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Sample records for mirror concept game

  1. The Axisymmetric Tandem Mirror: A Magnetic Mirror Concept Game Changer Magnet Mirror Status Study Group

    Simonen, T.; Cohen, R.; Correll, D.; Fowler, K.; Post, D.; Berk, H.; Horton, W.; Hooper, E.B.; Fisch, N.; Hassam, A.; Baldwin, D.; Pearlstein, D.; Logan, G.; Turner, B.; Moir, R.; Molvik, A.; Ryutov, D.; Ivanov, A.A; Kesner, J.; Cohen, B.; McLean, H.; Tamano, T.; Tang, X.Z.; Imai, T.

    2008-01-01

    Experimental results, theory and innovative ideas now point with increased confidence to the possibility of a Gas Dynamic Trap (GDT) neutron source which would be on the path to an attractively simple Axisymmetric Tandem Mirror (ATM) power plant. Although magnetic mirror research was terminated in the US 20 years ago, experiments continued in Japan (Gamma 10) and Russia (GDT), with a very small US effort. This research has now yielded data, increased understanding, and generated ideas resulting in the new concepts described here. Early mirror research was carried out with circular axisymmetric magnets. These plasmas were MHD unstable due to the unfavorable magnetic curvature near the mid-plane. Then the minimum-B concept emerged in which the field line curvature was everywhere favorable and the plasma was situated in a MHD stable magnetic well (70% average beta in 2XII-B). The Ioffe-bar or baseball-coil became the standard for over 40 years. In the 1980's, driven by success with minimum-B stabilization and the control of ion cyclotron instabilities in PR6 and 2XII-B, mirrors were viewed as a potentially attractive concept with near-term advantages as a lower Q neutron source for applications such as a hybrid fission fuel factory or toxic waste burner. However there are down sides to the minimum-B geometry: coil construction is complex; restraining magnetic forces limit field strength and mirror ratios. Furthermore, the magnetic field lines have geodesic curvature which introduces resonant and neoclassical radial transport as observed in early tandem mirror experiments. So what now leads us to think that simple axisymmetric mirror plasmas can be stable? The Russian GDT experiment achieves on-axis 60% beta by peaking of the kinetic plasma pressure near the mirror throat (where the curvature is favorable) to counter-balance the average unfavorable mid-plane curvature. Then a modest augmentation of plasma pressure in the expander results in stability. The GDT

  2. The Axisymmetric Tandem Mirror: A Magnetic Mirror Concept Game Changer Magnet Mirror Status Study Group

    Simonen, T; Cohen, R; Correll, D; Fowler, K; Post, D; Berk, H; Horton, W; Hooper, E B; Fisch, N; Hassam, A; Baldwin, D; Pearlstein, D; Logan, G; Turner, B; Moir, R; Molvik, A; Ryutov, D; Ivanov, A A; Kesner, J; Cohen, B; McLean, H; Tamano, T; Tang, X Z; Imai, T

    2008-10-24

    Experimental results, theory and innovative ideas now point with increased confidence to the possibility of a Gas Dynamic Trap (GDT) neutron source which would be on the path to an attractively simple Axisymmetric Tandem Mirror (ATM) power plant. Although magnetic mirror research was terminated in the US 20 years ago, experiments continued in Japan (Gamma 10) and Russia (GDT), with a very small US effort. This research has now yielded data, increased understanding, and generated ideas resulting in the new concepts described here. Early mirror research was carried out with circular axisymmetric magnets. These plasmas were MHD unstable due to the unfavorable magnetic curvature near the mid-plane. Then the minimum-B concept emerged in which the field line curvature was everywhere favorable and the plasma was situated in a MHD stable magnetic well (70% average beta in 2XII-B). The Ioffe-bar or baseball-coil became the standard for over 40 years. In the 1980's, driven by success with minimum-B stabilization and the control of ion cyclotron instabilities in PR6 and 2XII-B, mirrors were viewed as a potentially attractive concept with near-term advantages as a lower Q neutron source for applications such as a hybrid fission fuel factory or toxic waste burner. However there are down sides to the minimum-B geometry: coil construction is complex; restraining magnetic forces limit field strength and mirror ratios. Furthermore, the magnetic field lines have geodesic curvature which introduces resonant and neoclassical radial transport as observed in early tandem mirror experiments. So what now leads us to think that simple axisymmetric mirror plasmas can be stable? The Russian GDT experiment achieves on-axis 60% beta by peaking of the kinetic plasma pressure near the mirror throat (where the curvature is favorable) to counter-balance the average unfavorable mid-plane curvature. Then a modest augmentation of plasma pressure in the expander results in stability. The GDT

  3. Virtual Mirror gaming in libraries

    Speelman, M.; Kröse, B.; Nijholt, A.; Poppe, R.

    2008-01-01

    This paper presents a study on a natural interface game in the context of a library. We developed a camera-based Virtual Mirror (VM) game, in which the player can see himself on the screen as if he looks at a mirror image. We present an overview of the different aspects of VM games and technologies

  4. Gaming mirrors at play through ludic data-selves

    Enrico Gandolfi

    2017-07-01

    Full Text Available The focus of the article is on data-self technology in digital entertainment - virtual entities that replicate and/or are influenced by players’ behaviors and actions, working as agential mirrors on the screen. Little efforts have been done in investigating their potential in social research and educational technology; however, data-selves can serve as promising self-revealing tools toward personal identities and narrations. In order to enlighten their effectiveness, a multidisciplinary framework led by the core concepts of “narrative identity” and “discursive-practical consciousness” is advanced. The proposal has been tested (pre-post interviews and play sessions with an empirical exploration involving n:32 participants and the video games Black and White 2 and Forza: Motorsprint 5, which include data-self features. Results show that this technology can make a difference in engaging and stimulating subjects’ interest and feedback, but further researches are needed to deepen its scope and range of application.

  5. Reversed-field multiple mirror concept

    Steinhauer, L.C.; Grossmann, W.; Seyler, C.E.

    1978-01-01

    The reversed-field multiple mirror (RFMM), is a promising technique for end-stoppering linear magnetic fusion plasmas. By this means the physics and engineering advantages of a linear plasma are gained while circumventing the endloss problem, allowing the projection of very short (less than or equal to 100 m) conceptual reactors. RFMM end-stoppering is accomplished by a string of closed field-line cells on the plasma column axis; these cells strongly retard the axial flow of particles and energy. We describe the reactor implications of the RFMM

  6. Gossip Revisited: A Game for Concept Review.

    Edwards, Barbara

    1989-01-01

    Describes a class activity based on the game of "Gossip" in which a group of students paraphrases a major concept in an instructional unit, then passes only the paraphrase to the next group. Notes that this activity encourages critical thinking and helps review and summarize key lesson concepts. (RS)

  7. Mirrored morality: an exploration of moral choice in video games.

    Weaver, Andrew J; Lewis, Nicky

    2012-11-01

    This exploratory study was designed to examine how players make moral choices in video games and what effects these choices have on emotional responses to the games. Participants (n=75) filled out a moral foundations questionnaire (MFQ) and then played through the first full act of the video game Fallout 3. Game play was recorded and content analyzed for the moral decisions made. Players also reported their enjoyment of and emotional reactions to the game and reflected on the decisions they made. The majority of players made moral decisions and behaved toward the nonplayer game characters they encountered as if these were actual interpersonal interactions. Individual differences in decision making were predicted by the MFQ. Behaving in antisocial ways did increase guilt, but had no impact on enjoyment.

  8. Would you like to play together? Adults' attachment and the mirror game.

    Feniger-Schaal, Rinat; Noy, Lior; Hart, Yuval; Koren-Karie, Nina; Mayo, Avraham E; Alon, Uri

    2016-01-01

    Why is it easy for some people to play together and difficult for others? In this interdisciplinary pilot study, we looked at dyadic interaction in motion as a paradigm to explore the expression of attachment in adulthood. We used a device that gives simple, quantitative and automated indicators for the quality of interaction while playing the mirror game. Forty-seven participants played the mirror game with the same gender-matched expert players. In addition, participants were interviewed on the Adult Attachment Interview to assess their quality of attachment. Using high resolution kinematic measures, we found that secure attachment was correlated with high complexity of the game and low synchrony compared to insecure attachment. The findings suggest that security of attachment is related to a more exploratory and less rigid game than insecure-dismissing attachment. These preliminary findings imply that high resolution analysis of simple movement interaction could carry information about attachment behavior.

  9. Games in the mathematics curriculum: Some conceptions and ...

    Games in the mathematics curriculum: Some conceptions and experiences of teachers in the Upper West Region of Ghana. ... The study investigated primary school teachers' experiences with games as ... AJOL African Journals Online.

  10. Developing user-centered concepts for language learning video games

    Poels, Yorick; Annema, Jan Henk; Zaman, Bieke; Cornillie, Frederik

    2012-01-01

    This paper will report on an ongoing project which aims to develop video games for language learning through a user-centered and evidence-based approach. Therefore, codesign sessions were held with adolescents between 14 and 16 years old, in order to gain insight into their preferences for educational games for language learning. During these sessions, 11 concepts for video games were developed. We noticed a divide between the concepts for games that were oriented towa...

  11. Potential mirror concepts for radiation testing of fusion reactor materials

    Miley, G.H.

    1977-01-01

    Studies under the University of Illinois PROMETHEUS (Plasma Reactor Optimized for Materials Experimentation for Thermonuclear Energy Usage) project are described that started in 1971 with the realization that a practical fusion-plasma neutron source was feasible with a net-power input (rather than production). The basic objectives were similar to those in later FERF (Fusion Engineering Research Facility) studies: namely, to maximize the neutron flux and usable experimental volume; to include the flexibility to handle a variety of both materials and engineering experiments; to minimize capital and operating costs; and to utilize near- term technology. The PROMETHEUS design provides a neutron flux of approximately 5x10 14 n/cm 2 s by injection of approximately 30 MW of neutral-beams into a 20 cm radius mirror-confined plasma. Charge-exchange bombardment of the first wall is viewed as a key problem in the design and is discussed in some detail. To gain yet higher neutron fluxes for accelerated testing, two alternate designs have been studied: a 'Twin-beam' injection device and a field reversed mirror concept. The latter potentially offers fluxes approaching 10 16 n/cm 2 s but involves more speculative technology. (Auth.)

