider one-sidedness of the single weighting method and the exclusiveness hypothesis of the Dempster–Shafer theory. To overcome these limitations, this paper introduces a novel decision-making model, which integrates the merits of fuzzy set theory, game theory and modified evidence combination extended by D numbers, to evaluate the health condition of transformers. A four-level framework, which includes three factors and seventeen sub-factors, is put forward to facilitate the evaluation model. The model points out the following: First, the fuzzy set theory is employed to obtain the original basic probability assignments for all indices. Second, the subjective and objective weights of indices, which are calculated by fuzzy AHP and entropy weight, respectively, are integrated to generate the comprehensive weights based on game theory. Finally, based on the above two steps, the modified evidence combination extended by D numbers, which avoids the limitation of the exclusiveness hypothesis in the application of Dempster–Shafer theory, is proposed to obtain the final assessment results of transformers. Case studies are given to demonstrate the proposed modeling process. The results show the effectiveness and engineering practicability of the model in transformer condition assessment.

  19. Game theory and its applications

    CERN Document Server

    Matsumoto, Akio

    2015-01-01

    This book integrates the fundamentals, methodology and major application fields of noncooperative and cooperative games, including conflict resolution. It includes a wide range of applications in many different areas, from economics to homeland security.

  20. Hazard Control Extensions in a COTS Based Data Handling System

    Science.gov (United States)

    Vogel, Torsten; Rakers, Sven; Gronowski, Matthias; Schneegans, Joachim

    2011-08-01

    EML is an electromagnetic levitator for containerless processing of conductive samples on the International Space Station. This material sciences experiment is running in the European Drawer Rack (EDR) facility. The objective of this experiment is to gain insight into the parameters of liquid metal samples and their crystallisation processes without the influence of container walls. To this end the samples are electromagnetically positioned in a coil system and then heated up beyond their melting point in an ultraclean environment.The EML programme is currently under development by Astrium Space Transportation in Friedrichshafen and Bremen; jointly funded by ESA and DLR (on behalf of BMWi, contract 50WP0808). EML consists of four main modules listed in Table 1. The paper focuses mainly on the architecture and design of the ECM module and its contribution to a safe operation of the experiment. The ECM is a computer system that integrates the power supply to the EML experiment, control functions and video handling and compression features. Experiment control is performed by either telecommand or the execution of predefined experiment scripts.

  1. Release the Prisoners Game

    Science.gov (United States)

    Van Hecke, Tanja

    2011-01-01

    This article presents the mathematical approach of the optimal strategy to win the "Release the prisoners" game and the integration of this analysis in a math class. Outline lesson plans at three different levels are given, where simulations are suggested as well as theoretical findings about the probability distribution function and its mean…

  2. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

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

  3. Emotional Gaming

    OpenAIRE

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

    2013-01-01

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

  4. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

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

  5. Development of wide band digital receiver for atmospheric radars using COTS board based SDR

    Science.gov (United States)

    Yasodha, Polisetti; Jayaraman, Achuthan; Thriveni, A.

    2016-07-01

    Digital receiver extracts the received echo signal information, and is a potential subsystem for atmospheric radar, also referred to as wind profiling radar (WPR), which provides the vertical profiles of 3-dimensional wind vector in the atmosphere. This paper presents the development of digital receiver using COTS board based Software Defined Radio technique, which can be used for atmospheric radars. The developmental work is being carried out at National Atmospheric Research Laboratory (NARL), Gadanki. The digital receiver consists of a commercially available software defined radio (SDR) board called as universal software radio peripheral B210 (USRP B210) and a personal computer. USRP B210 operates over a wider frequency range from 70 MHz to 6 GHz and hence can be used for variety of radars like Doppler weather radars operating in S/C bands, in addition to wind profiling radars operating in VHF, UHF and L bands. Due to the flexibility and re-configurability of SDR, where the component functionalities are implemented in software, it is easy to modify the software to receive the echoes and process them as per the requirement suitable for the type of the radar intended. Hence, USRP B210 board along with the computer forms a versatile digital receiver from 70 MHz to 6 GHz. It has an inbuilt direct conversion transceiver with two transmit and two receive channels, which can be operated in fully coherent 2x2 MIMO fashion and thus it can be used as a two channel receiver. Multiple USRP B210 boards can be synchronized using the pulse per second (PPS) input provided on the board, to configure multi-channel digital receiver system. RF gain of the transceiver can be varied from 0 to 70 dB. The board can be controlled from the computer via USB 3.0 interface through USRP hardware driver (UHD), which is an open source cross platform driver. The USRP B210 board is connected to the personal computer through USB 3.0. Reference (10 MHz) clock signal from the radar master oscillator

  6. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

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

  7. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

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

  8. 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...

  9. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

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

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

    Science.gov (United States)

    Patton, Ryan M.

    2013-01-01

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

  11. Evaluation of health benefit using BenMAP-CE with an integrated scheme of model and monitor data during Guangzhou Asian Games.

    Science.gov (United States)

    Ding, Dian; Zhu, Yun; Jang, Carey; Lin, Che-Jen; Wang, Shuxiao; Fu, Joshua; Gao, Jian; Deng, Shuang; Xie, Junping; Qiu, Xuezhen

    2016-04-01

    Guangzhou is the capital and largest city (land area: 7287 km(2)) of Guangdong province in South China. The air quality in Guangzhou typically worsens in November due to unfavorable meteorological conditions for pollutant dispersion. During the Guangzhou Asian Games in November 2010, the Guangzhou government carried out a number of emission control measures that significantly improved the air quality. In this paper, we estimated the acute health outcome changes related to the air quality improvement during the 2010 Guangzhou Asian Games using a next-generation, fully-integrated assessment system for air quality and health benefits. This advanced system generates air quality data by fusing model and monitoring data instead of using monitoring data alone, which provides more reliable results. The air quality estimates retain the spatial distribution of model results while calibrating the value with observations. The results show that the mean PM2.5 concentration in November 2010 decreased by 3.5 μg/m(3) compared to that in 2009 due to the emission control measures. From the analysis, we estimate that the air quality improvement avoided 106 premature deaths, 1869 cases of hospital admission, and 20,026 cases of outpatient visits. The overall cost benefit of the improved air quality is estimated to be 165 million CNY, with the avoided premature death contributing 90% of this figure. The research demonstrates that BenMAP-CE is capable of assessing the health and cost benefits of air pollution control for sound policy making. Copyright © 2015. Published by Elsevier B.V.

  12. Measuring how game feel is influenced by the player avatar's acceleration and deceleration

    DEFF Research Database (Denmark)

    Dahl, Gustav; Kraus, Martin

    2015-01-01

    The feel of videogames is important, but not very well understood. Game feel is an integral part of game design and can be defined as the moment-to-moment sensation of control in games. It is important for game designers to understand when a game feels a certain way, since it is something...

  13. Epistemic Games

    Science.gov (United States)

    Shaffer, David Williamson

    2005-01-01

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

  14. Gaias Game

    Directory of Open Access Journals (Sweden)

    Niklas Schrape

    2014-09-01

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

  15. Games of Multitude

    Directory of Open Access Journals (Sweden)

    Nick Dyer-Witheford

    2010-07-01

    Full Text Available Our hypothesis is that videogames are a paradigmatic media of Empire as described by Hardt and Negri–planetary, militarized hyper-capitalism–and of some of the forces presently challenging it. Why are virtual games the media of Empire, integral to and expressive of it like no other? They originated in the US military-industrial complex, the nuclear-armed core of capital’s global domination, to which power they remain umbilically connected. They were created by the hard-to-control hacker knowledge of a new type of intellectual worker, immaterial labour, vital to a fresh phase of capitalist expansion. In that phase, game machines have served as ubiquitous everyday incubators for the most advanced forces of production and communication, tutoring entire generations in digital technologies and networked communication. The game industry has pioneered methods of accumulation based on intellectual property rights, cognitive exploitation, cultural hybridization, transcontinentally subcontracted dirty work, and world-marketed commodities. Game making blurs the lines between work and play, production and consumption, voluntary activity and precarious exploitation, in a way that typifies the boundless exercise of biopower. At the same time, games themselves are an expensive consumer commodity which the global poor can only access illicitly, demonstrating the massive inequalities of this regime. Virtual games simulate identities as citizen-soldiers, free-agent workers, cyborg-adventurers, and corporate-criminals: virtual play trains flexible personalities for flexible jobs, shapes subjects for militarized markets, and makes becoming a neoliberal subject fun. And—taking us to the focus of this article—games exemplify Empire because they are also exemplary of the multitude, in that game culture includes subversive and alternative experiments searching for a way out. Just as the eighteenth-century novel was a textual apparatus generating the bourgeois

  16. Use of COTS systems in I and C at nuclear facilities: implementation guide - TAFICS/IG/4

    International Nuclear Information System (INIS)

    2017-05-01

    This TAFICS document contains guidance to Instrumentation and Control (I and C) designers and Operating and maintenance (O and M) personnel of nuclear facilities on how to securely plan, procure and use commercial off-the shelf (COTS) systems in nuclear facilities I and C. It describes the cyber security risks involved in use of COTS systems during aIl the life cycle phases and provides recommendations to mitigate these risks. The life cycle phases covered are: I and C architectural design, procurement including acceptance - installation and commissioning, O and M and disposal. This document also provides guidance on various sanitisation methods that can be used for COTS systems or components relevant to I and C. (author)

  17. Immobilization of CotA, an extremophilic laccase from Bacillus subtilis, on glassy carbon electrodes for biofuel cell applications

    Energy Technology Data Exchange (ETDEWEB)

    Beneyton, T.; El Harrak, A.; Griffiths, A.D.; Taly, V. [Institut de Science et d' Ingenierie Supramoleculaire, CNRS UMR, Strasbourg (France); Hellwig, P. [Institut de Chimie, Universite de Strasbourg, CNRS UMR, Strasbourg (France)

    2011-01-15

    Thanks to their high stability over a wide range of experimental conditions, extremophilic enzymes represent an interesting alternative to mesophilic enzymes as catalysts for biofuel cell applications. In the present work, we report for the first time the immobilization of a thermophilic laccase (CotA from Bacillus subtilis endospore coat) on glassy carbon electrodes functionalized via electrochemical reduction of in situ generated aminophenyl monodiazonium salts. We compare the performance of CotA-modified electrodes for the reduction of O{sub 2} to mutant variants and demonstrate that the measured electrical current is directly correlated to the catalytic efficiencies (k{sub cat}/K{sub m}) of the immobilized enzyme. CotA-modified electrodes showed an optimal operation temperature of 45-50 C and stable catalytic activity for at least 7 weeks. (author)

  18. The Game Object Model and expansive learning: Creation ...

    African Journals Online (AJOL)

    The Game Object Model and expansive learning: Creation, instantiation, ... The aim of the paper is to develop insights into the design, integration, evaluation and use of video games in learning and teaching. ... AJOL African Journals Online.

  19. Cultural dimensions of children's games and play behaviour in the ...

    African Journals Online (AJOL)

    Cultural dimensions of children's games and play behaviour in the Northern Cape Province, South Africa. ... The socio-cultural analysis of games and play behaviour is an integral exponent of anthropological ... AJOL African Journals Online.

  20. Commercial Off-The-Shelf (COTS) Graphics Processing Board (GPB) Radiation Test Evaluation Report

    Science.gov (United States)

    Salazar, George A.; Steele, Glen F.

    2013-01-01

    Large round trip communications latency for deep space missions will require more onboard computational capabilities to enable the space vehicle to undertake many tasks that have traditionally been ground-based, mission control responsibilities. As a result, visual display graphics will be required to provide simpler vehicle situational awareness through graphical representations, as well as provide capabilities never before done in a space mission, such as augmented reality for in-flight maintenance or Telepresence activities. These capabilities will require graphics processors and associated support electronic components for high computational graphics processing. In an effort to understand the performance of commercial graphics card electronics operating in the expected radiation environment, a preliminary test was performed on five commercial offthe- shelf (COTS) graphics cards. This paper discusses the preliminary evaluation test results of five COTS graphics processing cards tested to the International Space Station (ISS) low earth orbit radiation environment. Three of the five graphics cards were tested to a total dose of 6000 rads (Si). The test articles, test configuration, preliminary results, and recommendations are discussed.

  1. Spatial Region Estimation for Autonomous CoT Clustering Using Hidden Markov Model

    Directory of Open Access Journals (Sweden)

    Joon‐young Jung

    2018-02-01

    Full Text Available This paper proposes a hierarchical dual filtering (HDF algorithm to estimate the spatial region between a Cloud of Things (CoT gateway and an Internet of Things (IoT device. The accuracy of the spatial region estimation is important for autonomous CoT clustering. We conduct spatial region estimation using a hidden Markov model (HMM with a raw Bluetooth received signal strength indicator (RSSI. However, the accuracy of the region estimation using the validation data is only 53.8%. To increase the accuracy of the spatial region estimation, the HDF algorithm removes the high‐frequency signals hierarchically, and alters the parameters according to whether the IoT device moves. The accuracy of spatial region estimation using a raw RSSI, Kalman filter, and HDF are compared to evaluate the effectiveness of the HDF algorithm. The success rate and root mean square error (RMSE of all regions are 0.538, 0.622, and 0.75, and 0.997, 0.812, and 0.5 when raw RSSI, a Kalman filter, and HDF are used, respectively. The HDF algorithm attains the best results in terms of the success rate and RMSE of spatial region estimation using HMM.