  12. Smooth leader or sharp follower? Playing the mirror game with a robot.

    Kashi, Shir; Levy-Tzedek, Shelly

    2018-01-01

    The increasing number of opportunities for human-robot interactions in various settings, from industry through home use to rehabilitation, creates a need to understand how to best personalize human-robot interactions to fit both the user and the task at hand. In the current experiment, we explored a human-robot collaborative task of joint movement, in the context of an interactive game. We set out to test people's preferences when interacting with a robotic arm, playing a leader-follower imitation game (the mirror game). Twenty two young participants played the mirror game with the robotic arm, where one player (person or robot) followed the movements of the other. Each partner (person and robot) was leading part of the time, and following part of the time. When the robotic arm was leading the joint movement, it performed movements that were either sharp or smooth, which participants were later asked to rate. The greatest preference was given to smooth movements. Half of the participants preferred to lead, and half preferred to follow. Importantly, we found that the movements of the robotic arm primed the subsequent movements performed by the participants. The priming effect by the robot on the movements of the human should be considered when designing interactions with robots. Our results demonstrate individual differences in preferences regarding the role of the human and the joint motion path of the robot and the human when performing the mirror game collaborative task, and highlight the importance of personalized human-robot interactions.

  13. Mirroring

    Wegener, Charlotte; Wegener, Gregers

    2016-01-01

    and metaphorical value of mirroring for creativity theory across two different research fields — neuroscience and learning. We engage in a mutual (possibly creative) exploration of mirroring from ‘mirror neurons’ to mirroring in social learning theory. One of the most fascinating aspects of mirroring...... as a neurobiological and as a learning phenomenon is that it points to the embodied and unconscious aspects of social interaction. Thus, mirroring should not be reduced to the non-creative, mechanical repetition of the original, outstanding creativity. To mirror is a human capability built into our capacity to create......Most definitions of creativity emphasise originality. The creative product is recognised as distinct from other products and the creative person as someone who stands out from the crowd. What tend to be overlooked are acts of mirroring as a crucial element of the creative process. The human ability...

  14. Are digital games perceived as fun or danger? Supporting and suppressing different game-related concepts.

    Kneer, Julia; Glock, Sabine; Beskes, Sara; Bente, Gary

    2012-11-01

    Violent digital game play has repeatedly been discussed to be strongly related to aggression and emotional instability. Thus, digital game players have to defend against these prejudices through emphasizing positive game-related concepts such as achievement, social interaction, and immersion. We experimentally investigated which positive- and negative-concept players and nonplayers activate when being primed with digital games. Participants were either exposed to violent or nonviolent game content and were required to work on a lexical decision task. Results showed that response latencies for the concept aggression and emotional instability were faster than for neutral concepts (not associated with digital games), but slower than for the positive concepts sociality and competition. Both players and nonplayers felt the need to defend against prejudices and emphasized positive concepts. Neither their own gaming experience nor the game content influenced the results. Being a part of the net generation is sufficient to suppress negative game-related concepts and to support positive game-related concepts to protect digital games as common leisure activity among peers.

  15. Adjusting game difficulty level through Formal Concept Analysis

    Gómez-Martín, Marco A.; Gómez-Martín, Pedro P.; Gonzâlez-Calero, Pedro A.; Díaz-Agudo, Belén

    In order to reach as many players as possible, videogames usually allow the user to choose the difficulty level. To do it, game designers have to decide the values that some game parameters will have depending on that decision. In simple videogames this is almost trivial: minesweeper is harder with longer board sizes and number of mines. In more complex games, game designers may take advantage of data mining to establish which of all the possible parameters will affect positively to the player experience. This paper describes the use of Formal Concept Analysis to help to balance the game using the logs obtained in the tests made prior the release of the game.

  16. Advanced Actuator Concepts for High Precision Deformable Mirrors, Phase I

    National Aeronautics and Space Administration — TRS Technologies proposes to develop a variety of single crystal actuators for adaptive optics deformable mirrors. Single crystal piezoelectric actuators are...

  17. Toward using games to teach fundamental computer science concepts

    Edgington, Jeffrey Michael

    Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. We present an investigation where computer games are used to teach two fundamental computer science concepts: boolean expressions and recursion. The games are intended to teach the concepts and not how to implement them in a programming language. For this investigation, two computer games were created. One is designed to teach basic boolean expressions and operators and the other to teach fundamental concepts of recursion. We describe the design and implementation of both games. We evaluate the effectiveness of these games using before and after surveys. The surveys were designed to ascertain basic understanding, attitudes and beliefs regarding the concepts. The boolean game was evaluated with local high school students and students in a college level introductory computer science course. The recursion game was evaluated with students in a college level introductory computer science course. We present the analysis of the collected survey information for both games. This analysis shows a significant positive change in student attitude towards recursion and modest gains in student learning outcomes for both topics.

  18. Using Game Theory Techniques and Concepts to Develop Proprietary Models for Use in Intelligent Games

    Christopher, Timothy Van

    2011-01-01

    This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions…

  19. Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts

    Wendel, Viktor Matthias

    2015-01-01

    Learning and playing represent two core aspects of the information and communication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gaming with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on colla...

  20. A Piezoelectric Unimorph Deformable Mirror Concept by Wafer Transfer for Ultra Large Space Telescopes

    Yang, Eui-Hyeok; Shcheglov, Kirill

    2002-01-01

    Future concepts of ultra large space telescopes include segmented silicon mirrors and inflatable polymer mirrors. Primary mirrors for these systems cannot meet optical surface figure requirements and are likely to generate over several microns of wavefront errors. In order to correct for these large wavefront errors, high stroke optical quality deformable mirrors are required. JPL has recently developed a new technology for transferring an entire wafer-level mirror membrane from one substrate to another. A thin membrane, 100 mm in diameter, has been successfully transferred without using adhesives or polymers. The measured peak-to-valley surface error of a transferred and patterned membrane (1 mm x 1 mm x 0.016 mm) is only 9 nm. The mirror element actuation principle is based on a piezoelectric unimorph. A voltage applied to the piezoelectric layer induces stress in the longitudinal direction causing the film to deform and pull on the mirror connected to it. The advantage of this approach is that the small longitudinal strains obtainable from a piezoelectric material at modest voltages are thus translated into large vertical displacements. Modeling is performed for a unimorph membrane consisting of clamped rectangular membrane with a PZT layer with variable dimensions. The membrane transfer technology is combined with the piezoelectric bimorph actuator concept to constitute a compact deformable mirror device with a large stroke actuation of a continuous mirror membrane, resulting in a compact A0 systems for use in ultra large space telescopes.

  1. Using Online Games to Teach Personal Finance Concepts

    Huang, Chin-Wen; Hsu, Chun-Pin

    2011-01-01

    This case study explores the use of online games to teach personal finance concepts at the college level. A number of free online games targeting such topics as budgeting and saving, risk and return, consumer credit, financial services, and investments were introduced to the experimental group as homework assignments. Statistical results indicate…

  2. On solution concepts for matching games

    Biro, Peter; Kern, Walter; Paulusma, Daniël; Kratochvil, J.; Li, A.; Fiala, J.; Kolman, P.

    A matching game is a cooperative game $(N,v)$ defined on a graph $G = (N,E)$ with an edge weighting $\\omega : E \\to {\\Bbb R}_+$ . The player set is $N$ and the value of a coalition $S \\subseteq  N$ is defined as the maximum weight of a matching in the subgraph induced by $S$. First we present an

  3. Digital games in medical education: Key terms, concepts, and definitions.

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Introduction: Game-based education is fast becoming a key instrument in medical education. Method: In this study, papers related to games were filtered and limited to full-text peer-reviewed published in English. Results: To the best of researchers' knowledge, the concepts used in the literature are varied and distinct, and the literature is not conclusive on the definition of educational games for medical education. Conclusion: This paper attempts to classify terms, concepts and definitions common to gamification in medical education.

  4. The acquisition of socio-motor improvisation in the mirror game.

    Gueugnon, Mathieu; Salesse, Robin N; Coste, Alexandre; Zhao, Zhong; Bardy, Benoît G; Marin, Ludovic

    2016-04-01

    Socio-motor improvisation is defined as the creative action of two or more people without a script or anticipated preparation. It is evaluated through two main parameters: movement synchronization and movement richness. Experts in art (e.g., dance, theater or music) are known to exhibit higher synchronization and to perform richer movements during interpersonal improvisation, but how these competences evolve over time is largely unknown. In the present study, we investigated whether performing more synchronized and richer movements over time can promote the acquisition of improvisation. Pairs of novice participants were instructed to play an improvisation mirror game in three different sessions. Between sessions, they performed an unintended interpersonal coordination task in which synchronization and richness were manipulated, resulting in four different groups of dyads. Our results demonstrate that synchronization during improvisation improved for all groups whereas movement richness only enhanced for dyads that performed synchronized movements during unintended coordination tasks. Our findings suggest that movement synchrony contributes more than movement richness to the acquisition of socio-motor improvisation in the mirror game. Copyright © 2015 Elsevier B.V. All rights reserved.

  5. The mirror game as a paradigm for studying the dynamics of two people improvising motion together

    Noy, Lior; Dekel, Erez; Alon, Uri

    2011-01-01

    Joint improvisation is the creative action of two or more people without a script or designated leader. Examples include improvisational theater and music, and day-to-day activities such as conversations. In joint improvisation, novel action is created, emerging from the interaction between people. Although central to creative processes and social interaction, joint improvisation remains largely unexplored due to the lack of experimental paradigms. Here we introduce a paradigm based on a theater practice called the mirror game. We measured the hand motions of two people mirroring each other at high temporal and spatial resolution. We focused on expert actors and musicians skilled in joint improvisation. We found that players can jointly create novel complex motion without a designated leader, synchronized to less than 40 ms. In contrast, we found that designating one player as leader deteriorated performance: The follower showed 2–3 Hz oscillation around the leader's smooth trajectory, decreasing synchrony and reducing the range of velocities reached. A mathematical model suggests a mechanism for these observations based on mutual agreement on future motion in mirrored reactive–predictive controllers. This is a step toward understanding the human ability to create novelty by improvising together. PMID:22160696

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

    Jones, Phillip N.; Cuper, Taryn

    2010-01-01

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

  7. Diagnostic mirror concept development for use in the complex environment of a fusion reactor

    Krimmer, Andreas Joachim

    2016-07-01

    Light-based diagnostic systems of fusion reactors require optical mirrors to channel light through the structures surrounding the plasma. With increasing plasma volume, power and plasma burn time, the environmental conditions grow more demanding and new requirements arise. In this dissertation, the design of optical mirrors inside the vacuum chamber of the prototype reactor ITER (Latin ''the way'') and future fusion power plants are investigated. Comparing the state of the art with the boundary conditions close to the fusion plasma, existing mirror designs and choices for the reflective surface are evaluated. For the design, it is not the individual boundary conditions that are critical, but rather, their combination and the resulting interactions. Drawing from the existing designs, possible realizations for central functionality are discussed. Included in the discussion are substrate choice, mounting, adjustment and thermal contacting as well as positioning of the mirror assembly compatible with hot cell maintenance. Building on the general discussion, mirror concepts for the charge exchange recombination spectroscopy (CXRS) diagnostic system for the ITER plasma core are proposed and simulated. In addition, prototypes are manufactured and tested to assess critical aspects of the proposed design. Testing includes positioning by pins, manufacturing of a stainless steel substrate with fluid channels adapted to the mirror shape, and tests with an SiO{sub 2} /TiO{sub 2} dielectric coating under selected ITER conditions. As a result of the work, the fusion reactor mirror design considerations given in the principal design discussion can be used as a basis for other diagnostic systems as well. In the case of the core CXRS mirror concept for ITER, the basic suitability was shown and critical topics were identified where additional work is necessary.

  8. Diagnostic mirror concept development for use in the complex environment of a fusion reactor

    Krimmer, Andreas Joachim

    2016-01-01

    Light-based diagnostic systems of fusion reactors require optical mirrors to channel light through the structures surrounding the plasma. With increasing plasma volume, power and plasma burn time, the environmental conditions grow more demanding and new requirements arise. In this dissertation, the design of optical mirrors inside the vacuum chamber of the prototype reactor ITER (Latin ''the way'') and future fusion power plants are investigated. Comparing the state of the art with the boundary conditions close to the fusion plasma, existing mirror designs and choices for the reflective surface are evaluated. For the design, it is not the individual boundary conditions that are critical, but rather, their combination and the resulting interactions. Drawing from the existing designs, possible realizations for central functionality are discussed. Included in the discussion are substrate choice, mounting, adjustment and thermal contacting as well as positioning of the mirror assembly compatible with hot cell maintenance. Building on the general discussion, mirror concepts for the charge exchange recombination spectroscopy (CXRS) diagnostic system for the ITER plasma core are proposed and simulated. In addition, prototypes are manufactured and tested to assess critical aspects of the proposed design. Testing includes positioning by pins, manufacturing of a stainless steel substrate with fluid channels adapted to the mirror shape, and tests with an SiO_2 /TiO_2 dielectric coating under selected ITER conditions. As a result of the work, the fusion reactor mirror design considerations given in the principal design discussion can be used as a basis for other diagnostic systems as well. In the case of the core CXRS mirror concept for ITER, the basic suitability was shown and critical topics were identified where additional work is necessary.

  9. [Games as an alternative for teaching basic health concepts].

    Castillo Lizardo, J M; Rodríguez-Morán, M; Guerrero-Romero, F

    2001-05-01

    To determine, for the teaching of basic health concepts to school-age children, the effectiveness of an educational strategy based on traditional children's games. Intervention study carried out in the city of Durango, Mexico, in June 2000 with 300 children from 9 to 11 years old. The children were randomly divided into two groups. The children in Group A used a modified version of a Mexican popular game called Serpientes y Escaleras (Snakes and Ladders) that included messages on basic health concepts; the children in Group B made up the control group and did not play the modified game. At baseline there were no significant differences between the two groups in terms of age, grade level, or their scores on a knowledge test of basic health concepts. After the educational intervention, the health concepts test scores, out of a maximum possible of 10, were 9.3 +/- 0.8 for Group A and 7.5 +/- 1.1 for Group B (P games that include health and hygiene messages can be an alternative for teaching basic health concepts.

  10. Heat-pipe liquid-pool-blanket concept for the Tandem Mirror Reactor

    Hoffman, M.A.; Werner, R.W.; Johnson, G.L.

    1981-01-01

    The blanket concept for the tandem mirror reactor described in this paper was developed to produce the medium temperature heat (approx. 850 to 950 K) for the General Atomic sulfur-iodine thermochemical process for producing hydrogen. This medium temperature heat from the blanket constitutes about 81% of the total power output of the fusion reactor

  11. The Perceptions of CEIT Postgraduate Students Regarding Reality Concepts: Augmented, Virtual, Mixed and Mirror Reality

    Taçgin, Zeynep; Arslan, Ahmet

    2017-01-01

    The purpose of this study is to determine perception of postgraduate Computer Education and Instructional Technologies (CEIT) students regarding the concepts of Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Augmented Virtuality (AV) and Mirror Reality; and to offer a table that includes differences and similarities between…

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

    Andreasen, Kristian Emil; Tambo, Torben

    2012-01-01

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

  13. N-person game theory concepts and applications

    Rapoport, Anatol

    2013-01-01

    N-person game theory provides a logical framework for analyzing contests in which there are more than two players or sets of conflicting interests-anything from a hand of poker to the tangled web of international relations. In this sequel to his Two-Person Game Theory, Dr. Rapoport provides a fascinating and lucid introduction to the theory, geared towards readers with little mathematical background but with an appetite for rigorous analysis.Following an introduction to the necessary mathematical notation (mainly set theory), in Part I the author presents basic concepts and models, including

  14. Game Design Concept Report : Application of the WeShareIt Game Elements in Nzoia River Basin

    Onencan, A.M.; Enserink, B.; van de Walle, B.A.

    2018-01-01

    In early 2016, we designed Nzoia WeShareIt game to support joint decision-making, in a complex river basin, through policy practice in the form of water allocation trade-offs between food, energy, and nature. Nzoia WeShareIt game is a multi-player hybrid cooperation game.

    This concept

  15. "Games Are Made for Fun": Lessons on the Effects of Concept Maps in the Classroom Use of Computer Games

    Charsky, Dennis; Ressler, William

    2011-01-01

    Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…

  16. Playing Violent Video and Computer Games and Adolescent Self-Concept.

    Funk, Jeanne B.; Buchman, Debra D.

    1996-01-01

    Documents current adolescent electronic game-playing habits, exploring associations among preference for violent games, frequency and location of play, and self-concept. Identifies marked gender differences in game-playing habits and in scores on a self-perception profile. Finds that for girls, more time playing video or computer games is…

  17. Design of a Virtual Player for Joint Improvisation with Humans in the Mirror Game.

    Zhai, Chao; Alderisio, Francesco; Słowiński, Piotr; Tsaneva-Atanasova, Krasimira; di Bernardo, Mario

    2016-01-01

    Joint improvisation is often observed among humans performing joint action tasks. Exploring the underlying cognitive and neural mechanisms behind the emergence of joint improvisation is an open research challenge. This paper investigates jointly improvised movements between two participants in the mirror game, a paradigmatic joint task example. First, experiments involving movement coordination of different dyads of human players are performed in order to build a human benchmark. No designation of leader and follower is given beforehand. We find that joint improvisation is characterized by the lack of a leader and high levels of movement synchronization. Then, a theoretical model is proposed to capture some features of their interaction, and a set of experiments is carried out to test and validate the model ability to reproduce the experimental observations. Furthermore, the model is used to drive a computer avatar able to successfully improvise joint motion with a human participant in real time. Finally, a convergence analysis of the proposed model is carried out to confirm its ability to reproduce joint movements between the participants.

  18. The conception of the individual in non-cooperative game theory

    Davis, J.B.

    2003-01-01

    This paper examines the conception of individuals as being of certain types in Harsanyi's transformation of games of incomplete information into games of complete information. It argues that while the conception of the individual in games of complete information offers potential advances over the

  19. Using a TV Game Show to Explain the Concept of a Dominant Strategy.

    Trandel, Gregory A.

    1999-01-01

    Illustrates the game-theory concept of a dominant strategy using the MTV-network game show "Singled Out." Describes how the game show works and why this makes it attractive as an example of strategic behavior. Presents examples of how the show is used in class. (DSK)

  20. Do Older Adults Hate Video Games until they Play them? A Proof-of-Concept Study

    Ferguson, Chris; Nielsen, Rune Kristian Lundedal; Maguire, Ryan

    2016-01-01

    The issue of negative video game influences on youth remains contentious in public debate, the scholarly community and among policy makers. Recent research has indicated that negative attitudes toward video games are, in part, generational in nature with older adults more inclined to endorse...... negative beliefs about video games. The current mixed design study examined the impact of exposure to games on beliefs about video games in a small (n = 34) sample of older adults. Results indicated that older adults were more concerned about video games as an abstract concept but when exposed...