  2. Pest Private Eye: Using an Interactive Role-Playing Video Game to Teach about Pests and Integrated Pest Management

    Science.gov (United States)

    Bauer, Erin; Ogg, Clyde

    2011-01-01

    The trend toward encouraging adoption of Integrated Pest Management (IPM) in schools has increased in the last decade. Because IPM helps reduce risk of human pesticide exposure, reduce allergens and asthma triggers, save energy, and protect the environment, it's essential that IPM awareness continue not only with current school administrators,…

  3. Enhancing an Integrative Course in Industrial Engineering and Management via Realistic Socio-technical Problems and Serious Game Development

    NARCIS (Netherlands)

    Szirbik, Nicolae; Pelletier, Christine; Velthuizen, Vincent; Umeda, Shigeki

    2015-01-01

    This paper discusses specific educational issues encountered during the Systems Engineering Design course at the Industrial Engineering and Management master program at the University of Groningen. It explains first the concept of an integrative course, an innovation that was applied first in this

  4. Kickstarting a New Era of Lunar Industrialization via Campaign of Lunar COTS Missions

    Science.gov (United States)

    Zuniga, Allison F.; Turner, Mark; Rasky, Daniel; Pittman, Robert B.; Zapata, Edgar

    2016-01-01

    To support the goals of expanding our human presence and current economic sphere beyond LEO, a new plan was constructed for NASA to enter into partnerships with industry to foster and incentivize a new era of lunar industrialization. For NASA to finally be successful in achieving sustainable human exploration missions beyond LEO, lessons learned from our space history have shown that it is essential for current program planning to include affordable and economic development goals as well as address top national priorities to obtain much needed public support. In the last 58 years of NASA's existence, only Apollo's human exploration missions beyond LEO were successful since it was proclaimed to be a top national priority during the 1960's. However, the missions were not sustainable and ended abruptly in 1972 due to lack of funding and insufficient economic gain. Ever since Apollo, there have not been any human missions beyond LEO because none of the proposed program plans were economical or proclaimed a top national priority. The proposed plan outlines a new campaign of low-cost, commercial-enabled lunar COTS (Commercial Orbital Transfer Services) missions which is an update to the Lunar COTS plan previously described. The objectives of this new campaign of missions are to prospect for resources, determine the economic viability of extracting those resources and assess the value proposition of using these resources in future exploration architectures such as Mars. These missions would be accomplished in partnership with commercial industry using the wellproven COTS Program acquisition model. This model proved to be very beneficial to both NASA and its industry partners as NASA saved significantly in development and operational costs, as much as tenfold, while industry partners successfully expanded their market share and demonstrated substantial economic gain. Similar to COTS, the goals for this new initiative are 1) to develop and demonstrate cost-effective, cis

  5. Characterization of an Alkali- and Halide-Resistant Laccase Expressed in E. coli: CotA from Bacillus clausii

    DEFF Research Database (Denmark)

    Brander, Søren; Mikkelsen, Jørn Dalgaard; Kepp, Kasper Planeta

    2014-01-01

    The limitations of fungal laccases at higher pH and salt concentrations have intensified the search for new extremophilic bacterial laccases. We report the cloning, expression, and characterization of the bacterial cotA from Bacillus clausii, a supposed alkalophilic ortholog of cotA from B. subti...

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

    Science.gov (United States)

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

    2011-01-01

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

  7. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

    Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2017-01-01

    Applying games in education provides multiple benefits clearly visible in entertainment games: their engaging, goal-oriented nature encourages students to improve while they play. Educational games, also known as Serious Games (SGs) are video games designed with a main purpose other than

  8. Elements Explaining Learning Clinical Reasoning Using Simulation Games

    Directory of Open Access Journals (Sweden)

    Jaana-Maija Koivisto

    2016-12-01

    Full Text Available This article presents the findings on which elements in a game-based simulation affect learning clinical reasoning in nursing education. By using engaging gaming elements in virtual simulations and integrating the clinical reasoning process into game mechanics, games can enhance learning clinical reasoning and offer meaningful learning experiences. The study was designed to explore how nursing students experience gaming and learning when playing a simulation game, as well as which gaming elements explain learning clinical reasoning. The data was collected by questionnaire from nursing students (N = 166 in autumn 2014 over thirteen gaming sessions. The findings showed that usability, application of nursing knowledge, and exploration have the most impact on learning clinical reasoning when playing simulation games. Findings also revealed that authentic patient-related experiences, feedback, and reflection have an indirect effect on learning clinical reasoning. Based on these results, more efficient simulation games to improve clinical reasoning may be developed.   

  9. Natural games

    Science.gov (United States)

    Anttila, Jani; Annila, Arto

    2011-10-01

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

  10. Golden Games

    Institute of Scientific and Technical Information of China (English)

    LI XIAO

    2010-01-01

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

  11. Playing Games with Timed Games

    DEFF Research Database (Denmark)

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

    2009-01-01

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

  12. Natural games

    International Nuclear Information System (INIS)

    Anttila, Jani; Annila, Arto

    2011-01-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem. -- Highlights: → Behavior in the context of game theory is described as a natural process. → The rate of entropy increase, derived from statistical physics of open systems, is identified as the payoff function. → Entropy as the payoff function also clarifies motives of collaboration and subjective nature of decision making. → Evolutionary equation of motion that accounts for the course of a game is inherently unpredictable.

  13. Game development tool essentials

    CERN Document Server

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

    2014-01-01

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

  14. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

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

  15. Stereoscopic game design and evaluation

    Science.gov (United States)

    Rivett, Joe; Holliman, Nicolas

    2013-03-01

    We report on a new game design where the goal is to make the stereoscopic depth cue sufficiently critical to success that game play should become impossible without using a stereoscopic 3D (S3D) display and, at the same time, we investigate whether S3D game play is affected by screen size. Before we detail our new game design we review previously unreported results from our stereoscopic game research over the last ten years at the Durham Visualisation Laboratory. This demonstrates that game players can achieve significantly higher scores using S3D displays when depth judgements are an integral part of the game. Method: We design a game where almost all depth cues, apart from the binocular cue, are removed. The aim of the game is to steer a spaceship through a series of oncoming hoops where the viewpoint of the game player is from above, with the hoops moving right to left across the screen towards the spaceship, to play the game it is essential to make decisive depth judgments to steer the spaceship through each oncoming hoop. To confound these judgements we design altered depth cues, for example perspective is reduced as a cue by varying the hoop's depth, radius and cross-sectional size. Results: Players were screened for stereoscopic vision, given a short practice session, and then played the game in both 2D and S3D modes on a seventeen inch desktop display, on average participants achieved a more than three times higher score in S3D than they achieved in 2D. The same experiment was repeated using a four metre S3D projection screen and similar results were found. Conclusions: Our conclusion is that games that use the binocular depth cue in decisive game judgements can benefit significantly from using an S3D display. Based on both our current and previous results we additionally conclude that display size, from cell-phone, to desktop, to projection display does not adversely affect player performance.

  16. Game theory and mercosul

    Directory of Open Access Journals (Sweden)

    Romeu Costa Ribeiro Bastos

    2011-06-01

    Full Text Available The processes of regional integration has aroused great interest in the field of International Relations since the 1950s, however, there has been renovated enthusiasm especially in the 1980s, in view of the successful experience of European Union and the creation of Mercosur. This article aims at analyzing the positions of Brazil and Argentina within Mercosur, using the instruments supplied by the Game Theory.

  17. Giving Games the Old College Try

    Directory of Open Access Journals (Sweden)

    Amy R. Hofer

    2013-12-01

    Full Text Available In Brief: Based on evidence that games might help students get more engaged in my online class, I decided to overcome my skepticism and road-test two information literacy games. First I tried BiblioBouts, which uses the online citation management tool Zotero to integrate gaming into a research paper assignment that is already part of the course […

  18. Computer Game Lugram - Version for Blind Children

    OpenAIRE

    V. Delić; N. Vujnović Sedlar; B. Lučić

    2011-01-01

    Computer games have undoubtedly become an integral part of educational activities of children. However, since computer games typically abound with audio and visual effects, most of them are completely useless for children with disabilities. Specifically, computer games dealing with the basics of geometry can contribute to mathematics education, but they require significant modifications in order to be suitable for the visually impaired children. The paper presents the results of research and ...

  19. COTS-based OO-component approach for software inter-operability and reuse (software systems engineering methodology)

    Science.gov (United States)

    Yin, J.; Oyaki, A.; Hwang, C.; Hung, C.

    2000-01-01

    The purpose of this research and study paper is to provide a summary description and results of rapid development accomplishments at NASA/JPL in the area of advanced distributed computing technology using a Commercial-Off--The-Shelf (COTS)-based object oriented component approach to open inter-operable software development and software reuse.

  20. Risk mitigation process for utilization of commercial off-the-shelf (COTS) parts in CCD camera for military applications

    Science.gov (United States)

    Ahmad, Anees; Batcheldor, Scott; Cannon, Steven C.; Roberts, Thomas E.

    2002-09-01

    This paper presents the lessons learned during the design and development of a high performance cooled CCD camera for military applications utilizing common commercial off the shelf (COTS) parts. Our experience showed that concurrent evaluation and testing of high risk COTS must be performed to assess their performance over the required temperature range and other special product requirements such as fuel vapor compatibility, EMI and shock susceptibility, etc. Technical, cost and schedule risks for COTS parts must also be carefully evaluated. The customer must be involved in the selection and evaluation of such parts so that the performance limitations of the selected parts are clearly understood. It is equally important to check with vendors on the availability and obsolescence of the COTS parts being considered since the electronic components are often replaced by newer, better and cheaper models in a couple of years. In summary, this paper addresses the major benefits and risks associated with using commercial and industrial parts in military products, and suggests a risk mitigation approach to ensure a smooth development phase, and predictable performance from the end product.

  1. Development of a 10 kGy(Si) rad hard controller for a mobile robot using COTS

    International Nuclear Information System (INIS)

    Alexandre, J.M.; Marceau, M.

    1999-01-01

    The CEA has developed a 10 kGy(Si) hardened controller using only COTS (Commercial-Off-The-Shelf devices), to equip the mobile robot Andros. An electronic architecture adapted to the constraint of hardening have been carried out, leading to the construction of a complete set of electronics modules (power electronic, control computer). (authors)

  2. Observations on the reliability of COTS-device-based solid state data recorders operating in low-earth orbit

    International Nuclear Information System (INIS)

    Underwood, C.I.

    1999-01-01

    This paper presents the results of Surrey Space Centre's experience in using different coding schemes and hardware configurations to protect data and protect data and software stored in COTS-device (Commercial-Off-The-Shelf) based memories on-board operational spacecraft in low Earth orbit. (author)

  3. Measurement of transepidermal water loss in Tanzanian cot-nursed neonates and its relation to postnatal weight loss

    NARCIS (Netherlands)

    Thijs, HFH; Massawe, AW; Okken, A; Coenraads, PJ; Muskiet, FAJ; Huisman, M; Boersma, ER

    In healthy cot-nursed Tanzanian neonates (n = 92, gestation 26-42 weeks) measurements of transepidermal water loss (TEWL) and weight change were performed during the first 24 h after birth at an average ambient humidity of 70% and an environmental temperature of 32 degrees C. Urine production on day

  4. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

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

  5. Characterization of total ionizing dose damage in COTS pinned photodiode CMOS image sensors

    Energy Technology Data Exchange (ETDEWEB)

    Wang, Zujun, E-mail: wangzujun@nint.ac.cn; Ma, Wuying; Huang, Shaoyan; Yao, Zhibin; Liu, Minbo; He, Baoping; Sheng, Jiangkun; Xue, Yuan [State Key Laboratory of Intense Pulsed Radiation Simulation and Effect, Northwest Institute of Nuclear Technology, P.O.Box 69-10, Xi’an, Shaanxi 710024 (China); Liu, Jing [School of Materials Science and Engineering, Xiangtan University, Hunan (China)

    2016-03-15

    The characterization of total ionizing dose (TID) damage in COTS pinned photodiode (PPD) CMOS image sensors (CISs) is investigated. The radiation experiments are carried out at a {sup 60}Co γ-ray source. The CISs are produced by 0.18-μm CMOS technology and the pixel architecture is 8T global shutter pixel with correlated double sampling (CDS) based on a 4T PPD front end. The parameters of CISs such as temporal domain, spatial domain, and spectral domain are measured at the CIS test system as the EMVA 1288 standard before and after irradiation. The dark current, random noise, dark signal non-uniformity (DSNU), photo response non-uniformity (PRNU), overall system gain, saturation output, dynamic range (DR), signal to noise ratio (SNR), quantum efficiency (QE), and responsivity versus the TID are reported. The behaviors of the tested CISs show remarkable degradations after radiation. The degradation mechanisms of CISs induced by TID damage are also analyzed.