  1. Unders and Overs: Using a Dice Game to Illustrate Basic Probability Concepts

    McPherson, Sandra Hanson

    2015-01-01

    In this paper, the dice game "Unders and Overs" is described and presented as an active learning exercise to introduce basic probability concepts. The implementation of the exercise is outlined and the resulting presentation of various probability concepts are described.

  2. The concepts of developing mobile games for the operating system Android

    Hartman, Jernej

    2011-01-01

    The diploma thesis describes the concepts behind developing mobile games for the Android operating system. The thesis first covers mobile games and everything related to them, from mobile operating systems to mobile devices. It also describes how mobile games work and compares different concepts regarding their implementation. It then presents and covers the target mobile operating system of this thesis – the Android – describing its architecture and the operation of applications using this o...

  3. Is Chess Just a Game, or Is It a Mirror That Reflects the Child's Inner World?

    Gunes, Gokhan; Tugrul, Belma

    2017-01-01

    Children learn so many things (rules, science, mathematics, etc.) by the help of the games. Chess is also an enjoyable game for most children. The chess grandmaster Karpov stated that chess is everything--art, science, and sport. However, this raises the questions concerning how children evaluate chess and whether chess reflects the child's inner…

  4. 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

    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

  5. The hybrid reactor project based on the straight field line mirror concept

    Ågren, O.; Noack, K.; Moiseenko, V. E.; Hagnestål, A.; Källne, J.; Anglart, H.

    2012-01-01

    The straight field line mirror (SFLM) concept is aiming towards a steady-state compact fusion neutron source. Besides the possibility for steady state operation for a year or more, the geometry is chosen to avoid high loads on materials and plasma facing components. A comparatively small fusion hybrid device with “semi-poor” plasma confinement (with a low fusion Q factor) may be developed for industrial transmutation and energy production from spent nuclear fuel. This opportunity arises from a large fission to fusion energy multiplication ratio, Q r = P fis /P fus >>1. The upper bound on Q r is primarily determined by geometry and reactor safety. For the SFLM, the upper bound is Q r ≈150, corresponding to a neutron multiplicity of k eff =0.97. Power production in a mirror hybrid is predicted for a substantially lower electron temperature than the requirement T e ≈10 keV for a fusion reactor. Power production in the SFLM seems possible with Q≈0.15, which is 10 times lower than typically anticipated for hybrids (and 100 times smaller than required for a fusion reactor). This relaxes plasma confinement demands, and broadens the range for use of plasmas with supra-thermal ions in hybrid reactors. The SFLM concept is based on a mirror machine stabilized by qudrupolar magnetic fields and large expander tanks beyond the confinement region. The purpose of the expander tanks is to distribute axial plasma loss flow over a sufficiently large area so that the receiving plates can withstand the heat. Plasma stability is not relying on a plasma flow into the expander regions. With a suppressed plasma flow into the expander tanks, a possibility arise for higher electron temperature. A brief presentation will be given on basic theory for the SFLM with plasma stability and electron temperature issues, RF heating computations with sloshing ion formation, neutron transport computations with reactor safety margins and material load estimates, magnetic coil designs as well as

  6. The hybrid reactor project based on the straight field line mirror concept

    Ågren, O.; Noack, K.; Moiseenko, V. E.; Hagnestâl, A.; Källne, J.; Anglart, H.

    2012-06-01

    The straight field line mirror (SFLM) concept is aiming towards a steady-state compact fusion neutron source. Besides the possibility for steady state operation for a year or more, the geometry is chosen to avoid high loads on materials and plasma facing components. A comparatively small fusion hybrid device with "semi-poor" plasma confinement (with a low fusion Q factor) may be developed for industrial transmutation and energy production from spent nuclear fuel. This opportunity arises from a large fission to fusion energy multiplication ratio, Qr = Pfis/Pfus>>1. The upper bound on Qr is primarily determined by geometry and reactor safety. For the SFLM, the upper bound is Qr≈150, corresponding to a neutron multiplicity of keff=0.97. Power production in a mirror hybrid is predicted for a substantially lower electron temperature than the requirement Te≈10 keV for a fusion reactor. Power production in the SFLM seems possible with Q≈0.15, which is 10 times lower than typically anticipated for hybrids (and 100 times smaller than required for a fusion reactor). This relaxes plasma confinement demands, and broadens the range for use of plasmas with supra-thermal ions in hybrid reactors. The SFLM concept is based on a mirror machine stabilized by qudrupolar magnetic fields and large expander tanks beyond the confinement region. The purpose of the expander tanks is to distribute axial plasma loss flow over a sufficiently large area so that the receiving plates can withstand the heat. Plasma stability is not relying on a plasma flow into the expander regions. With a suppressed plasma flow into the expander tanks, a possibility arise for higher electron temperature. A brief presentation will be given on basic theory for the SFLM with plasma stability and electron temperature issues, RF heating computations with sloshing ion formation, neutron transport computations with reactor safety margins and material load estimates, magnetic coil designs as well as a discussion on

  7. Toward Using Games to Teach Fundamental Computer Science Concepts

    Edgington, Jeffrey Michael

    2010-01-01

    Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. …

  8. Games of mirrors and ambiguous fictions. The unheimliche in Italian Realismo magico

    Pierluca Nardoni

    2015-01-01

    Full Text Available The paper focuses on some problems of Italian Realismo magico analyzed by means of Sigmund Freud’s Das Unheimliche, particularly through the topics of mirrors, déjà-vu and ambiguity between fiction and reality.

  9. Action being character: a promising perspective on the solution concept of game theory.

    Deng, Kuiying; Chu, Tianguang

    2011-05-09

    The inconsistency of predictions from solution concepts of conventional game theory with experimental observations is an enduring question. These solution concepts are based on the canonical rationality assumption that people are exclusively self-regarding utility maximizers. In this article, we think this assumption is problematic and, instead, assume that rational economic agents act as if they were maximizing their implicit utilities, which turns out to be a natural extension of the canonical rationality assumption. Implicit utility is defined by a player's character to reflect his personal weighting between cooperative, individualistic, and competitive social value orientations. The player who actually faces an implicit game chooses his strategy based on the common belief about the character distribution for a general player and the self-estimation of his own character, and he is not concerned about which strategies other players will choose and will never feel regret about his decision. It is shown by solving five paradigmatic games, the Dictator game, the Ultimatum game, the Prisoner's Dilemma game, the Public Goods game, and the Battle of the Sexes game, that the framework of implicit game and its corresponding solution concept, implicit equilibrium, based on this alternative assumption have potential for better explaining people's actual behaviors in social decision making situations.

  10. Mirror, Mirror

    Mitra, Shib K.

    1974-01-01

    Observations on the American educational research scene are provided by a scholar from India. Various aspects of American research such as the quantitative approach, the operational manipulation of abstract concepts, decision-making, classroom practices, and the need for cross-cultural studies are discussed. (NE)

  11. An investigation into perception-altering lighting concepts for supporting game designers in setting certain atmospheres within a videogame environment

    Nieuwdorp, H.J.; Beresford, M.; Khan, J.V.; Aarts, E.; de Ruyter, B.; Markopoulos, P.; van Loenen, E.; Wichert, R.; Schouten, B.

    2014-01-01

    Lighting in video games is used to set moods and atmosphere, or can serve as a gameplay tool. This paper examines the effects lighting concepts can have on a virtual game environment on the players’ navigation within the game. Previously known lighting concepts were tested in a virtual environment

  12. Mirror fusion reactors

    Anon.

    1978-01-01

    Conceptual design studies were made of fusion reactors based on the three current mirror-confinement concepts: the standard mirror, the tandem mirror, and the field-reversed mirror. Recent studies of the standard mirror have emphasized its potential as a fusion-fission hybrid reactor, designed to produce fuel for fission reactors. We have designed a large commercial hybrid and a small pilot-plant hybrid based on standard mirror confinement. Tandem mirror designs include a commercial 1000-MWe fusion power plant and a nearer term tandem mirror hybrid. Field-reversed mirror designs include a multicell commercial reactor producing 75 MWe and a single-cell pilot plant

  13. Mirror fusion reactors

    Carlson, G.A.; Moir, R.W.

    1978-01-01

    We have carried out conceptual design studies of fusion reactors based on the three current mirror confinement concepts: the standard mirror, the tandem mirror, and the field-reversed mirror. Recent studies of the standard mirror have emphasized its potential as a fusion-fission hybrid reactor, designed to produce fission fuel for fission reactors. We have designed a large commercial hybrid based on standard mirror confinement, and also a small pilot plant hybrid. Tandem mirror designs include a commercial 1000 MWe fusion power plant and a nearer term tandem mirror hybrid. Field-reversed mirror designs include a multicell commercial reactor producing 75 MWe and a single cell pilot plant

  14. Kodak AMSD Concept Overview and Status (Semi-Rigid Mirror with Sparse Actuators)

    Matthews, Gary; Maji, Arup K. (Technical Monitor)

    2001-01-01

    This talk will review Kodak's current AMSD technical and schedule status. For AMSD, Kodak is fabricating a semi-rigid closed-back egg-crate glass mirror, a graphite composite reaction structure, and 16 force actuators for figure control. The mirror is currently on schedule for cryotesting in early '02.

  15. Using Computer Games to Communicate Prevention and Preparedness Concepts

    Kerlow, I.

    2012-12-01

    Earth Girl: The Natural Disaster Fighter is a digital game about a girl who can save her family and friends from natural hazards. The scenario and game play are inspired by the challenges faced by communities living in the Asian regions prone to earthquakes, tsunamis, flooding and volcano hazards. This paper focuses on the interdisciplinary issues and development, the user testing and refinement process and a brief demonstration of the final product. The Earth Girl game is meant to help players, particularly pre-teens worldwide, to gain a better understanding of natural hazards through imaginative and fun game play. The game offers three levels of side-scrolling action, plus factual information in the form of quizzes to enhance the players' knowledge. The correct answers provide players with extra health and/or super-powers. The game was developed in English, Indonesian, Japanese and Chinese. It runs on any Flash-enabled browser and has been successfully user-tested in Southeast Asia with positive results and feedback.Earth Girl, a game of preparedness and survival

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

    Sang Ho eLee

    2015-09-01

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

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

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

    2015-01-01

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

  18. The concept of "harm" in Internet gaming disorder.

    King, Daniel L; Delfabbro, Paul H

    2018-05-23

    Internet gaming disorder (IGD) is a proposed condition that refers to persistent gaming leading to clinically significant impairment. However, there have been few attempts to study the different types and degrees of harm caused by IGD. This commentary describes some of the negative intrapersonal and interpersonal effects of an extreme time investment in gaming activities in the context of IGD. Future research should examine the way in which IGD harms may occur at different levels and degrees. This may enhance the screening of individuals whose behavior is suspected to meet the definition of the proposed IGD criteria.

  19. Concept study of an automatic ellipsoidal mirror furnace facility, prephase A. Volume 1: Executive summary

    Stapelmann, J.

    1982-11-01

    A 1500C (max) mirror for materials science experiments and for growing 40 mm crystals under microgravity in an add-on payload for a retrievable carrier is proposed. Parts of the Spacelab mirror furnaces which can be used are identified. Design solutions for modifications due to experimental requirements or to the automatic operation mode are developed. The complete new parts of the facility, such as the sample storage and exchange mechanism (SSEM) were investigated, and design solutions are presented. A design featuring two monoellipsoidal mirror furnaces with the SSEM situated in between, and no active control, is favored.

  20. Review of mirror fusion reactor designs

    Bender, D.J.

    1977-01-01

    Three magnetic confinement concepts, based on the mirror principle, are described. These mirror concepts are summarized as follows: (1) fusion-fission hybrid reactor, (2) tandem mirror reactor, and (3) reversed field mirror reactor

  1. Concept and design of an alignment monitoring system for the CBM RICH mirrors

    Bendarouach, Jordan [Justus Liebig University (Germany); Collaboration: CBM-Collaboration

    2016-07-01

    The Compressed Baryonic Matter (CBM) experiment at the future FAIR (Facility for Antiproton and Ion Research) complex will investigate the phase diagram of strongly interacting matter at high baryon density and moderate temperatures in A+A collisions from 2-11 AGeV (SIS100) beam energy. One of the key detector components required for this CBM physics program is the RICH (Ring Imaging CHerenkov) detector, developed for efficient and clean electron identification and pion suppression. The detector consists of about 80 spherical glass mirror tiles, distributed over two sphere parts. An important aspect to guarantee a stable operation of the RICH detector is the alignment of the mirrors. A method originally developed and inspired by the HERA-B experiment uses recorded data to assess mirror alignment of the RICH mirror system. Measurements of Cherenkov distances and angles on the PMT plane may reveal potential misalignments of the considered tile. If mirror misalignment is revealed, it can be subsequently included and rectified by correction routines, which should mostly increase ring reconstruction as well as ring-track matching efficiencies. Results of this alignment method based on simulated events, reproducing potential mirror misalignments, its limits and first correction routines are presented.

  2. Radiation protection concepts review with an adapted quiz commercial game

    Rodrigues Junior, Ary de Araujo

    2002-01-01

    Before a new employee starts working at EMBRARAD under a large irradiation operator supervision, he has to attend the first radiation protection training. After that all radiation protection subjects are revised every six months. In that half-yearly training the employees are chosen randomly to explain radiation protection subjects to other participants under an instructor supervision. After some years attending the same training, employees do not have motivation to participate in this kind of periodic event due to the same issues covered. Therefore something should be made to revival their interest and motivation to take part in this periodic training. The way chose was adapted a commercial game to revised radiation protection subjects and included it in the periodic training. The game was well accepted by the employees, it caused a competition among them because everybody wanted to win the game and consequently stimulated them to study. (author)

  3. Some applications of mirror-generated electric potentials to alternative fusion concepts

    Post, R.F.

    1990-01-01

    Transient electrical potentials can be generated in plasmas by utilizing impulsive mirror-generated forces acting on the plasma electrons together with ion inertia to cause momentary charge imbalance. In the Mirrortron such potentials are generated by applying a rapidly rising (tens of nanoseconds) localized mirror field to the central region of a hot-electron plasma confined between static mirrors. Because of the loss-cone nature of the electron distribution the sudden appearance of the pulsed mirror tends to expel electrons, whereas the ion density remains nearly constant. The quasi-neutrality condition then operates to create an electrical potential the equipotential surfaces of which can be shown theoretically to be congruent with surfaces of constant B. An alternative way of generating transient potentials is to apply a pulse of high-power microwaves to a plasma residing on a magnetic field with a longitudinal gradient. This technique resembles one employed in the Pleiade experiments. At gigawatt power levels, such as those produced by a Free Electron Laser, the production of very high transient potentials is predicted. Fusion-relevant applications of these ideas include heavy-ion drivers for inertial fusion, and the possibility of employing these techniques to enhance the longitudinal confinement of fusion plasmas in multiple-mirror systems. 23 refs., 3 figs

  4. Illustrating Business Marketing Concepts through the Value Chain Game

    Liao-Troth, Sara; Thomas, Stephanie P.; Webb, G. Scott

    2015-01-01

    The Value Chain Game is an activity that helps students to develop a holistic understanding of the processes and challenges in managing the value chain so that customer needs are met. Competing value chains work to produce and sell two products. Seasonal demand, quality defects, transportation delays, and audits offer complexities that represent…

  5. Computer Tablet Games' Effect on Young Children's Self-Concept

    Moawad, Ruba Abdel Matloub

    2017-01-01

    Playing in general has a positive effect on child development; yet with the advancement of technology, the way children play has changed, and the effects of their play have changed as well. Some studies have shown an overall negative effect of electronic games, while others have reported the opposite. This study aims to investigate the effects of…

  6. Game-based tools to transmit freshwater ecology concepts

    Serra, Hélène; Raimbault, Juste

    2016-01-01

    International audience; There is an increasing expectation on people to be aware and to get involved in the environmental issues that our world is facing. However, expert knowledge is often required to understand most of these issues. One of the challenges in science today lies in explaining complex issues in a simple and understandable way to an unspecialized audience. Games can turn out to be a good medium for scientific vulgarization. Indeed, the first form of learning we all experienced w...

  7. Formative evaluation of an adaptive game for engaging learners of programming concepts in K-12

    Renny S. N. Lindberg

    2018-06-01

    Full Text Available As the global demand for programmers is soaring, several countries have integrated programming into their K-12 curricula. Finding effective ways to engage children in programming education is an important objective. One effective method for this can be presenting learning materials via games, which are known to increase engagement and motivation. Current programming education games often focus on a single genre and offer one-size-fits-all experience to heterogeneous learners. In this study, we presented Minerva, a multi-genre (adventure, action, puzzle game to engage elementary school students in learning programming concepts. The game content is adapted to play and learning styles of the player to personalize the gameplay. We conducted a formative mixed-method evaluation of Minerva with 32 Korean 6th grade students who played the game and compared their learning outcomes with 32 6th grade students who studied the same concepts using handouts. The results indicated that, in terms of retention, learning was equally effective in both groups. Furthermore, the game was shown to facilitate engagement among the students. These results, together with uncovered issues, will guide Minerva’s further development.

  8. Coming To Know: The Role of the Concept Map--Mirror, Assistant, Master?

    McAleese, Ray

    This paper explains the process of creating and managing concept maps, using reflection as a focus for its argument. Section 1, What is a Concept Map?, highlights the background and definition of concept mapping, explains how maps signify virtual conceptual structures, looks at structural knowledge, provides an example of a concept map, and…

  9. Instructional games: Scientific language use, concept understanding, and attitudinal development of middle school learners

    Mongillo, Geraldine

    The purpose of this qualitative study was to discover the influence of instructional games on middle school learners' use of scientific language, concept understanding, and attitude toward learning science. The rationale for this study stemmed from the lack of research concerning the value of play as an instructional strategy for older learners. Specifically, the study focused on the ways in which 6 average ability 7th grade students demonstrated scientific language and concept use during gameplay. The data were collected for this 6-week study in a southern New Jersey suburban middle school and included audio recordings of the 5 games observed in class, written documents (e.g., student created game questions, self-evaluation forms, pre- and post-assessments, and the final quiz) interviews, and researcher field notes. Data were coded and interpreted borrowing from the framework for scientific literacy developed by Bybee (1997). Based on the findings, the framework was modified to reflect the level of scientific understanding demonstrated by the participants and categorized as: Unacquainted, Nominal, Functional, and Conceptual. Major findings suggested that the participants predominantly achieved the Functional level of scientific literacy (i.e., the ability to adequately and appropriately use scientific language in both written and oral discourse) during games. Further, it was discovered that the participants achieved the Conceptual level of scientific literacy during gameplay. Through games participants were afforded the opportunity to use common, everyday language to explore concepts, promoted through peer collaboration. In games the participants used common language to build understandings that exceeded Nominal or token use of the technical vocabulary and concepts. Additionally, the participants reported through interviews and self-evaluation forms that their attitude (patterns included: Motivation, Interest, Fun, Relief from Boredom, and an Alternate Learning

  10. Strategy Effectiveness of Game-Theoretical Solution Concepts in Extensive-Form General-Sum Games

    Cermak, Jiri; Bosansky, Branislav; Gatti, Nicola

    Academic communities have adopted different conventions for ordering authors on academic publications. Are these choices inconsequential, or can they significantly impact individual authors, or even communities at large? We consider a game theoretic model to study allocation of credit to authors...