  6. Inexpensive CubeSat attitude estimation using COTS components and Unscented Kalman Filtering

    DEFF Research Database (Denmark)

    Larsen, Jesper Abildgaard; Vinther, Kasper

    2011-01-01

    computational cost of estimating bias in measurements is worthwhile. The simulations where performed in a simulation environment for the CubeSat AAUSAT3, where robustness has been an important factor during tuning of the attitude estimators. The results indicate that it is possible to achieve acceptable Cube......This paper describes a quaternion implementation of an Unscented Kalman Filter for attitude estimation on CubeSats using measurements of a sun vector, a magnetic field vector and angular velocity. Using unit quaternions provides a singularity free attitude parameterization. However, the unity...... constraint requires a redesign of the Unscented Kalman Filter. Therefore, a quaternion error state is introduced. Emphasis has been put in making the implementation accessible to other CubeSat by using realistic models of COTS components used for attitude sensing and simulations have shown that the extra...

  7. Proposal of low-cost COTS safety MCU for radiation tolerant controls in CBM detectors

    Energy Technology Data Exchange (ETDEWEB)

    Lucio Martinez, Jose Antonio; Kebschull, Udo [Infrastructure and Computer Systems in Data Processing, Goethe University Frankfurt (Germany); Collaboration: CBM-Collaboration

    2016-07-01

    Amid general necessity of a robust slow control system for detectors, a DCS board with a cheap COTS MCU conceived for safety critical applications, and that supports conventional RTEMS+EPICS, is being designed for hostile environments. E.g. To operate inside detectors. For this purpose such MCU, which has redundancy features like lockstep run and ECC-SECDED error correction on flash and SRAM internal memories, was tested under radiation condition at the SPS beamtime parasitically to a detector test in CERN. In this preliminary beam-test, RTEMS+EPICS simplifies controls management and in this case supported data acquisition by monitoring the fault registers of the MCU and transmitting them with the ethernet interface, as a backup method the JTAG was used to inspect such registers to confirm the register reads. The results suggest that this is a reliable MCU for hostile conditions.

  8. ARABIC PROGRAM ON COT KALA LANGSA STREAMING RADIO SEBAGAI STRATEGI BARU PEMBELAJARAN BAHASA ARAB

    Directory of Open Access Journals (Sweden)

    Dhiauddin Dhiauddin

    2015-06-01

    Full Text Available Learning a language means learn to communicate. The goal of learning Arabic by using communicative approach is to stimulate the student to be able to master both receptive and productive skill. Receptive skills includes listening and reading skill, while productive skills includes speaking and writing skills. The objective of this study is to describe the streaming radio as a strategy in Arabic learning for the student of Arabic Department at Cot Kala Langsa State Islamic Institute. The result at the study shows that the streaming radio strategy gives a good response in conducting the Arabic class. Means that streaming radio can enhance the quality of teaching and learning Arabic at this institute.DOI: 10.15408/a.v2i1.1480

  9. Commercial Off-The-Shelf (COTS) Parts Risk and Reliability User and Application Guide

    Science.gov (United States)

    White, Mark

    2017-01-01

    All COTS parts are not created equal. Because they are not created equal, the notion that one can force the commercial industry to follow a set of military specifications and standards, along with the certifications, audits and qualification commitments that go with them, is unrealistic for the sale of a few parts. The part technologies that are Defense Logistics Agency (DLA) certified or Military Specification (MS) qualified, are several generations behind the state-of-the-art high-performance parts that are required for the compact, higher performing systems for the next generation of spacecraft and instruments. The majority of the part suppliers are focused on the portion of the market that is producing high-tech commercial products and systems. To that end, in order to compete in the high performance and leading edge advanced technological systems, an alternative approach to risk assessment and reliability prediction must be considered.

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

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

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

  11. Benchmarking desktop and mobile handwriting across COTS devices: The e-BioSign biometric database.

    Science.gov (United States)

    Tolosana, Ruben; Vera-Rodriguez, Ruben; Fierrez, Julian; Morales, Aythami; Ortega-Garcia, Javier

    2017-01-01

    This paper describes the design, acquisition process and baseline evaluation of the new e-BioSign database, which includes dynamic signature and handwriting information. Data is acquired from 5 different COTS devices: three Wacom devices (STU-500, STU-530 and DTU-1031) specifically designed to capture dynamic signatures and handwriting, and two general purpose tablets (Samsung Galaxy Note 10.1 and Samsung ATIV 7). For the two Samsung tablets, data is collected using both pen stylus and also the finger in order to study the performance of signature verification in a mobile scenario. Data was collected in two sessions for 65 subjects, and includes dynamic information of the signature, the full name and alpha numeric sequences. Skilled forgeries were also performed for signatures and full names. We also report a benchmark evaluation based on e-BioSign for person verification under three different real scenarios: 1) intra-device, 2) inter-device, and 3) mixed writing-tool. We have experimented the proposed benchmark using the main existing approaches for signature verification: feature- and time functions-based. As a result, new insights into the problem of signature biometrics in sensor-interoperable scenarios have been obtained, namely: the importance of specific methods for dealing with device interoperability, and the necessity of a deeper analysis on signatures acquired using the finger as the writing tool. This e-BioSign public database allows the research community to: 1) further analyse and develop signature verification systems in realistic scenarios, and 2) investigate towards a better understanding of the nature of the human handwriting when captured using electronic COTS devices in realistic conditions.

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

    Science.gov (United States)

    Strickland, Haley P; Kaylor, Sara K

    2016-05-01

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

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

    Science.gov (United States)

    Heshmati, Saeideh; Kersting, Nicole; Sutton, Taliesin

    2018-01-01

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

  14. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

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

  15. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

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

  16. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

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

  17. Teaching Strategic Management with a Business Game.

    Science.gov (United States)

    Knotts, Ulysses S., Jr.; Keys, J. Bernard

    1997-01-01

    Management games are increasingly used to teaching strategic management by integrating functional areas of business and providing a working knowledge of the strategic management process. This article summarizes the experience of two veteran instructors, presenting course learning objectives, game pedagogy, team organization and management, game…

  18. A Climate Change Board Game for Interdisciplinary Communication and Education

    Science.gov (United States)

    Eisenack, Klaus

    2013-01-01

    This article reports and reflects on the design and use of the board game KEEP COOL on climate change. The game covers and integrates central biophysical, economic, and political aspects of the issue. By using a board game as common language between students and scientists from different scientific cultures, knowledge of different disciplines can…

  19. Using Games to Creatively Enhance the Counselor Education Curriculum

    Science.gov (United States)

    Swank, Jacqueline M.

    2012-01-01

    Utilizing games within the classroom may assist counselor educators with enhancing learning. Counselor educators may integrate games within the curriculum to assist students in learning and developing self-awareness and to assess knowledge and skills. This article describes the utilization of games within experiential-learning theory and presents…

  20. Computer Game Lugram - Version for Blind Children

    Directory of Open Access Journals (Sweden)

    V. Delić

    2011-06-01

    Full Text Available Computer games have undoubtedly become an integral part of educational activities of children. However, since computer games typically abound with audio and visual effects, most of them are completely useless for children with disabilities. Specifically, computer games dealing with the basics of geometry can contribute to mathematics education, but they require significant modifications in order to be suitable for the visually impaired children. The paper presents the results of research and adaptation of the educational computer game Lugram to the needs of completely blind children, as well as the testing of the prototype, whose results are encouraging to further research and development in the same direction.

  1. Using System Architecture, Review Entry Criteria, and Standard Work Package Data to Enable Rapid Development of Integrated Master Schedules

    Science.gov (United States)

    2016-03-01

    critical path, EVM, project management, systems engineering, CVN, obsolescence , integrated master schedule , portfolio schedule 15. NUMBER OF PAGES...after the decision to swap deployments between the CVN-69 and CVN-75. C. COTS OBSOLESCENCE While CVN deadlines impose schedule constraints...Elements The context diagram shows how a CVN IT program SEP and IMS interact with COTS obsolescence , the CPA availability schedule , and other internal

  2. Serious Games: Video Games for Good?

    Science.gov (United States)

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

    2015-01-01

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

  3. Gamification Quest: Rhythm. Music as a game mechanic

    OpenAIRE

    Granell Díaz, Marina

    2017-01-01

    Treball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2016/2017 This document constitutes the Technical Report for the project Gamification Quest: Rhythm, music as a game mechanic for the Videogame Design and Development bachelor degree. The project consists on the design and implementation of rhythm game mechanics integrated in a gamification environment applied to education. The video game will be implemented on the game engine Unity (10), ...

  4. Designing and evaluating sociability in online video games

    OpenAIRE

    Christou, Georgios; Law, Effie; Geerts, David; Nacke, Lennart; Zaphiris, Panayiotis

    2013-01-01

    The emergence of Online Video Games has led to new ways of socializing with friends. Nowadays a good online game is also associated with the pleasure of socializing and interaction with other players. One cannot play such a game solitarily in a meaningful sense without interacting with the other players. However, there are still no integrated ways of designing and evaluating the inherent sociability of online video games, nor are there methods or guidelines for designing and evaluating social...

  5. Design, engineering and utility of biotic games.

    Science.gov (United States)

    Riedel-Kruse, Ingmar H; Chung, Alice M; Dura, Burak; Hamilton, Andrea L; Lee, Byung C

    2011-01-07

    Games are a significant and defining part of human culture, and their utility beyond pure entertainment has been demonstrated with so-called 'serious games'. Biotechnology--despite its recent advancements--has had no impact on gaming yet. Here we propose the concept of 'biotic games', i.e., games that operate on biological processes. Utilizing a variety of biological processes we designed and tested a collection of games: 'Enlightenment', 'Ciliaball', 'PAC-mecium', 'Microbash', 'Biotic Pinball', 'POND PONG', 'PolymerRace', and 'The Prisoner's Smellemma'. We found that biotic games exhibit unique features compared to existing game modalities, such as utilizing biological noise, providing a real-life experience rather than virtual reality, and integrating the chemical senses into play. Analogous to video games, biotic games could have significant conceptual and cost-reducing effects on biotechnology and eventually healthcare; enable volunteers to participate in crowd-sourcing to support medical research; and educate society at large to support personal medical decisions and the public discourse on bio-related issues.

  6. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

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

  7. Urban Games

    DEFF Research Database (Denmark)

    Nielsen, Rune; Løssing, Tobias

    2004-01-01

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

  8. Gaming conservation

    NARCIS (Netherlands)

    Fletcher, Robert

    2017-01-01

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

  9. [Lecture Games] Python programming game

    OpenAIRE

    Johnsen, Andreas Lyngstad; Ushakov, Georgy

    2011-01-01

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

  10. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

    Recently self-referentiality have occurred as a trend among game designers and have also enjoyed sporadic attention in academia. However, in academia, discussions of self-referential games often rest on proceduralist arguments and a too exclusive focus on the game object. This paper draws...... on the typology of meta-pictures developed by art historian J.W.T. Mitchell. Based on this typology, this paper discusses the notion of meta-games and suggest a broad conception of such games that includes not only the game object, but also the player and the discourse in which it is interpreted....

  11. An Examination of Game-Based Learning from Theories of Flow Experience and Cognitive Load

    Science.gov (United States)

    Lai, Chih-Hung; Chu, Chih-Ming; Liu, Hsiang-Hsuan; Yang, Shun-Bo; Chen, Wei-Hsuan

    2013-01-01

    This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered that whether the game-based learning could make learners to reveal higher cognitive load. The…

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

    Science.gov (United States)

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

    2017-01-01

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

  13. 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…

  14. Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform Games

    OpenAIRE

    Liszio , Stefan; Masuch , Maic

    2016-01-01

    Part 4: Short Papers; International audience; Designing multiplayer virtual reality games is a challenging task since immersion is easily destroyed by real world influences. However, providing fun and social virtual reality experiences is inevitable for establishing virtual reality gaming as a convincing new medium. We propose a design approach to integrate social interactions into the game design while retaining immersion, and present design methods to implement this approach. Furthermore, w...

  15. Conventional Training Versus Game-Based Training

    National Research Council Canada - National Science Library

    Mautone, Tricia; Spiker, Alan; karp, Ron

    2006-01-01

    .... This report describes how we began developing and evaluating such a tool. We created a taxonomy of serious game elements and integrated it with a taxonomy of cognitive functions derived from a task analysis of a flight...

  16. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

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

  17. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

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

  18. Teaching Using Computer Games

    Science.gov (United States)

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

    2011-01-01

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

  19. Alena Lidzhieva, About Games

    OpenAIRE

    Dovurkaev, Karu; Churyumov, Anton

    2015-01-01

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

  20. Interfacing Detectors and Collecting Data for Large-Scale Experiments in High Energy Physics Using COTS Technology

    CERN Document Server

    Schumacher, Jorn; Wandelli, Wainer

    Data-acquisition systems for high-energy physics experiments like the ATLAS experiment at the European particle-physics research institute CERN are used to record experimental physics data and are essential for the effective operation of an experiment. Located in underground facilities with limited space, power, cooling, and exposed to ionizing radiation and strong magnetic fields, data-acquisition systems have unique requirements and are challenging to design and build. Traditionally, these systems have been composed of custom-designed electronic components to be able to cope with the large data volumes that high-energy physics experiments generate and at the same time meet technological and environmental requirements. Custom-designed electronics is costly to develop, effortful to maintain and typically not very flexible. This thesis explores an alternative architecture for data-acquisition systems based on commercial off-the-shelf (COTS) components. A COTS-based data distribution device called FELIX that w...