  11. Learning Gains for Core Concepts in a Serious Game on Scientific Reasoning

    Forsyth, Carol; Pavlik, Philip, Jr.; Graesser, Arthur C.; Cai, Zhiqiang; Germany, Mae-lynn; Millis, Keith; Dolan, Robert P.; Butler, Heather; Halpern, Diane

    2012-01-01

    "OperationARIES!" is an Intelligent Tutoring System that teaches scientific inquiry skills in a game-like atmosphere. Students complete three different training modules, each with natural language conversations, in order to acquire deep-level knowledge of 21 core concepts of research methodology (e.g., correlation does not mean…

  12. ZBrush creature design creating dynamic concept imagery for film and games

    Spencer, Scott

    2012-01-01

    Zero in on the most cutting-edge trend in creature design for film and games: ZBrush! ZBrush allows you to develop a creature for film and games in realistic, 3D format. With this book, you will learn how to create a unique creature from start to finish and search for and repair any foreseeable problems. Clear instructions guide you through using Photoshop in combination with ZBrush to finely render a creature so you can see how it will appear on screen. Experienced ZBrush author and designer Scott Spencer shows you how to start with your concept in ZBrush as a preliminary digital model and th

  13. Playing, Gaming, Working and Labouring: Framing the Con-cepts and Relations

    Arwid Lund

    2014-09-01

    Full Text Available The aim of this article is to define the concepts of playing, working, gaming, and labouring, through a literature study, and to construct a typology. This typology will be used to create a field model that is structured by the horizontal parameters of qualitative-quantitative (characteristics and the vertical parameters of activity-result (in focus. It is shown how this model can be used to visualise different theoretical positions in empirical material, which connects to the concepts and their relations. Working and labouring are distinguished into a trans-historical and a historical, capitalist, category, and likewise playing and gaming, where the former is the trans-historical category and the latter the historical one. The main focus of the article, since working and labouring is well covered within the critical Marxist tradition, is on playing and its relation to working, with the aim of understanding and criticising the concept of playbour.

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

    1992-01-01

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

  15. Pre-Service Physics Teachers’ Concept Mastery and the Challenges of Game Development on Physics Learning

    Saprudin, S.; Liliasari, L.; Prihatmanto, A. S.

    2017-09-01

    This study is a survey that aims to describe pre-service physics teachers’ concept mastery at a university in Ternate. Data were collected through test standard instrument for physics which used in the teacher certification program. Data were analyzed by using quantitative descriptive technique. Based on the results of data analysis, it was concluded that generally pre-service physics teachers’ concept mastery can be categorized on low category (25.4%). The map of concept mastery will be used as a reference to developing game design in the physics learning context for pre-service physics teachers.

  16. On the Self-concept. Language Games: zero total?

    Vladimir P. Zinchenko

    2017-03-01

    Full Text Available In his work, the author compares and analyzes such concepts as human, person, personality, entity, individual, and self. He considers the views of major philosophers and psychologists of the past on these concepts. There are ideas of P. Florensky, A. Losev, G. Shpet, L. Rubinstein, L .Bozhovich, A .Leontiev, S. Freud and other scientists writing on the content, functions, origin and value of the psychological phenomena mentioned above. The views of a person, individual, and Self have undergone dramatic changes over time. Russian philosophers wrote about the impossibility to define the individual, they considered it a myth, miracle, mystery, and at the same time limit of self-construction or self-creation. Russian psychologists dropped the concept of individual below the concept of personality, and even equated with the subject. In addition, for a while the identity was considered a product of the collective. The notion of Self is considered in a similar way. It is either identified with the subject or object, or it is said to propagate using vegetative means, or like the individual may manifest properties of a soluble substance. However, the Self is recognized to be characterized by generating creative abilities and functions. Psychoanalysts first considered Self as a mental institution, then as a main authority or substructure of personality. S.Freud builds a topology of the following structure: Ego, Super-Ego, Id, each of them performing their own functions and keeping their own energy. S. Freud spoke about the historical implications of mental acts. Considerable attention is paid to the origin of Self. The development of the Self does not occur automatically, and there are concepts put forward by the psychoanalysts and psychologists. The author emphasizes that the paper compares psychological approaches to personality and psychoanalytic approaches to the Self. In psychology, we are dealing with a person (a person? without Self. In

  17. The understanding of the concept of business in terms of the concepts of GAME/SPORT with the example of business English idioms

    Milošević Ivan

    2016-01-01

    Full Text Available This paper focuses on the potential understanding of the concept of BUSINESS in terms of the concepts of GAME and SPORT with the examples of Business English idioms (idiomatic expressions. Namely, in the light of the cognitive linguistics, meaning is considered to be not only a linguistic phenomenon, but a conceptual phenomenon as well. Such vantage point enables a lexico-semantic interpretation of linguistic units from a conceptual perspective, which includes the forming of correspondences between two concepts, with one concept being understood in terms of the other. The analysis includes 24 Business English idioms which stem from the conceptual domain of GAME/SPORT and is aimed at establishing the conceptual mapping (primarily via a cognitive mechanism known as the conceptual metaphor between the above stated source and the target domains, which prove a potential understanding of the concept of BUSINESS on the basis of the concepts of SPORT and GAME.

  18. The Role of Games and Simulations to Teach Abstract Concepts of Anarchy, Cooperation, and Conflict in World Politics

    McCarthy, Mary M.

    2014-01-01

    Games and simulations are increasingly used in courses on international politics. This study explores the hypothesis that games are better than simulations (as well as only reading and lectures) in introducing students to abstract concepts integral to an understanding of world politics. The study compares a two-level Prisoner's Dilemma game…

  19. Design, conception, and metrology of Extreme Ultraviolet multilayers mirrors resistant environments of space and EUV sources

    Hecquet, Ch.

    2009-03-01

    The Extreme Ultraviolet Spectrum (EUV) wavelengths, which range between 13 nm and 40 nm, have many applications in science and technology. These have been developed for example in plasma physics (high order harmonics sources, X ray lasers). The work presented is about the design, the fabrication and the metrology of periodic multilayer mirrors. The main motivation of this study is to establish a cycle of development taking into account both the optical properties of reflective coatings (reflectivity, spectral selectivity, attenuation) and their behaviour under various environments. To improve the spectral selectivity, new multilayer periodic structures have been developed. They are characterized by a bimodal reflectance profile with adjustable attenuation. The effect of environment on the stability of performance is especially critical for the optical collection. The addition of material barriers has stabilized the performance of the peak reflectivity for over 200 h at 400 C deg. and it reduces the influence of other factors of instability on the reflectance. In addition, all structures have been fabricated successfully and evaluated in severe environments. (author)

  20. Modularized mirror fusion reactor concept with emphasis on fabricability, assembly, and disassembly

    Peterson, M.A.; Werner, R.W.; Hoffman, M.A.; Carlson, G.A.

    1975-01-01

    A progress report on a continuing study directed toward the development of mirror reactor designs which simultaneously satisfy the various engineering, economic, and maintenance consideration is presented. Two new blanket and coil structure designs are presented which satisfy engineering requirements equally as well as previous designs while offering substantial gains in accessibility for maintenance. Because of the commercial requirement for a high duty cycle and the possible high frequency of blanket module removal--for either maintenance replacement--the module removal must be accomplished quickly with a minimum disruption of reactor operations. The blanket and coil structure designs allow the removal of any one of the identical blanket modules without disturbing either the remaining modules or the coil and its associated support structure. With fabricated coil structure costs estimated at $2.50/lbm and the reactor net electrical power calculated from a plasma and reactor system model detailed in the paper, coil and support structure costs of between 100 to 200 $/kwe were estimated. (U.S.)

  1. On a concept of computer game implementation based on a temporal logic

    Szymańska, Emilia; Adamek, Marek J.; Mulawka, Jan J.

    2017-08-01

    Time is a concept which underlies all the contemporary civilization. Therefore, it was necessary to create mathematical tools that allow a precise way to describe the complex time dependencies. One such tool is temporal logic. Its definition, description and characteristics will be presented in this publication. Then the authors will conduct a discussion on the usefulness of this tool in context of creating storyline in computer games such as RPG genre.

  2. Non-Technical Skills Bingo-a game to facilitate the learning of complex concepts.

    Dieckmann, Peter; Glavin, Ronnie; Hartvigsen Grønholm Jepsen, Rikke Malene; Krage, Ralf

    2016-01-01

    Acquiring the concepts of non-technical skills (NTS) beyond a superficial level is a challenge for healthcare professionals and simulation faculty. Current simulation-based approaches to teach NTS are challenged when learners have to master NTS concepts, clinically challenging situations, and simulation as a complex technique. The combination of all three aspects might overwhelm learners. To facilitate the deeper comprehension of NTS concepts, we describe an innovative video-based game, the Non-Technical Skills (NTS) Bingo. Participants get NTS Bingo cards that show five NTS elements each. While observing (non-medical) video clips, they try to find examples for the elements on their cards, typically observable behaviours that match a given element. After the video, participants "defend" their solution in a discussion with the game leader and other players. This discussion and the reflection aim to deepen the processing of the NTS concepts. We provide practical guidance for the conduct of NTS Bingo, including a selection of usable video clips and tips for the facilitated discussion after a clip. We use NTS in anaesthesia as example and provide guidance on how to adapt NTS Bingo to other disciplines. NTS Bingo is based on theoretical considerations on concept learning, which we describe to support the rationale for its conduct.

  3. Games That Teach Concepts Around the Nexus of Energy, Water, and Climate

    Mayhew, M. A.; Hall, M.; Balaban, S.