  1. No-lose targets as an option to integrate non-Annex I countries in global emission reduction efforts. A game-theoretical analysis

    Energy Technology Data Exchange (ETDEWEB)

    Duscha, Vicki

    2012-07-01

    Substantial greenhouse gas emission reductions of 50% and more below 1990 levels by 2050 are necessary, to limit mean temperature increase below 2 C above pre-industrial levels. While the Kyoto Protocol foresees emission reduction targets for Annex I countries only, current and projected greenhouse gas emissions, as well as the growing economic importance of emerging economies call for an integration of non-Annex I countries in global reduction efforts. No-lose targets set emission reduction targets and define incentives for meeting the target, in contrast to binding reduction targets that use penalties to ensure compliance. One form of incentive is the participation in an international emissions trading market. While a few conceptual and quantitative analyses of no-lose targets can be found in the literature, economic analyses have not been carried out so far. In this thesis, two theoretical frameworks are introduced to analyze the potential of no-lose targets to contribute to global emission reduction efforts. First, a two-player, two-stage model is developed to model a non-Annex I country's participation decision and derive the contribution to global emission reductions. Then a two-player participation game is introduced to analyze the effects that the participation decision of one non-Annex I country has on another non-Annex I country also facing a no-lose target. Two market forms, a perfectly competitive market, and a market with market power on the side of the non-Annex I country are analyzed. In order to complement the highly stylized theoretical frameworks, a quantitative analysis applying marginal abatement cost curves is conducted to estimate the contribution of no-lose targets to reaching the 2 C target. The analyses show that no-lose targets can result in substantial contributions from non-Annex I countries to global emission reductions, in particular if the reduction potential in the non-Annex I countries is large, compared to that of the Annex I

  2. Single-ion 4f element magnetism: an ab-initio look at Ln(COT)2(-).

    Science.gov (United States)

    Gendron, Frédéric; Pritchard, Benjamin; Bolvin, Hélène; Autschbach, Jochen

    2015-12-14

    The electron densities associated with the Ln 4f shell, and spin and orbital magnetizations ('magnetic moment densities'), are investigated for the Ln(COT)2(-) series. The densities are obtained from ab-initio calculations including spin-orbit coupling. For Ln = Ce, Pr the magnetizations are also derived from crystal field models and shown to agree with the ab-initio results. Analysis of magnetizations from ab-initio calculations may be useful in assisting research on single molecule magnets.

  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. Using Gaming Equipment to Teach

    Science.gov (United States)

    Curriculum Review, 2009

    2009-01-01

    Gaming equipment (such as Nintendo's Wii[TM]) is making its way to schools and classrooms. However, most of the discussion regarding how to use this technology and integrate it into lesson plans is happening in blogs on the Internet. An advocate of interactive media in the classroom, Dr. Dawn Hawkins, a faculty member for the Art Institute of…

  5. Bioethics in the Hunger Games

    Science.gov (United States)

    Cook, Kristin; Keller, Donna; Myers, Alyce

    2014-01-01

    In this guided inquiry, students investigate advantages and disadvantages of genetic engineering by integrating popular fiction into their study of bioethics. What are the effects of artificially created hybrid creatures on characters in "The Hunger Games" and in our society? What are the effects on and basic rights of the organisms…

  6. Crystal structure of CotA laccase complexed with 2,2-azinobis-(3-ethylbenzothiazoline-6-sulfonate) at a novel binding site

    International Nuclear Information System (INIS)

    Liu, Zhongchuan; Xie, Tian; Zhong, Qiuping; Wang, Ganggang

    2016-01-01

    The crystal structure of CotA complexed with 2,2-azinobis-(3-ethylbenzothiazoline-6-sulfonate) in a hole motif has been solved; this novel binding site could be a potential structure-based target for protein engineering of CotA laccase. The CotA laccase from Bacillus subtilis is an abundant component of the spore outer coat and has been characterized as a typical laccase. The crystal structure of CotA complexed with 2,2-azinobis-(3-ethylbenzothiazoline-6-sulfonate) (ABTS) in a hole motif has been solved. The novel binding site was about 26 Å away from the T1 binding pocket. Comparison with known structures of other laccases revealed that the hole is a specific feature of CotA. The key residues Arg476 and Ser360 were directly bound to ABTS. Site-directed mutagenesis studies revealed that the residues Arg146, Arg429 and Arg476, which are located at the bottom of the novel binding site, are essential for the oxidation of ABTS and syringaldazine. Specially, a Thr480Phe variant was identified to be almost 3.5 times more specific for ABTS than for syringaldazine compared with the wild type. These results suggest this novel binding site for ABTS could be a potential target for protein engineering of CotA laccases

  7. Crystal structure of CotA laccase complexed with 2,2-azinobis-(3-ethylbenzothiazoline-6-sulfonate) at a novel binding site

    Energy Technology Data Exchange (ETDEWEB)

    Liu, Zhongchuan; Xie, Tian [Chengdu Institute of Biology, Chinese Academy of Sciences, Chengdu 610041, People’s Republic of (China); Key Laboratory of Environmental Microbiology of Sichuan Province, Chengdu 610041, People’s Republic of (China); Zhong, Qiuping [Chengdu Institute of Biology, Chinese Academy of Sciences, Chengdu 610041, People’s Republic of (China); Key Laboratory of Environmental Microbiology of Sichuan Province, Chengdu 610041, People’s Republic of (China); University of Chinese Academy of Sciences, Beijing 100049, People’s Republic of (China); Wang, Ganggang, E-mail: wanggg@cib.ac.cn [Chengdu Institute of Biology, Chinese Academy of Sciences, Chengdu 610041, People’s Republic of (China); Key Laboratory of Environmental Microbiology of Sichuan Province, Chengdu 610041, People’s Republic of (China)

    2016-03-24

    The crystal structure of CotA complexed with 2,2-azinobis-(3-ethylbenzothiazoline-6-sulfonate) in a hole motif has been solved; this novel binding site could be a potential structure-based target for protein engineering of CotA laccase. The CotA laccase from Bacillus subtilis is an abundant component of the spore outer coat and has been characterized as a typical laccase. The crystal structure of CotA complexed with 2,2-azinobis-(3-ethylbenzothiazoline-6-sulfonate) (ABTS) in a hole motif has been solved. The novel binding site was about 26 Å away from the T1 binding pocket. Comparison with known structures of other laccases revealed that the hole is a specific feature of CotA. The key residues Arg476 and Ser360 were directly bound to ABTS. Site-directed mutagenesis studies revealed that the residues Arg146, Arg429 and Arg476, which are located at the bottom of the novel binding site, are essential for the oxidation of ABTS and syringaldazine. Specially, a Thr480Phe variant was identified to be almost 3.5 times more specific for ABTS than for syringaldazine compared with the wild type. These results suggest this novel binding site for ABTS could be a potential target for protein engineering of CotA laccases.

  8. Flow Game

    DEFF Research Database (Denmark)

    Olsen, Jesper Lind

    2003-01-01

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

  9. Serious Games for Health: Spielend lernen und heilen mit Computerspielen? / Serious Games for Health: Learning and healing with video games?

    Directory of Open Access Journals (Sweden)

    Sostmann, Kai

    2010-01-01

    Full Text Available Serious Games (SG are a new medium in the context of e-learning. Serious Games use the multimedial advantages of computer and video games to fulfil the didactic requirements to teach target groups in classical and new learning scenarios. Serious Games for Health (SGH can be applied in the domains of medical therapy, continuing medical education and in the fields of prevention and health promotion. From a didactic and instructional psychology perspective the impact of Serious Games is based on their integration into motivational and multimedia aspects of computer and video games from different genres in learning scenarios. Serious Games in the domain of therapy can be a meaningful endorsement to existing therapies for both patients and relatives to improve the therapeutic outcome and to foster the compliance of patients. In the field of continually medical education studies show the positive impact of Serious Games on learning outcomes. Serious Games in prevention and health promotion are mostly applied in the framework of public communication campaigns.

  10. The Game of Tri

    Science.gov (United States)

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

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

  11. Play the MRI Game

    Science.gov (United States)

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

  12. Play the Electrocardiogram Game

    Science.gov (United States)

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

  13. A 32 terabit/s data acquisition from mostly COTS components

    CERN Document Server

    Schwemmer, Rainer

    2015-01-01

    The Large Hadron Collider beauty (LHCb) data acquisition after 2019 will need to perform event-building at an aggregated band-width of 32 Tbit/s. Apart from the technological challenges described in various papers also at this conference, the key challenge is to come up with an architecture which minimises the cost, while providing a system which can be maintained by a small team for a long time and which scales well. In this paper we present the analyses we have been doing to minimise the cost, the R&D topics we derived from that and how we combined all this into a coherent proposal which allows us to come up with a system which not only today fits the budgetary constraints of LHCb, but also will allow profiting from any main-stream technological development. We achieve this by aligning our system needs as much as possible to data-centre mass-market commercial of the shelf (COTS) products; by minimising the number of optical interconnects and by optimising the physical layout of the system. This system r...

  14. A Bayesian belief nets based quantitative software reliability assessment for PSA: COTS case study

    International Nuclear Information System (INIS)

    Eom, H. S.; Sung, T. Y.; Jeong, H. S.; Park, J. H.; Kang, H. G.; Lee, K. Y.; Park, J. K

    2002-03-01

    Current reliability assessments of safety critical software embedded in the digital systems in nuclear power plants are based on the rule-based qualitative assessment methods. Then recently practical needs require the quantitative features of software reliability for Probabilistic Safety Assessment (PSA) that is one of important methods being used in assessing the whole safety of nuclear power plant. But conventional quantitative software reliability assessment methods are not enough to get the necessary results in assessing the safety critical software used in nuclear power plants. Thus, current reliability assessment methods for these digital systems exclude the software part or use arbitrary values for the software reliability in the assessment. This reports discusses a Bayesian Belief Nets (BBN) based quantification method that models current qualitative software assessment in formal way and produces quantitative results required for PSA. Commercial Off-The-Shelf (COTS) software dedication process that KAERI developed was applied to the discussed BBN based method for evaluating the plausibility of the proposed method in PSA

  15. Negotiation Games

    OpenAIRE

    Philipp Hoffmann

    2015-01-01

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

  16. 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....

  17. Board game

    International Nuclear Information System (INIS)

    Brennan, N.S.

    1982-01-01

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

  18. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

    This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....

  19. Computer Games and Instruction

    Science.gov (United States)

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

    2011-01-01

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

  20. PROOF BY GAMES

    Science.gov (United States)

    2016-03-01

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

  1. Mechanizing Exploratory Game Design

    OpenAIRE

    Smith, Adam Marshall

    2012-01-01

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

  2. Learning the Rules of the Game

    Science.gov (United States)

    Smith, Donald A.

    2018-03-01

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

  3. Emotions in Serious Games: From Experience to Assessment

    Directory of Open Access Journals (Sweden)

    Luigi Anolli

    2010-11-01

    Full Text Available Serious Games represent a global revolution that promises to develop intuitive, affordable, accessible and familiar learning environments for a wide range of educational and training applications. Serious Games are computer or video games in which education is the primary goal, rather than entertainment. Serious Games offer different benefits due to the integration of simulation aspects, game aspects and pedagogical elements at the same time. Among the different assets that Serious Games provide for learning, we will focus in this paper on their ability to leverage the synergy between emotional and learning appropriation processes. We will first outline the specific features of learning opportunities offered by Serious Games considering the involvement of emotions in this learning process. The following part of the paper will be dedicated to the description of the methods for the analysis of the emotional experience of SG users. Finally, we will explore a new promising research direction concerning the use of Affective Computing in Serious Games.

  4. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.

  5. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

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

  6. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

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

  7. Writing Game Center Apps in iOS Bringing Your Players Into the Game

    CERN Document Server

    Nahavandipoor, Vandad

    2011-01-01

    Now that Apple has introduced the GameKit framework to its iOS SDK, you can integrate Game Center features directly into your iPhone and iPad apps. This concise cookbook shows you how it's done, with 18 targeted recipes for adding leaderboards, user authentication, achievements, multiplayer games, and many other features. How do you display players' scores and achievements? How do you create Game Center accounts and add friends? Each recipe in this book includes a simple code solution you can put to work immediately, along with a detailed discussion that offers insight into why and how the r

  8. The SFMOMA AR Game Jam

    DEFF Research Database (Denmark)

    Brin, Sarah; Gangsei, Erica

    2018-01-01

    In the Summer of 2016, Pokémon Go precipitated a surge of new play experiences in museums. Cultural heritage institutions across disciplines were confronted with the sudden ubiquity of augmented reality (AR). Some museums enthusiastically integrated Pokémon into their programs, while some grapple......, and Rebecca Edwards. “Night at the Museum: The 2016 Getty/USC Game Jam.” Blog. The Getty Iris, March 31, 2016. http://blogs.getty.edu/iris/a-night-at-themuseum-the-2016-gettyusc-game-jam/....

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

    CERN Document Server

    Viscolani, Bruno

    2017-01-01

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

  10. 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....

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

    Directory of Open Access Journals (Sweden)

    Andreas Gregersen

    2011-11-01

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

  12. Where Cultural Games Count: The Voices of Primary Classroom Teachers

    Science.gov (United States)

    Nabie, Michael Johnson

    2015-01-01

    This study explored Ghanaian primary school teachers' values and challenges of integrating cultural games in teaching mathematics. Using an In-depth conversational interview, ten (10) certificated teachers' voices on the values and challenges of integrating games were examined. Thematic data analysis was applied to the qualitative data from the…

  13. Integration

    DEFF Research Database (Denmark)

    Emerek, Ruth

    2004-01-01

    Bidraget diskuterer de forskellige intergrationsopfattelse i Danmark - og hvad der kan forstås ved vellykket integration......Bidraget diskuterer de forskellige intergrationsopfattelse i Danmark - og hvad der kan forstås ved vellykket integration...

  14. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

    We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the

  15. Gesture Activated Mobile Edutainment (GAME)

    DEFF Research Database (Denmark)

    Rehm, Matthias; Leichtenstern, Karin; Plomer, Joerg

    2010-01-01

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

  16. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

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

  17. Rehabilitative Games for Stroke Patients

    Directory of Open Access Journals (Sweden)

    A. Pyae

    2015-07-01

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

  18. Effects of Temperature on the Performance and Stability of Recent COTS Silicon Oscillators

    Science.gov (United States)

    Patterson, Richard L.; Hammoud, Ahmad

    2010-01-01

    Silicon oscillators have lately emerged to serve as potential replacement for crystal and ceramic resonators to provide timing and clock signals in electronic systems. These semiconductor-based devices, including those that are based on MEMS technology, are reported to be resistant to vibration and shock (an important criteria for systems to be deployed in space), immune to EMI, consume very low current, require few or no external components, and cover a wide range of frequency for analog and digital circuits. In this work, the performance of five recently-developed COTS silicon oscillator chips from different manufacturers was determined within a temperature range that extended beyond the individual specified range of operation. In addition, restart capability at extreme temperatures, i.e. power switched on while the device was soaking at extreme (hot or cold) temperature, and the effects of thermal cycling under a wide temperature range on the operation of these silicon oscillators were also investigated. Performance characterization of each oscillator was obtained in terms of its output frequency, duty cycle, rise and fall times, and supply current at specific test temperatures. The five different oscillators tested operated beyond their specified temperature region, with some displaying excellent stability throughout the whole test temperature range. Others experienced some instability at certain temperature test points as evidenced by fluctuation in the output frequency. Recovery from temperature-induced changes took place when excessive temperatures were removed. It should also be pointed out that all oscillators were able to restart at the extreme test temperatures and to withstand the limited thermal cycling without undergoing any significant changes in their characteristics. In addition, no physical damage was observed in the packaging material of any of these silicon oscillators due to extreme temperature exposure and thermal cycling. It is recommended

  19. Representational Inquiry competences in Science Games

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2009-01-01

    to support work with genuine scientific inquiry and to meet the seventh- to tenth grade curriculum objectives for science and Danish education in Danish schools. This paper comprises a presentation of the results of a long-term empirical study done of four school classes who have played the game. The chapter......This chapter concerns the enactment of competences in a particular science learning game Homicide, which is played in lower secondary schools. Homicide is a forensic investigation game in which pupils play police experts solving criminal cases in the space of one week. The game is designed......, transform and criticize visual representations as an integrated part of conducting an inquiry in the science game...

  20. Mobile Game for Learning Bacteriology

    Science.gov (United States)

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

    2014-01-01

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

  1. Game-powered machine learning.

    Science.gov (United States)

    Barrington, Luke; Turnbull, Douglas; Lanckriet, Gert

    2012-04-24

    Searching for relevant content in a massive amount of multimedia information is facilitated by accurately annotating each image, video, or song with a large number of relevant semantic keywords, or tags. We introduce game-powered machine learning, an integrated approach to annotating multimedia content that combines the effectiveness of human computation, through online games, with the scalability of machine learning. We investigate this framework for labeling music. First, a socially-oriented music annotation game called Herd It collects reliable music annotations based on the "wisdom of the crowds." Second, these annotated examples are used to train a supervised machine learning system. Third, the machine learning system actively directs the annotation games to collect new data that will most benefit future model iterations. Once trained, the system can automatically annotate a corpus of music much larger than what could be labeled using human computation alone. Automatically annotated songs can be retrieved based on their semantic relevance to text-based queries (e.g., "funky jazz with saxophone," "spooky electronica," etc.). Based on the results presented in this paper, we find that actively coupling annotation games with machine learning provides a reliable and scalable approach to making searchable massive amounts of multimedia data.

  2. 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…

  3. Nested Potential Games

    OpenAIRE

    Hiroshi Uno

    2007-01-01

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

  4. Patience of matrix games

    DEFF Research Database (Denmark)

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

    2013-01-01

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

  5. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

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

  6. Play the Mosquito Game

    Science.gov (United States)

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

  7. Three Designs for Using Game-Based Learning in Business Education

    DEFF Research Database (Denmark)

    Lainema, Timo; Henriksen, Thomas Duus

    2015-01-01

    This chapter presents three didactic frameworks for integrating learning games with other syllabus activities in business education. These three models illustrate how different didactic framings of particular learning games allow for different learning processes, using Kolb’s learning model...

  8. Marketing in Game Design

    OpenAIRE

    Nurminen, Emilia

    2013-01-01

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

  9. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

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

  10. [Integrity].

    Science.gov (United States)

    Gómez Rodríguez, Rafael Ángel

    2014-01-01

    To say that someone possesses integrity is to claim that that person is almost predictable about responses to specific situations, that he or she can prudentially judge and to act correctly. There is a closed interrelationship between integrity and autonomy, and the autonomy rests on the deeper moral claim of all humans to integrity of the person. Integrity has two senses of significance for medical ethic: one sense refers to the integrity of the person in the bodily, psychosocial and intellectual elements; and in the second sense, the integrity is the virtue. Another facet of integrity of the person is la integrity of values we cherish and espouse. The physician must be a person of integrity if the integrity of the patient is to be safeguarded. The autonomy has reduced the violations in the past, but the character and virtues of the physician are the ultimate safeguard of autonomy of patient. A field very important in medicine is the scientific research. It is the character of the investigator that determines the moral quality of research. The problem arises when legitimate self-interests are replaced by selfish, particularly when human subjects are involved. The final safeguard of moral quality of research is the character and conscience of the investigator. Teaching must be relevant in the scientific field, but the most effective way to teach virtue ethics is through the example of the a respected scientist.

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

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  12. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

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

    2008-01-01

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

  13. Games and Agents: Designing Intelligent Gameplay

    Directory of Open Access Journals (Sweden)

    F. Dignum

    2009-01-01

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

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

    OpenAIRE

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

    2016-01-01

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

  15. Measuring and Communicating Emotions Through Game Design

    DEFF Research Database (Denmark)

    Knutz, Eva; Markussen, Thomas

    2010-01-01

    digital narrative and game play as means for self-report. In so doing it integrate play, communication and measurement in one and the same device. First it gives 4-6 year old hospitalized children an opportunity to learn how to cope with their own emotional reactions to medical treatment through game play......This paper explores how emotion research may inform the design of a playful interactive tool for emotion measurement and communication, called Child Patient Game (CPgame) that has been developed for paediatric patients at a Danish hospital. The CPgame differs from other instruments in that it uses...

  16. Creating e-learning games with Unity

    CERN Document Server

    Horachek, David

    2014-01-01

    Unity is a fully integrated development engine providing the required functionality to create games and interactive 3D content, while reducing the time, effort, and cost of developing the content. Nowadays, many people have started to use Unity in an eLearning setting as it allows them to create real-world scenarios, or models, for training purposes. With Unity, one can develop video games that are not only fun, but are also effective teaching and learning tools. When properly designed, an engaging game is an ideal platform for the presentation, testing, and application of learning objectives.

  17. Negotiation Games

    Directory of Open Access Journals (Sweden)

    Philipp Hoffmann

    2015-09-01

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

  18. Game Changers

    DEFF Research Database (Denmark)

    Helms, Niels Henrik

    2012-01-01

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

  19. The $-game

    Science.gov (United States)

    Vitting Andersen, J.; Sornette, D.

    2003-01-01

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

  20. Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games

    Directory of Open Access Journals (Sweden)

    Aiko Sato

    2016-01-01

    Full Text Available The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration, observation, reflection, discussion and repeated experiences. We tested our model by teaching two modern board games to Japanese high school and university students. Questionnaires, gameplay data, self-ratings and discussions showed improved understanding and enjoyment, more strategic play and more interest in modern board games over the course of the instructional sequence. The model's repetition (the participants played each game three times was rated the most useful in terms of learning the games. Overall, the integrated model was largely successful in teaching strategy board games to new players, and we offer several recommendations for teachers, designers and researchers of board games.

  1. Situational Effects on the Usage Intention of Mobile Games

    Science.gov (United States)

    Liang, Ting-Peng; Yeh, Yi-Hsuan

    As value-added services on mobile devices are developing rapidly, text messaging, multi-media messaging, music, video, games, GPS navigation, RFID, and mobile TV are all accessible from a single device. Mobile games that combine mobile communication with computer games are an emerging industry. The purpose of this research is to explore what situation factors may affect the intention to play mobile game. We propose a research model to fit the nature of mobile games and conducted an online survey to examine the effect of situational factors. The model integrates constructs in TAM and TRA. The findings are as follows. First, Subjective norm affects a user’s intention in using mobile games when a user has no other task. Second, perceived playfulness affects a user’s intention to use mobile games when the user has another task.

  2. Recall and Recognition of In-Game Advertising: The Impact of Game Control

    Directory of Open Access Journals (Sweden)

    Laura eHerrewijn

    2014-01-01

    Full Text Available Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person’s sense of involvement related to the control and movement mechanisms in a game (i.e. kinesthetic involvement. A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller. Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players’ perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller

  3. Recall and recognition of in-game advertising: the role of game control.

    Science.gov (United States)

    Herrewijn, Laura; Poels, Karolien

    2013-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person's sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players' perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts.

  4. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

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

  5. Introduction to game theory

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

    Full Text Available Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011, the practice of producing artifacts of different sorts in order to supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?

  7. Pro Android Games

    CERN Document Server

    Silva, Vladimir

    2010-01-01

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

  8. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

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

  9. Social Network Gaming Trends

    Directory of Open Access Journals (Sweden)

    Michael Gathwright

    2010-01-01

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

  10. Ageing and digital games

    DEFF Research Database (Denmark)

    Iversen, Sara Mosberg

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

  11. 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)

  12. Spatial effect on stochastic dynamics of bistable evolutionary games

    International Nuclear Information System (INIS)

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

    2014-01-01

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

  13. Use motion games in exercise with children with bronchial asthma

    Directory of Open Access Journals (Sweden)

    Viktoriya Polkovnyk-Markova

    2016-02-01

    Full Text Available Purpose: to analyze the possibility of using moving games in the rehabilitation of children with bronchial asthma. Material & Methods: the modern scientific literature on integrated prevention and treatment of children with asthma. Results: A high frequency of morphological and functional deviations at children with asthma. Classification and examples of mobile games, which can be used for this group of children. Conclusions: the results of modern research that show the effectiveness the use of physical rehabilitation, including moving games.

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

    OpenAIRE

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

    2017-01-01

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

  15. Exact Algorithms for Solving Stochastic Games

    DEFF Research Database (Denmark)

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

    2012-01-01

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

  16. Design for game based learning platforms

    DEFF Research Database (Denmark)

    Sørensen, Birgitte Holm; Meyer, Bente

    2010-01-01

    This paper focuses on the challenges related to the design of game based learning platforms for formal learning contexts that are inspired by the pupil's leisure time related use of web 2.0. The paper is based on the project Serious Games on a Global Market Place (2007-2011) founded by the Danish...... of web 2.0 and integrates theories of learning, didactics, games, play, communication, multimodality and different pedagogical approaches. In relation to the introduced model the teacher role is discussed.......This paper focuses on the challenges related to the design of game based learning platforms for formal learning contexts that are inspired by the pupil's leisure time related use of web 2.0. The paper is based on the project Serious Games on a Global Market Place (2007-2011) founded by the Danish...... Council for Strategic Research, in which an online game-based platform for English as a foreign language in primary school is studied. The paper presents a model for designing for game based learning platforms. This design is based on cultural and ethnographic based research on children's leisure time use...

  17. Introducing Game Development into the University Curriculum

    Directory of Open Access Journals (Sweden)

    Peter Peer*

    2012-12-01

    Full Text Available Integrating computer games development into computer science curriculum is gaining acceptance. However, the question is how this should be done. In our course on computer game development we present all necessary steps that a game project has to address, from design to publication and marketing, from the theoretical to the practical point of view. The goal is that each student makes a casual game for Apple iOS platform and possibly publishes it. The games are built on our xni framework for iOS, which is a subset of Microsoft’s xna. We take an iterative incremental approach to teaching game development, where we discuss a number of selected topics from various categories, such as gameplay design, graphics and artificial intelligence, each week. Thereafter the students receive mandatory and non-mandatory assignments that force them to add functionality to their game and, thus, steadily progress towards their goal. At the end of the course more than 20 % of all projects were ready for the Apple App Store, which, together with student pools saying that the course was one of the best executed courses they attended, confirms the viability of the suggested scheme.

  18. Stinging Insect Matching Game

    Science.gov (United States)

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

  19. 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.

  20. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

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

  1. Big Game Reporting Stations

    Data.gov (United States)

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

  2. Games in Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2014-01-01

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

  3. 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...