    2013-12-01

    Three manifestations of the extreme amplification of the human population--exploding worldwide demand for energy, increasing exploitation of and competition for water resources, and alteration of the planet's climate--are tightly intertwined. All processes for generating energy require consumption of water, for some processes enormous quantities. It takes water to get energy. The inverse is also true: it takes energy to get water. It takes energy to move water from where it is stored to where it is needed. Burning fossil fuels for energy has increased greenhouse gasses in the atmosphere, resulting in increases in the average temperature of the Earth. But the response of the climate system is exceedingly complex. Changes in atmospheric circulation due to global warming are altering weather patterns and changing the distribution of water on the planet. Climate-related weather events alter availability of water and impact energy supply and demand. This is the nexus of energy, water, and climate. We have created two lively card games that convey the nexus concepts. They have been extensively play-tested with groups from middle school to adult; they have been found to be both educational and fun. A distinguished advisory committee, including representatives of the national labs, has insured the scientific accuracy of the games. In the first game, Thirst For Power, each player is the governor of a region; a GOAL card specifies the amount of General and Transportation energy needed for the region, achieved via ENERGY SOURCE cards. WATER cards are used as currency for obtaining energy sources. Each energy source has an associated 'environmental impact' penalty, meaning greenhouse gas emissions, but also other things like water and air pollution. ACTION cards (TECHNOLOGY, POLICY, AND CLIMATE) act much like 'Chance' cards in Monopoly to change the course of the game. The first player to achieve energy goals without exceeding an environmental impact limit for the region wins

  4. Conceptual design of the blanket and power conversion system for a mirror hybrid fusion-fission reactor. Addendum 1. Alternate concepts. 12-month progress report addendum, July 1, 1975--June 30, 1976

    Schultz, K.R.; Dee, J.B.; Backus, G.A.; Culver, D.W.

    1976-01-01

    During the course of the Mirror Hybrid Fusion-Fission Reactor study several alternate concepts were considered for various reactor components. Several of the alternate concepts do appear to exhibit features with potential advantage for use in the mirror hybrid reactor. These are described and should possibly be investigated further in the future

  5. Use of cooperative game theory concepts for loss allocation in bilateral electricity markets

    Satyaramesh, P.V.; Radhakrishna, C.

    2009-01-01

    The deregulation of electricity markets has resulted in changes in electricity pricing. Participants in a deregulated market require a fair and equitable pricing structure that reflects both the share of power produced and consumed in the network, as well as the cost of power loss caused by users. This paper focused on the allocation of losses using the cooperative game theory (CGT) where many transactions take place in a bilateral electricity market environment. A set of approaches documented in literature in the areas of application of CGT were first identified and their applicability to allocations of losses in bilateral electricity markets were then reviewed. The allocation methods can be classified into 3 broad categories, namely classical, new, and variants of nucleolus. The structure of the game and the concept of fairness behind it were the 2 points that were examined in detail in this study. The allocation concept of these methods was systematically analyzed and compared. Calculations were performed on a six-bus system sample and a standard IEEE 14-bus system. The variants of nucleolus were shown to be among the most plausible concepts. The power losses for each transaction were calculated using a power flow procedure. 16 refs., 4 tabs., 1 fig.

  6. Use of cooperative game theory concepts for loss allocation in bilateral electricity markets

    Satyaramesh, P.V. [AP Transco, Hyderabad, AP (India); Radhakrishna, C. [Global Energy Consulting Engineers Private Ltd., Hyderabad, AP (India)

    2009-07-01

    The deregulation of electricity markets has resulted in changes in electricity pricing. Participants in a deregulated market require a fair and equitable pricing structure that reflects both the share of power produced and consumed in the network, as well as the cost of power loss caused by users. This paper focused on the allocation of losses using the cooperative game theory (CGT) where many transactions take place in a bilateral electricity market environment. A set of approaches documented in literature in the areas of application of CGT were first identified and their applicability to allocations of losses in bilateral electricity markets were then reviewed. The allocation methods can be classified into 3 broad categories, namely classical, new, and variants of nucleolus. The structure of the game and the concept of fairness behind it were the 2 points that were examined in detail in this study. The allocation concept of these methods was systematically analyzed and compared. Calculations were performed on a six-bus system sample and a standard IEEE 14-bus system. The variants of nucleolus were shown to be among the most plausible concepts. The power losses for each transaction were calculated using a power flow procedure. 16 refs., 4 tabs., 1 fig.

  7. A new concept: Epigenetic game theory. Comment on: ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    Zheng, Xiu-Deng; Tao, Yi

    2017-03-01

    The evolutionary significance of the interaction between paternal and maternal genomes in fertilized zygotes is a very interesting and challenging question. Wang et al. developed the concept of epigenetic game theory, and they try to use this concept to explain the interaction between paternal and maternal genomes in fertilized zygotes [1]. They emphasize that the embryogenesis can be considered as an ecological system in which two highly distinct and specialized gametes coordinate through either cooperation or competition, or both, to maximize the fitness of embryos under Darwinian selection. More specifically, they integrate game theory to model the pattern of coordination of paternal genome and maternal genomes mediated by DNA methylation dynamics, and they called this epigenetic game theory.

  8. A New Solution Concept for the Ultimatum Game leading to the Golden Ratio.

    Schuster, Stefan

    2017-07-17

    The Ultimatum Game is a paradigmatic two-player game. A proposer can offer a certain fraction of some valuable good. A responder can accept the offer or reject it, implying that the two players receive nothing. The only subgame-perfect Nash equilibrium is to only offer an infinitesimal amount and to accept this. However, this equilibrium is not in agreement with experimental observations, which show varying accepted offers around 40%. While some authors suggest that the fairest split of 50% vs. 50% would be explainable on theoretical grounds or by computer simulation, a few authors (including myself) have recently suggested that the Golden Ratio, about 0.618 vs. about 0.382, would be the solution, in striking agreement with observations. Here we propose a solution concept, based on an optimality approach and epistemic arguments, leading to that suggested solution. The optimality principle is explained both in an axiomatic way and by bargaining arguments, and the relation to Fibonacci numbers is outlined. Our presentation complements the Economic Harmony theory proposed by R. Suleiman and is based on infinite continued fractions. The results are likely to be important for the theory of fair salaries, justice theory and the predictive value of game theory.

  9. Mirror fusion--fission hybrids

    Lee, J.D.

    1978-01-01

    The fusion-fission concept and the mirror fusion-fission hybrid program are outlined. Magnetic mirror fusion drivers and blankets for hybrid reactors are discussed. Results of system analyses are presented and a reference design is described

  10. Game theory : Noncooperative games

    van Damme, E.E.C.; Wright, J.

    2015-01-01

    We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  11. Self-concept deficits in massively multiplayer online role-playing games addiction.

    Leménager, Tagrid; Gwodz, Alexander; Richter, Anne; Reinhard, Iris; Kämmerer, Nina; Sell, Madlen; Mann, Karl

    2013-01-01

    Previous studies on Internet addiction point towards a particular constellation of personality traits and deficits in social competence of players addicted to massively multiplayer online role-playing games (MMORPGs), which are hypothesized to result from impairments in self-concept. The aim of this study was to examine differences in self-concept and degree of avatar identification in World of Warcraft addicted, non-addicted and naive (nonexperienced) participants. Participants (n = 45) completed interviews and self-report questionnaires on social, emotional and physical aspects of self-concept. Attributes of participants' 'actual self', 'ideal self' and their avatar were assessed using the Giessen test. The extent of avatar identification was examined by assessing differences between 'ideal self' and avatar evaluations. In contrast to nonaddicted and naive participants, addicted players showed a more negative body appraisal and lower self-esteem as well as lower permeability, social response, general mood and social potency on the Giessen test subscales. They further showed significantly lower discrepancies between 'ideal self' and avatar ratings on nearly all Giessen test subscales. The results point towards impairments in self-concept and a higher degree in avatar identification in addicted MMORPG players compared to the remaining participants. These results could have important implications for the treatment of addicted MMORPG players. Copyright © 2013 S. Karger AG, Basel.

  12. U. S. Mirror Program

    Fowler, T.K.

    1978-01-01

    The mirror approach is now the principal alternate to the tokamak in the U.S. magnetic fusion energy program. The program is now focused on two new concepts that can obtain high values of Q, defined as the ratio of fusion power output to the neutral beam power injected to sustain the reaction. These are the tandem mirror and field reversed mirror concepts. Theoretically both concepts should be able to attain Q = 5 or more, as compared with Q approximately 1 in previous mirror designs. Success with either or both of these approaches would point the way toward fusion power plants with many attractive features. The linear geometry of mirror systems offers a distinct alternative to the toroidal tokamak. As a direct consequence of this difference in geometry, it is generally possible to build mirror systems in smaller units of modular construction that can probably be made to operate in steady-state. During the next 5 years the main mirror facilities in the U.S. will be the 2XIIB (renamed Beta II); a tandem mirror experiment caled TMX; and the Mirror Fusion Test Facility (MFTF) scheduled to be completed in 1981 at a cost of $94 million. As a background for discussing this program and mirror reactor concepts in later lectures, the current status of mirror physics will be reviewed by comparing theory and experimental data in four critical areas. These are adiabatic confinement of individual ions, electron heat losses out of the ends of the machine, the achievement of beta values of order unity; and stabilization of ''loss cone'' modes

  13. Do Older Adults Hate Video Games until they Play them? A Proof-of-Concept Study

    Ferguson, Chris; Nielsen, Rune Kristian Lundedal; Maguire, Ryan

    2016-01-01

    The issue of negative video game influences on youth remains contentious in public debate, the scholarly community and among policy makers. Recent research has indicated that negative attitudes toward video games are, in part, generational in nature with older adults more inclined to endorse negative beliefs about video games. The current mixed design study examined the impact of exposure to games on beliefs about video games in a small (n = 34) sample of older adults. Results indicated that ...