  4. Serious Games Network

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2013-11-01

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

  5. Robot Games for Elderly

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg

    2011-01-01

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

  6. 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)

  7. Play the Tuberculosis Game

    Science.gov (United States)

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

  8. Comparison of Physics Frameworks for WebGL-Based Game Engine

    Directory of Open Access Journals (Sweden)

    Yogya Resa

    2014-03-01

    Full Text Available Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using experiment, we assessed these frameworks in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGLbased game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.

  9. Quantum game theory

    Science.gov (United States)

    Stohler, Michael Lehman

    2002-01-01

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

  10. Storytelling in serious games

    DEFF Research Database (Denmark)

    Kampa, Antonia; Haake, Susanne; Burelli, Paolo

    2015-01-01

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

  11. Cooperative Trust Games

    Science.gov (United States)

    2013-01-01

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

  12. In-game marketing

    OpenAIRE

    Neuheisl, Lukáš

    2017-01-01

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

  13. Computer games addiction

    OpenAIRE

    Nejepínský, Adam

    2010-01-01

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

  14. The RAGE Game Software Components Repository for Supporting Applied Game Development

    Directory of Open Access Journals (Sweden)

    Krassen Stefanov

    2017-09-01

    Full Text Available This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry.

  15. Augmented Reality Cubes for Cognitive Gaming: Preliminary Usability and Game Experience Testing

    Directory of Open Access Journals (Sweden)

    Costas Boletsis

    2016-03-01

    Full Text Available Early detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early detection of cognitive decline. In this work, the “Cognitive Augmented Reality Cubes” (CogARC system is presented, i.e. a serious game for cognitive training and screening, utilising an interaction technique based on Augmented Reality and the manipulation of tangible, physical objects (cubes. The game is a collection of cognitive mini-games of preventative nature and is, primarily, targeting elderly players (≥60 years old. A preliminary testing was conducted focusing on the game experience that CogARC offers (utilising the In-Game Experience Questionnaire, the usability of the system (using the System Usability Scale, and the specific user observations and remarks, as documented by open, semi-structured interviews.  Overall, CogARC demonstrated satisfying positive responses, however, the negative reactions indicated that there are specific problems with aspects of the interaction technique and a number of mini-games. The open interview shed more light on the specific issues of each mini-game and further interpretation of user interactions. The current study managed to provide interesting insights into the game design elements, integration of Augmented Reality, tangible interaction of the system, and on how elderly players perceive and use those interaction components. 

  16. Convex Interval Games

    NARCIS (Netherlands)

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

    2008-01-01

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

  17. German War Gaming

    Science.gov (United States)

    2012-07-01

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

  18. Protective Behavior in Games

    OpenAIRE

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

    1996-01-01

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

  19. Playing the Cell Game.

    Science.gov (United States)

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

    1980-01-01

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

  20. Being a Game Changer

    Science.gov (United States)

    Herrig, Brian; Taranto, Greg

    2012-01-01

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

  1. An Extended Duopoly Game.

    Science.gov (United States)

    Eckalbar, John C.

    2002-01-01

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

  2. Protective Behavior in Games

    NARCIS (Netherlands)

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

    1996-01-01

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

  3. Games and Platform Decisions

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan

    2007-01-01

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

  4. Online Strategy Games.

    Science.gov (United States)

    Dye, Bryan

    2002-01-01

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

  5. Dynamic Gaming Platform (DGP)

    Science.gov (United States)

    2009-04-01

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

  6. Implementing Game Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2015-01-01

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

  7. Semantic Game Worlds

    NARCIS (Netherlands)

    Tutenel, T.

    2012-01-01

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

  8. GameSalad essentials

    CERN Document Server

    DeQuadros, Miguel

    2015-01-01

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

  9. Learning Mathematics through Games

    Science.gov (United States)

    Gough, John

    2015-01-01

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

  10. Understanding Video Games

    DEFF Research Database (Denmark)

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

    the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...

  11. Game theory in philosophy

    NARCIS (Netherlands)

    de Bruin, B.P.

    2005-01-01

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

  12. Brain Games for Babies.

    Science.gov (United States)

    Silberg, Jackie

    2001-01-01

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

  13. Educational Games for Learning

    Science.gov (United States)

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

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

  14. The Game Experience Questionnaire

    NARCIS (Netherlands)

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

    2013-01-01

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

  15. Game Literacy, Gaming Cultures and Media Education

    Science.gov (United States)

    Partington, Anthony

    2010-01-01

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

  16. Adaptive Motor Resistance Video Game Exercise Apparatus and Method of Use Thereof

    Science.gov (United States)

    Reich, Alton (Inventor); Shaw, James (Inventor)

    2015-01-01

    The invention comprises a method and/or an apparatus using computer configured exercise equipment and an electric motor provided physical resistance in conjunction with a game system, such as a video game system, where the exercise system provides real physical resistance to a user interface. Results of user interaction with the user interface are integrated into a video game, such as running on a game console. The resistance system comprises: a subject interface, software control, a controller, an electric servo assist/resist motor, an actuator, and/or a subject sensor. The system provides actual physical interaction with a resistance device as input to the game console and game run thereon.

  17. Player-Character Dynamics in Multi- Player Role Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; McIlwain, D.; Brolund, T.

    2007-01-01

    This paper presents the results of a comprehensive empirical study of the impact of integrating complex game characters in multi-player Role Playing Games across tabletop and digital formats. Players were provided with characters that had detailed background history, personality and goals. Player...

  18. Using Game Elements to Increase Student Engagement in Course Assignments

    Science.gov (United States)

    Armier, David Des, Jr.; Shepherd, Craig E.; Skrabut, Stan

    2016-01-01

    Gamification incorporates game-elements in non-gaming situations to enhance student engagement and desired behavior. This study examined participant's willingness to take part in gamified activities where reward systems were not directly tied to course grades. Participants enrolled in a technology integration course for preservice teachers, were…

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

    Science.gov (United States)

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

    2016-01-01

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

  20. The Design Consideration for Game-Based Learning

    Science.gov (United States)

    Liang, Chaoyun; Lee, Yuan-Zone; Chou, Wen-Shou

    2010-01-01

    The integration of game playing with online education has recently become one of the most discussed issues in the e-learning field for its potentially positive impact on the development of related industries and on the social lives of young people. In this article, the authors propose a set of design considerations to assist game-based learning…

  1. Designing Game Analytics For A City-Builder Game

    OpenAIRE

    Korppoo, Karoliina

    2015-01-01

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

  2. Development and Assessment of a Chemistry-Based Computer Video Game as a Learning Tool

    Science.gov (United States)

    Martinez-Hernandez, Kermin Joel

    2010-01-01

    The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…

  3. Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games

    Science.gov (United States)

    Sato, Aiko; de Haan, Jonathan

    2016-01-01

    The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration,…

  4. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

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

  5. Interoperability and Security Support for Heterogeneous COTS/GOTS/Legacy Component-Based Architecture

    National Research Council Canada - National Science Library

    Tran, Tam

    2000-01-01

    .... This thesis researches existing open standards solutions to the distributed component integration problem and proposes an application framework that supports application wrappers and a uniform...

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

    OpenAIRE

    Arsenault, Dominic

    2005-01-01

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

  7. MAP3K8 (TPL2/COT) Affects Obesity-Induced Adipose Tissue Inflammation without Systemic Effects in Humans and in Mice

    NARCIS (Netherlands)

    Ballak, D.B.; Essen, P. van; Diepen, J.A. van; Jansen, H.J.; Hijmans, A.G.; Matsuguchi, T.; Sparrer, H.; Tack, C.J.J.; Netea, M.G.; Joosten, L.A.B.; Stienstra, R.

    2014-01-01

    Chronic low-grade inflammation in adipose tissue often accompanies obesity, leading to insulin resistance and increasing the risk for metabolic diseases. MAP3K8 (TPL2/COT) is an important signal transductor and activator of pro-inflammatory pathways that has been linked to obesity-induced adipose

  8. Learn Grammar in Games

    Institute of Scientific and Technical Information of China (English)

    孟静

    2007-01-01

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

  9. Clockwork game design

    CERN Document Server

    Burgun, Keith

    2015-01-01

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

  10. Serious games: design and development

    OpenAIRE

    Barbosa, André Filipe Santos

    2011-01-01

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

  11. Shapley's value for fuzzy games

    Directory of Open Access Journals (Sweden)

    Raúl Alvarado Sibaja

    2009-02-01

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

  12. User Interface Composition with COTS-UI and Trading Approaches: Application for Web-Based Environmental Information Systems

    Science.gov (United States)

    Criado, Javier; Padilla, Nicolás; Iribarne, Luis; Asensio, Jose-Andrés

    Due to the globalization of the information and knowledge society on the Internet, modern Web-based Information Systems (WIS) must be flexible and prepared to be easily accessible and manageable in real-time. In recent times it has received a special interest the globalization of information through a common vocabulary (i.e., ontologies), and the standardized way in which information is retrieved on the Web (i.e., powerful search engines, and intelligent software agents). These same principles of globalization and standardization should also be valid for the user interfaces of the WIS, but they are built on traditional development paradigms. In this paper we present an approach to reduce the gap of globalization/standardization in the generation of WIS user interfaces by using a real-time "bottom-up" composition perspective with COTS-interface components (type interface widgets) and trading services.

  13. Evaluation of COTS SiGe, SOI, and Mixed Signal Electronic Parts for Extreme Temperature Use in NASA Missions

    Science.gov (United States)

    Patterson, Richard L.; Hammoud, Ahmad

    2010-01-01

    The NASA Electronic Parts and Packaging (NEPP) Program sponsors a task at the NASA Glenn Research Center titled "Reliability of SiGe, SOI, and Advanced Mixed Signal Devices for Cryogenic Space Missions." In this task COTS parts and flight-like are evaluated by determining their performance under extreme temperatures and thermal cycling. The results from the evaluations are published on the NEPP website and at professional conferences in order to disseminate information to mission planners and system designers. This presentation discusses the task and the 2010 highlights and technical results. Topics include extreme temperature operation of SiGe and SOI devices, all-silicon oscillators, a floating gate voltage reference, a MEMS oscillator, extreme temperature resistors and capacitors, and a high temperature silicon operational amplifier.

  14. A New Methodology of Design and Development of Serious Games

    Directory of Open Access Journals (Sweden)

    André F. S. Barbosa

    2014-01-01

    Full Text Available The development of a serious game requires perfect knowledge of the learning domain to obtain the desired results. But it is also true that this may not be enough to develop a successful serious game. First of all, the player has to feel that he is playing a game where the learning is only a consequence of the playing actions. Otherwise, the game is viewed as boring and not as a fun activity and engaging. For example, the player can catch some items in the scenario and then separate them according to its type (i.e., recycle them. Thus, the main action for player is catching the items in the scenario where the recycle action is a second action, which is viewed as a consequence of the first action. Sometimes, the game design relies on a detailed approach based on the ideas of the developers because some educational content are difficult to integrate in the games, while maintaining the fun factor in the first place. In this paper we propose a new methodology of design and development of serious games that facilitates the integration of educational contents in the games. Furthermore, we present a serious game, called “Clean World”, created using this new methodology.

  15. Simulation gaming in nursing education.

    Science.gov (United States)

    Ulione, M S

    1983-10-01

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

  16. Forest Stakeholder Participation in Improving Game Habitat in Swedish Forests

    Directory of Open Access Journals (Sweden)

    Eugene E. Ezebilo

    2012-07-01

    Full Text Available Although in Sweden the simultaneous use of forests for timber production and game hunting are both of socioeconomic importance it often leads to conflicting interests. This study examines forest stakeholder participation in improving game habitat to increase hunting opportunities as well as redistribute game activities in forests to help reduce browsing damage in valuable forest stands. The data for the study were collected from a nationwide survey that involved randomly selected hunters and forest owners in Sweden. An ordered logit model was used to account for possible factors influencing the respondents’ participation in improving game habitat. The results showed that on average, forest owning hunters were more involved in improving game habitat than non-hunting forest owners. The involvement of non-forest owning hunters was intermediate between the former two groups. The respondents’ participation in improving game habitat were mainly influenced by factors such as the quantity of game meat obtained, stakeholder group, forests on hunting grounds, the extent of risk posed by game browsing damage to the economy of forest owners, importance of bagging game during hunting, and number of hunting days. The findings will help in designing a more sustainable forest management strategy that integrates timber production and game hunting in forests.

  17. Whole-head functional brain imaging of neonates at cot-side using time-resolved diffuse optical tomography

    Science.gov (United States)

    Dempsey, Laura A.; Cooper, Robert J.; Powell, Samuel; Edwards, Andrea; Lee, Chuen-Wai; Brigadoi, Sabrina; Everdell, Nick; Arridge, Simon; Gibson, Adam P.; Austin, Topun; Hebden, Jeremy C.

    2015-07-01

    We present a method for acquiring whole-head images of changes in blood volume and oxygenation from the infant brain at cot-side using time-resolved diffuse optical tomography (TR-DOT). At UCL, we have built a portable TR-DOT device, known as MONSTIR II, which is capable of obtaining a whole-head (1024 channels) image sequence in 75 seconds. Datatypes extracted from the temporal point spread functions acquired by the system allow us to determine changes in absorption and reduced scattering coefficients within the interrogated tissue. This information can then be used to define clinically relevant measures, such as oxygen saturation, as well as to reconstruct images of relative changes in tissue chromophore concentration, notably those of oxy- and deoxyhaemoglobin. Additionally, the effective temporal resolution of our system is improved with spatio-temporal regularisation implemented through a Kalman filtering approach, allowing us to image transient haemodynamic changes. By using this filtering technique with intensity and mean time-of-flight datatypes, we have reconstructed images of changes in absorption and reduced scattering coefficients in a dynamic 2D phantom. These results demonstrate that MONSTIR II is capable of resolving slow changes in tissue optical properties within volumes that are comparable to the preterm head. Following this verification study, we are progressing to imaging a 3D dynamic phantom as well as the neonatal brain at cot-side. Our current study involves scanning healthy babies to demonstrate the quality of recordings we are able to achieve in this challenging patient population, with the eventual goal of imaging functional activation and seizures.

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

    NARCIS (Netherlands)

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

    2016-01-01

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

  19. 'Integration'

    DEFF Research Database (Denmark)

    Olwig, Karen Fog

    2011-01-01

    , while the countries have adopted disparate policies and ideologies, differences in the actual treatment and attitudes towards immigrants and refugees in everyday life are less clear, due to parallel integration programmes based on strong similarities in the welfare systems and in cultural notions...... of equality in the three societies. Finally, it shows that family relations play a central role in immigrants’ and refugees’ establishment of a new life in the receiving societies, even though the welfare society takes on many of the social and economic functions of the family....

  20. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

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

  1. Game Movement as Enactive Focalization

    Directory of Open Access Journals (Sweden)

    Yotam Shibolet

    2018-01-01

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

  2. RAGE Architecture for Reusable Serious Gaming Technology Components

    Directory of Open Access Journals (Sweden)

    Wim van der Vegt

    2016-01-01

    Full Text Available For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets that support game studios at serious game development. This paper describes the overall software architecture and design conditions that are needed for the easy integration and reuse of such software assets in existing game platforms. Based on the component-based software engineering paradigm the RAGE architecture takes into account the portability of assets to different operating systems, different programming languages, and different game engines. It avoids dependencies on external software frameworks and minimises code that may hinder integration with game engine code. Furthermore it relies on a limited set of standard software patterns and well-established coding practices. The RAGE architecture has been successfully validated by implementing and testing basic software assets in four major programming languages (C#, C++, Java, and TypeScript/JavaScript, resp.. Demonstrator implementation of asset integration with an existing game engine was created and validated. The presented RAGE architecture paves the way for large scale development and application of cross-engine reusable software assets for enhancing the quality and diversity of serious gaming.

  3. Minority Games

    International Nuclear Information System (INIS)

    Metzler, R

    2005-01-01

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

  4. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

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

  5. 77 FR 5566 - Indian Gaming

    Science.gov (United States)

    2012-02-03

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

  6. Gaming science: the "Gamification" of scientific thinking.

    Science.gov (United States)

    Morris, Bradley J; Croker, Steve; Zimmerman, Corinne; Gill, Devin; Romig, Connie

    2013-09-09

    Science is critically important for advancing economics, health, and social well-being in the twenty-first century. A scientifically literate workforce is one that is well-suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provide suggestions for evaluating their effectiveness.

  7. Gaming Science: The Gamification of Scientific Thinking

    Directory of Open Access Journals (Sweden)

    Bradley eMorris

    2013-09-01

    Full Text Available Science is critically important for advancing economics, health, and social well being in the 21st century. A scientifically literate workforce is one that is well suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provide suggestions for evaluating their effectiveness.

  8. 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.

  9. Excessive and addictive gaming control using counselling agent in online game design

    Science.gov (United States)

    Ididi, Italumeh O.; Hassan, Sa'adah; Ghani, Abdul Azim Abd; Ali, Norhayati Mohd

    2017-10-01

    In recent times, online game play has become a food for thought to concerned individuals, researchers and authorities of various countries due to its excessive and addictive usage. Although, various government have taken certain measures such as shutting down internet cafe at certain hours of the day, censoring the most brutal, offensive and aggressive sections of certain games before they are released. Researchers have advised developers on ways of limiting harm on players by suggesting design changes on time limit. Furthermore, researchers have also suggested that online game distributors ought to make available appropriate referral services. The impart of the above are yet to make any remarkable impact on players. In this paper, we have proposed a Counseling Agent model integrating informative and self-appraisal messages in online game design as a control measure. Informative and self-appraisal messaging in games have proven optimistic through making positive impact on player's thoughts and behavior towards gaming. These messages are expected to remind players about the negative impact of excessive and addictive gaming habits, as well as suggesting possible reductive solutions through message streaming.

  10. The benefits of playing video games.

    Science.gov (United States)

    Granic, Isabela; Lobel, Adam; Engels, Rutger C M E

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  11. The game-theoretic national interstate economic model : an integrated framework to quantify the economic impacts of cyber-terrorist behavior.

    Science.gov (United States)

    2014-12-01

    This study suggests an integrated framework to quantify cyber attack impacts on the U.S. airport security system. A cyber attack by terrorists on the U.S. involves complex : strategic behavior by the terrorists because they could plan to invade an ai...

  12. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

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

    2013-01-01

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

  13. Gender and computer games / video games : girls’ perspective orientation

    OpenAIRE

    Yan, Jingjing

    2010-01-01

    The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies ...

  14. Video Games for Neuro-Cognitive Optimization.

    Science.gov (United States)

    Mishra, Jyoti; Anguera, Joaquin A; Gazzaley, Adam

    2016-04-20

    Sophisticated video games that integrate engaging cognitive training with real-time biosensing and neurostimulation have the potential to optimize cognitive performance in health and disease. We argue that technology development must be paired with rigorous scientific validation and discuss academic and industry opportunities in this field. Copyright © 2016 Elsevier Inc. All rights reserved.

  15. Minority Games

    Energy Technology Data Exchange (ETDEWEB)

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

    2005-02-25

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

  16. Combinatorial optimization games

    Energy Technology Data Exchange (ETDEWEB)

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

    1997-06-01

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

  17. 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...

  18. Archetypal Game Recommender Systems

    DEFF Research Database (Denmark)

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

    2014-01-01

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

  19. Game theory, alive

    CERN Document Server

    Karlin, Anna R

    2016-01-01

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

  20. An Adaptive Robot Game

    DEFF Research Database (Denmark)

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

    2010-01-01

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

  1. Context effects in games

    Directory of Open Access Journals (Sweden)

    Ivo Vlaev

    2007-12-01

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

  2. Concerned with computer games

    DEFF Research Database (Denmark)

    Chimiri, Niklas Alexander; Andersen, Mads Lund; Jensen, Tine

    2018-01-01

    In this chapter, we focus on a particular matter of concern within computer gaming practices: the concern of being or not being a gamer. This matter of concern emerged from within our collective investigations of gaming practices across various age groups. The empirical material under scrutiny...... was generated across a multiplicity of research projects, predominantly conducted in Denmark. The question of being versus not being a gamer, we argue, exemplifies interesting enactments of how computer game players become both concerned with and concerned about their gaming practices. As a collective...... of researchers writing from the field of psychology and inspired by neo-materialist theories, we are particularly concerned with (human) subjectivity and processes of social and subjective becoming. Our empirical examples show that conerns/worries about computer games and being engaged with computer game...

  3. 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

  4. Play the Blood Typing Game

    Science.gov (United States)

    ... Nobel's Life and Work Teachers' Questionnaire The Blood Typing Game What happens if you get a blood ... learn about human blood types! Play the Blood Typing Game 28 September 2017 The mission based game ...

  5. Quantum games with decoherence

    International Nuclear Information System (INIS)

    Flitney, A P; Abbott, D

    2005-01-01

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

  6. Video Design Games

    DEFF Research Database (Denmark)

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

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....

  7. 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....

  8. Predictive Game Theory

    Science.gov (United States)

    Wolpert, David H.

    2005-01-01

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

  9. Game-based telerehabilitation.

    Science.gov (United States)

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

    2009-03-01

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

  10. Integration of scholastic curriculum in computergames – impossible or a design challenge?

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    The present paper argues that integration of scholastic knowledge in computer games is a design challenge and one that will only work if you preserve the computer game as a game. This is important cause if you don’t adhere to or understand the dynamics of computer games you run the risk of destro......The present paper argues that integration of scholastic knowledge in computer games is a design challenge and one that will only work if you preserve the computer game as a game. This is important cause if you don’t adhere to or understand the dynamics of computer games you run the risk...... of destroying your own goal. In order to integrate the scholastic curriculum in computer games for a learning purpose it is and can not be stressed enough important to preserve the action-outcome circle inside the game world. Stated in simpler terms this means that users of learning games must see...

  11. Serious games experiment toward agent-based simulation

    Science.gov (United States)

    Wein, Anne; Labiosa, William

    2013-01-01

    We evaluate the potential for serious games to be used as a scientifically based decision-support product that supports the United States Geological Survey’s (USGS) mission--to provide integrated, unbiased scientific information that can make a substantial contribution to societal well-being for a wide variety of complex environmental challenges. Serious or pedagogical games are an engaging way to educate decisionmakers and stakeholders about environmental challenges that are usefully informed by natural and social scientific information and knowledge and can be designed to promote interactive learning and exploration in the face of large uncertainties, divergent values, and complex situations. We developed two serious games that use challenging environmental-planning issues to demonstrate and investigate the potential contributions of serious games to inform regional-planning decisions. Delta Skelta is a game emulating long-term integrated environmental planning in the Sacramento-San Joaquin Delta, California, that incorporates natural hazards (flooding and earthquakes) and consequences for California water supplies amidst conflicting water interests. Age of Ecology is a game that simulates interactions between economic and ecologic processes, as well as natural hazards while implementing agent-based modeling. The content of these games spans the USGS science mission areas related to water, ecosystems, natural hazards, land use, and climate change. We describe the games, reflect on design and informational aspects, and comment on their potential usefulness. During the process of developing these games, we identified various design trade-offs involving factual information, strategic thinking, game-winning criteria, elements of fun, number and type of players, time horizon, and uncertainty. We evaluate the two games in terms of accomplishments and limitations. Overall, we demonstrated the potential for these games to usefully represent scientific information

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

    Science.gov (United States)

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

    2011-01-01

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

  13. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

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

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  14. 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?...

  15. Mobile Game Probes

    DEFF Research Database (Denmark)

    Borup Lynggaard, Aviaja

    2006-01-01

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

  16. Validation of Serious Games

    Directory of Open Access Journals (Sweden)

    Katinka van der Kooij

    2015-09-01

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

  17. Advances in Dynamic Games

    CERN Document Server

    Breton, Michele

    2011-01-01

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

  18. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

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

    2012-01-01

    Starting from Zermelo’s classical formal treatment of chess, we trace through history the analysis of two-player win/lose/draw games with perfect information and potentially infinite play. Such chess-like games have appeared in many different research communities, and methods for solving them......, such as retrograde analysis, have been rediscovered independently. We then revisit Washburn’s deterministic graphical games (DGGs), a natural generalization of chess-like games to arbitrary zero-sum payoffs. We study the complexity of solving DGGs and obtain an almost-linear time comparison-based algorithm...

  19. Pro Android games

    CERN Document Server

    Nardone, Massimo

    2016-01-01

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

  20. 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

  1. Digital Experience: Serious Games

    DEFF Research Database (Denmark)

    2006-01-01

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

  2. 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...

  3. Game, Player, Ethics

    DEFF Research Database (Denmark)

    Vila, Miguel Angel Sicart

    2005-01-01

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

  4. Action Investment Energy Games

    DEFF Research Database (Denmark)

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

    2012-01-01

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

  5. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

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

  6. Works of Game

    DEFF Research Database (Denmark)

    Sharp, John

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

  7. 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.

  8. Management of environmental health issues for the 2004 Athens Olympic Games: is enhanced integrated environmental health surveillance needed in every day routine operation?

    Directory of Open Access Journals (Sweden)

    Chervoni Julia

    2006-12-01

    Full Text Available Abstract Background Management of environmental health issues is an integral part of public health systems. An active integrated environmental health surveillance and response system was developed for the Athens Olympics to monitor and prevent exposure to environmental hazards. The potential for permanent implementation of the program was examined. Methods The environmental health surveillance and response system included standardization, computerization and electronic transmission of data concerning environmental inspections of 17 site categories (restaurants, swimming pools etc of public health interest, drinking and recreational water examinations and suggested corrective actions. The Olympic Planning Unit integrated and centrally managed data from 13 public health agencies, recommended, supervised and coordinated prompt corrective actions. Methods used to test the effectiveness of the program were the assessment of water quality test and inspection results trends over time using linear regression and epidemiological surveillance findings. Results Between January 2003 and September the 30th, 2004, 196 inspectors conducted 8562 inspections, collected 5024 water samples and recommended 17 027 corrective actions. In 10 cruise ships used as floating hotels inspectors conducted 10 full inspections, 2 re-inspections, and 27 follow-up inspections. Unsatisfactory inspection results (r = 0.44, p Conclusion Lessons learned for future events include timely implementation and installation of communication processes, and rapid and coordinated response to unsatisfactory inspection results. Routine national programs need to adopt enhanced environmental health surveillance aimed at public health decision-making, but with a different perspective.

  9. Management of environmental health issues for the 2004 Athens Olympic Games: is enhanced integrated environmental health surveillance needed in every day routine operation?

    Science.gov (United States)

    Hadjichristodoulou, Christos; Mouchtouri, Varvara; Vaitsi, Vasiliki; Kapoula, Christina; Vousoureli, Anastasia; Kalivitis, Isidiros; Chervoni, Julia; Papastergiou, Panagiotis; Vasilogiannakopoulos, Antonios; Daniilidis, Vasilis D; Kremastinou, Jenny

    2006-12-18

    Management of environmental health issues is an integral part of public health systems. An active integrated environmental health surveillance and response system was developed for the Athens Olympics to monitor and prevent exposure to environmental hazards. The potential for permanent implementation of the program was examined. The environmental health surveillance and response system included standardization, computerization and electronic transmission of data concerning environmental inspections of 17 site categories (restaurants, swimming pools etc) of public health interest, drinking and recreational water examinations and suggested corrective actions. The Olympic Planning Unit integrated and centrally managed data from 13 public health agencies, recommended, supervised and coordinated prompt corrective actions. Methods used to test the effectiveness of the program were the assessment of water quality test and inspection results trends over time using linear regression and epidemiological surveillance findings. Between January 2003 and September the 30th, 2004, 196 inspectors conducted 8562 inspections, collected 5024 water samples and recommended 17 027 corrective actions. In 10 cruise ships used as floating hotels inspectors conducted 10 full inspections, 2 re-inspections, and 27 follow-up inspections. Unsatisfactory inspection results (r = 0.44, p quality tests (r = 0.39, p restaurant which accommodated athletes during a test event. Lessons learned for future events include timely implementation and installation of communication processes, and rapid and coordinated response to unsatisfactory inspection results. Routine national programs need to adopt enhanced environmental health surveillance aimed at public health decision-making, but with a different perspective.

  10. An Application of a Game Development Framework in Higher Education

    Directory of Open Access Journals (Sweden)

    Alf Inge Wang

    2009-01-01

    Full Text Available This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participation, enable variation in how lectures are taught, and improve student interest. In this paper, we describe a case study at the Norwegian University of Science and Technology (NTNU where a game development framework was applied to make students learn software architecture by developing a computer game. We provide a model for how game development frameworks can be integrated with a software engineering or computer science course. We describe important requirements to consider when choosing a game development framework for a course and an evaluation of four frameworks based on these requirements. Further, we describe some extensions we made to the existing game development framework to let the students focus more on software architectural issues than the technical implementation issues. Finally, we describe a case study of how a game development framework was integrated in a software architecture course and the experiences from doing so.

  11. Serious games for upper limb rehabilitation: a systematic review.

    Science.gov (United States)

    Proença, João Pedro; Quaresma, Cláudia; Vieira, Pedro

    2018-01-01

    The aim of this research is to carry out a systematic review of the use of technological gaming platforms with serious games in the upper limb rehabilitation of patients with neuromotor disorders. Through a systematic review, the first two authors defined the inclusion criteria and extracted the data, resulting in 38 studies collected from B-On, PubMed and Medline. Ninety-two per cent of the selected articles were published since 2010. This review documents 35 different gaming platforms types. Twenty-one of the 38 articles included in this review conducted a clinical trial and of those only eight report improvements in the target population following the use of the games and platforms. This review concludes that a new paradigm is emerging in the rehabilitation field, characterized by the systematic use of technological gaming platforms with serious games in/for rehabilitation. The use of this approach seems to be beneficial. However, to facilitate the full integration of these platforms, it is necessary to conduct more research in this area, explore new approaches and carry out in-depth clinical studies into the benefits of these platforms. Implications for rehabilitation This review states that the use serious games and gaming platforms for upper limb rehabilitation are starting a new paradigm in the rehabilitation. For a full integration of this technologies in the rehabilitation field more studies are needed.

  12. Ten heuristics to evaluate the user experience of serious games

    Directory of Open Access Journals (Sweden)

    L. Fitchat

    2016-07-01

    Full Text Available The potential of serious games to promote effective learning has been establishedin the literature. However, designing effective serious games that strike a balancebetween being entertaining and at the same time instructional, remains elusive.This research turns to the field of human-computer interaction (HCI toinvestigate the aspects that are most influential to the player’s experiences withserious games. From this, HCI principles to evaluate the user experience ofserious games are identified and described. User experience (UX refers to howindividuals perceive and respond to using interactive systems such as seriousgames. Since UX is regarded as subjective in nature, this study was conductedusing interpretative phenomenological analysis, which focuses on idiographicinquiry. Semi-structured interviews were conducted with five participants afterthey were given time to play a serious game. The serious game, titledStoryTimes,aims to teach the user the multiplication tables by employing memory associationtechniques in a fun and innovative way.StoryTimeswas developed as part of thisresearch to investigate how HCI principles are applied during the developmentcycle of a serious game. The data from the interviews were analysed qualitativelyto determine which aspects of the serious game were regarded as the mostimportant from the participants’ point of view. The findings indicate that playersof serious games prefer mobile gaming platforms and have certain expectationsregarding how subject content is integrated into video games. It also reveals thedesign challenges associated with the attention spans and very diverse natures of individual players. These aspects were recast in the form of ten heuristics thatcould be applied when evaluating the UX of serious games. Designers of seriousgames can use these heuristics during the development process to create a learningenvironment that is both effective and fun.

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

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

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

  14. 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...

  15. Foundations of game theory noncooperative games

    CERN Document Server

    Vorob’ev, Nicolai N

    1994-01-01

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

  16. Architecture for high performance stereoscopic game rendering on Android

    Science.gov (United States)

    Flack, Julien; Sanderson, Hugh; Shetty, Sampath

    2014-03-01

    Stereoscopic gaming is a popular source of content for consumer 3D display systems. There has been a significant shift in the gaming industry towards casual games for mobile devices running on the Android™ Operating System and driven by ARM™ and other low power processors. Such systems are now being integrated directly into the next generation of 3D TVs potentially removing the requirement for an external games console. Although native stereo support has been integrated into some high profile titles on established platforms like Windows PC and PS3 there is a lack of GPU independent 3D support for the emerging Android platform. We describe a framework for enabling stereoscopic 3D gaming on Android for applications on mobile devices, set top boxes and TVs. A core component of the architecture is a 3D game driver, which is integrated into the Android OpenGL™ ES graphics stack to convert existing 2D graphics applications into stereoscopic 3D in real-time. The architecture includes a method of analyzing 2D games and using rule based Artificial Intelligence (AI) to position separate objects in 3D space. We describe an innovative stereo 3D rendering technique to separate the views in the depth domain and render directly into the display buffer. The advantages of the stereo renderer are demonstrated by characterizing the performance in comparison to more traditional render techniques, including depth based image rendering, both in terms of frame rates and impact on battery consumption.

  17. Agriscience Teachers' Implementation of Digital Game-Based Learning in an Introductory Animal Science Course

    Science.gov (United States)

    Webb, Angela W.; Bunch, J. C.; Wallace, Maria F.

    2015-01-01

    In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based…

  18. Mean field games

    KAUST Repository

    Gomes, Diogo A.

    2014-01-06

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

  19. D N GAME

    Indian Academy of Sciences (India)

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

  20. 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.

  1. Non-Cooperative Games

    NARCIS (Netherlands)

    van Damme, E.E.C.

    2014-01-01

    We describe non-cooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  2. Games for learning

    NARCIS (Netherlands)

    Slussareff, Michaela; Braad, Eelco; Wilkinson, Philip; Strååt, Björn; Dörner, Ralf; Göbel, Stefan; Kickmeier-Rust, Michael; Masuch, Maic; Zweig, Katharina

    This chapter discusses educational aspects and possibilities of serious games. For researchers as well as game designers we describe key learning theories to ground their work in theoretical framework. We draw on recent metareviews to offer an exhaustive inventory of known learning and affective

  3. Game Theory .net.

    Science.gov (United States)

    Shor, Mikhael

    2003-01-01

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

  4. Social Interactions and Games

    Science.gov (United States)

    Uz, Cigdem; Cagiltay, Kursat

    2015-01-01

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

  5. Dances and Games.

    Science.gov (United States)

    Hansen, Karen

    1991-01-01

    Presents guidelines for teaching students about African culture via dances and games and for developing related activities to expand student learning experiences. Student activity pages describe how to do the Ghana national dance and how to play Mankala, a popular African game. (SM)

  6. Games Uniforms Unveiled

    Institute of Scientific and Technical Information of China (English)

    Linda

    2008-01-01

    The uniforms for Beijing Olympics’ workers, technical staff and volunteers have been unveiled to mark the 200-day countdown to the Games. The uniforms feature the key element of the clouds of promise and will be in three colors:red for Beijing Olympic Games Committee staff, blue

  7. Law-Abiding Games

    Institute of Scientific and Technical Information of China (English)

    2006-01-01

    Beijing has begun work on laws and regulations to guarantee the smooth operation of the 2008 Olympics One of the major tasks for Beijing as host of the 2008 Olympic Games is to establish regulations and laws to govern the preparations for and conduct of the Games. Thus, on April 10 the Olympic Legislation Coordinating

  8. Gaming and Gamification

    Science.gov (United States)

    Mallon, Melissa

    2013-01-01

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

  9. Mixed Reality Games

    Science.gov (United States)

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

    2015-01-01

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

  10. 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)

  11. Games and childhood obesity

    Science.gov (United States)

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

  12. Great Games That Disappeared

    Science.gov (United States)

    Rauschenbach, James; Swartz, Daniel R.

    2016-01-01

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

  13. 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…

  14. Skill Games for Mathematics.

    Science.gov (United States)

    Corle, Clyde G.

    This guide is to assist teachers with motivational ideas for teaching elementary school mathematics. The items included are a wide variety of games (paper and pencil, verbal, and physical), jingles, contests, teaching devices, and thought provoking exercises. Suggestions for selection of mathematical games are offered. The devices are used to…

  15. Alternate Reality Games

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2014-01-01

    and collective intelligence. How. The method includes directions for idea generation, site exploration, how to write the narrative, design of the player experience, design of challenges and how to run and monitor the game. In addition several tools are suggested in order to facilitate the process. Urban games...

  16. Mean field games

    KAUST Repository

    Gomes, Diogo A.

    2014-01-01

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

  17. Game programming gems

    CERN Document Server

    DeLoura, Mark

    2000-01-01

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

  18. Electrodermal Response in Gaming

    Directory of Open Access Journals (Sweden)

    J. Christopher Westland

    2011-01-01

    Full Text Available Steady improvements in technologies that measure human emotional response offer new possibilities for making computer games more immersive. This paper reviews the history of designs a particular branch of affective technologies that acquire electrodermal response readings from human subjects. Electrodermal response meters have gone through continual improvements to better measure these nervous responses, but still fall short of the capabilities of today's technology. Electrodermal response traditionally have been labor intensive. Protocols and transcription of subject responses were recorded on separate documents, forcing constant shifts of attention between scripts, electrodermal measuring devices and of observations and subject responses. These problems can be resolved by collecting more information and integrating it in a computer interface that is, by adding relevant sensors in addition to the basic electrodermal resistance reading to untangle (1 body resistance; (2 skin resistance; (3 grip movements; other (4 factors affecting the neural processing for regulation of the body. A device that solves these problems is presented and discussed. It is argued that the electrodermal response datastreams can be enriched through the use of added sensors and a digital acquisition and processing of information, which should further experimentation and use of the technology.

  19. Game Learning Analytics: Learning Analytics for Serious Games

    NARCIS (Netherlands)

    Freire, Manuel; Serrano-Laguna, Angel; Manero, Borja; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2016-01-01

    Video games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when

  20. The impact of video games on training surgeons in the 21st century.

    Science.gov (United States)

    Rosser, James C; Lynch, Paul J; Cuddihy, Laurie; Gentile, Douglas A; Klonsky, Jonathan; Merrell, Ronald

    2007-02-01

    Video games have become extensively integrated into popular culture. Anecdotal observations of young surgeons suggest that video game play contributes to performance excellence in laparoscopic surgery. Training benefits for surgeons who play video games should be quantifiable. There is a potential link between video game play and laparoscopic surgical skill and suturing. Cross-sectional analysis of the performance of surgical residents and attending physicians participating in the Rosser Top Gun Laparoscopic Skills and Suturing Program (Top Gun). Three different video game exercises were performed, and surveys were completed to assess past experience with video games and current level of play, and each subject's level of surgical training, number of laparoscopic cases performed, and number of years in medical practice. Academic medical center and surgical training program. Thirty-three residents and attending physicians participating in Top Gun from May 10 to August 24, 2002. The primary outcome measures were compared between participants' laparoscopic skills and suturing capability, video game scores, and video game experience. Past video game play in excess of 3 h/wk correlated with 37% fewer errors (Pvideo game players and 42% better (Pvideo game players made 32% fewer errors (P=.04), performed 24% faster (Pvideo gaming skills, those in the top tertile made 47% fewer errors, performed 39% faster, and scored 41% better (Pvideo game skill and past video game experience are significant predictors of demonstrated laparoscopic skills. Video game skill correlates with laparoscopic surgical skills. Training curricula that include video games may help thin the technical interface between surgeons and screen-mediated applications, such as laparoscopic surgery. Video games may be a practical teaching tool to help train surgeons.