  14. Conception and design of a control and monitoring system for the mirror alignment of the CBM RICH detector

    Bendarouach, J

    2016-01-01

    The Compressed Baryonic Matter (CBM) experiment at the future Facility for Anti-proton and Ion Research (FAIR) complex will investigate the phase diagram of strongly interacting matter at high baryon density and moderate temperatures created in A+A collisions. For the SIS100 accelerator, the foreseen beam energy will range up to 11 AGeV for the heaviest nuclei. One of the key detector components required for the CBM physics program is the Ring Imaging CHerenkov (RICH) detector, which is developed for efficient and clean electron identification and pion suppression. An important aspect to guarantee a stable operation of the RICH detector is the alignment of the mirrors. A qualitative alignment control procedure for the mirror system has been implemented in the CBM RICH prototype detector and tested under real conditions at the CERN PS/T9 beamline. Collected data and results of image processing are reviewed and discussed. In parallel a quantitative method using recorded data has also been employed to compute mirror displacements of the RICH mirrors. Results based on simulated events and the limits of the method are presented and discussed as well. If mirror misalignment is detected, it can be subsequently included and rectified by correction routines. A first correction routine is presented and a comparison between misaligned, corrected and ideal geometries is shown. (paper)

  15. Conception and design of a control and monitoring system for the mirror alignment of the CBM RICH detector

    Bendarouach, J.

    2016-08-01

    The Compressed Baryonic Matter (CBM) experiment at the future Facility for Anti-proton and Ion Research (FAIR) complex will investigate the phase diagram of strongly interacting matter at high baryon density and moderate temperatures created in A+A collisions. For the SIS100 accelerator, the foreseen beam energy will range up to 11 AGeV for the heaviest nuclei. One of the key detector components required for the CBM physics program is the Ring Imaging CHerenkov (RICH) detector, which is developed for efficient and clean electron identification and pion suppression. An important aspect to guarantee a stable operation of the RICH detector is the alignment of the mirrors. A qualitative alignment control procedure for the mirror system has been implemented in the CBM RICH prototype detector and tested under real conditions at the CERN PS/T9 beamline. Collected data and results of image processing are reviewed and discussed. In parallel a quantitative method using recorded data has also been employed to compute mirror displacements of the RICH mirrors. Results based on simulated events and the limits of the method are presented and discussed as well. If mirror misalignment is detected, it can be subsequently included and rectified by correction routines. A first correction routine is presented and a comparison between misaligned, corrected and ideal geometries is shown.

  16. Recovery of Proprioception in the Upper Extremity by Robotic Mirror Therapy: a Clinical Pilot Study for Proof of Concept.

    Nam, Hyung Seok; Koh, Sukgyu; Beom, Jaewon; Kim, Yoon Jae; Park, Jang Woo; Koh, Eun Sil; Chung, Sun Gun; Kim, Sungwan

    2017-10-01

    A novel robotic mirror therapy system was recently developed to provide proprioceptive stimulus to the hemiplegic arm during a mirror therapy. Validation of the robotic mirror therapy system was performed to confirm its synchronicity prior to the clinical study. The mean error angle range between the intact arm and the robot was 1.97 to 4.59 degrees. A 56-year-old male who had right middle cerebral artery infarction 11 months ago received the robotic mirror therapy for ten 30-minute sessions during 2 weeks. Clinical evaluation and functional magnetic resonance imaging (fMRI) studies were performed before and after the intervention. At the follow-up evaluation, the thumb finding test score improved from 2 to 1 for eye level and from 3 to 1 for overhead level. The Albert's test score on the left side improved from 6 to 11. Improvements were sustained at 2-month follow-up. The fMRI during the passive motion revealed a considerable increase in brain activity at the lower part of the right superior parietal lobule, suggesting the possibility of proprioception enhancement. The robotic mirror therapy system may serve as a useful treatment method for patients with supratentorial stroke to facilitate recovery of proprioceptive deficit and hemineglect. © 2017 The Korean Academy of Medical Sciences.

  17. Supplier bidding strategy based on non-cooperative game theory concepts in single auction power pools

    Kang, Dong-Joo; Kim, Balho H.; Hur, Don

    2007-01-01

    In single auction power pools, only generators bid several energy price segments depending on the amount of energy supply, at individual generating companies' (GENCO) own discretion, for every trading interval. Then all selected bidders are paid a uniform Market Clearing Price (MCP). In this paper, it is realized that each GENCO has the complete information on its own payoff as well as the other parties' payoffs, corresponding to each potential combination of choices of strategies by all the players. Specifically, all the suppliers attempt to estimate the others' bids using the concept of Nash equilibrium in the general sense of profit maximization. Under some simplified assumptions, this problem can be modeled as a simultaneous-move game confronted by the bidders. Here, the system demand forecast by competitive sellers is captured for the purpose of constructing the optimal bidding strategy. Finally, a numerical example is presented demonstrating the effectiveness of the proposed solution scheme. (author)

  18. This is Not a Game: Early Observations on Using Alternate Reality Games for Teaching Security Concepts to First-Year Undergraduates

    Flushman, Tanya R.; Gondree, Mark; Peterson, Zachary N. J.

    2015-01-01

    We describe a novel approach to delivering an introductory computer science course for first-year undergraduates, using computer security topics to explore core CS concepts. Our course is a first attempt at merging aspects of capture the flag-style challenges, puzzle-based learning, and alternate reality games (ARGs), with the goal of improving student engagement, increasing awareness of security as a discipline and professional opportunity, and providing context for t...

  19. Using Structural Equation Modeling to Validate Online Game Players' Motivations Relative to Self-Concept and Life Adaptation

    Yang, Shu Ching; Huang, Chiao Ling

    2013-01-01

    This study aimed to validate a systematic instrument to measure online players' motivations for playing online games (MPOG) and examine how the interplay of differential motivations impacts young gamers' self-concept and life adaptation. Confirmatory factor analysis determined that a hierarchical model with a two-factor structure of…

  20. Innovative Patient Safety Curriculum Using iPAD Game (PASSED) Improved Patient Safety Concepts in Undergraduate Medical Students.

    Kow, A W C; Ang, B L S; Chong, C S; Tan, W B; Menon, K R

    2016-11-01

    While healthcare outcomes have improved significantly, the complex management of diseases in the hospitals has also escalated the risks in patient safety. Therefore, in the process of training medical students to be proficient in medical knowledge and skills, the importance of patient safety cannot be neglected. A new innovation using mobile apps gaming system (PAtient Safety in Surgical EDucation-PASSED) to teach medical students on patient safety was created. Students were taught concepts of patient safety followed by a gaming session using iPad games created by us. This study aims to evaluate the outcome of patient safety perception using the PASSED games created. An interactive iPad game focusing on patient safety issues was created by the undergraduate education team in the Department of Surgery, Yong Loo Lin School of Medicine at the National University of Singapore. The game employed the unique touched-screen feature with clinical scenarios extracted from the hospital sentinel events. Some of the questions were time sensitive, with extra bonus marks awarded if the student provided the correct answer within 10 s. Students could reattempt the questions if the initial answer was wrong. However, this entailed demerit points. Third-year medical students posted to the Department of Surgery experienced this gaming system in a cohort of 55-60 students. Baseline understanding of the students on patient safety was evaluated using Attitudes to Patient Safety Questionnaire III (APSQ-III) prior to the game. A 20 min talk on concept of patient safety using the WHO Patient Safety Guidelines was conducted. Following this, students downloaded the apps from ITune store and played with the game for 20-30 min. The session ended with the students completing the postintervention questionnaire. A total of 221 3rd year medical students responded to the survey during the PASSED session. Majority of the students felt that the PASSED game had trained them to understand the

  1. Gaming

    Duke, Richard D

    2014-01-01

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

  2. “Surfing in the cell” - an investigative game for teaching cytoskeleton concepts for undergraduate students

    Alves Gomes, G.

    2009-01-01

    The educational role of games becomes evident as students are more active, able to take decisions, solve problems and react to the results of their own decisions. The educative board game Discovering the Cell is based on problem-solving learning. This game challenges students to collect, discuss and interpret clues in order to decipher a question. In this work we evaluated the game as a tool for teaching health sciences undergraduate students from Rio de Janeiro. In a questionnaire-based anal...

  3. COMBINING THE CONCEPTS OF BENCHMARKING AND MATRIX GAME IN MARKETING (REPOSITIONING OF SEAPORTS

    Senka Sekularac-Ivošević

    2013-10-01

    Full Text Available This paper considers the effects of combination of two different approaches in developing seaports positioning strategy. The first one is based on comparing the most important quantitative and qualitative seaports choice criteria by benchmarking method. Benchmarking has been used in creating the appropriate model for efficient marketing positioning of Aegean, Adriatic and Black Sea seaports. The criteria that describe the degree of these seaports competitiveness are chosen upon the investigation of ports customers’ preferences. The second employed approach based on matrix game concept has been used for the purpose of optimal repositioning of the ports. Though, nine selected ports’ functions are treated in a way that they are divided into two sets: one composed of the functions which are to be developed, and the other consisted of the functions for which it is expected to be suppressed in the future. According to the numerically obtained results the ports are repositioned, and corresponding explanations are given in the marketing manner. The mixture of these two concepts should contribute to the review of the state of these business systems and their images at the market, as well as to open prospective toward finding out the ways of creating and maintaining their competitive advantages.

  4. Conception and design of a control and monitoring system for the mirror alignment of the CBM RICH detector

    Adamczewski-Musch, J.; Akishin, P.; Becker, K.-H.; Belogurov, S.; Bendarouach, J.; Boldyreva, N.; Deveaux, C.; Dobyrn, V.; Dürr, M.; Eschke, J.; Förtsch, J.; Heep, J.; Höhne, C.; Kampert, K.-H.; Kochenda, L.; Kopfer, J.; Kravtsov, P.; Kres, I.; Lebedev, S.; Lebedeva, E.; Leonova, E.; Linev, S.; Mahmoud, T.; Michel, J.; Miftakhov, N.; Niebur, W.; Ovcharenko, E.; Patel, V.; Pauly, C.; Pfeifer, D.; Querchfeld, S.; Rautenberg, J.; Reinecke, S.; Riabov, Y.; Roshchin, E.; Samsonov, V.; Schetinin, V.; Tarasenkova, O.; Traxler, M.; Ugur, C.; Vznuzdaev, E.; Vznuzdaev, M.

    2017-12-01

    The Compressed Baryonic Matter (CBM) experiment at the future Facility for Anti-proton and Ion Research (FAIR) will investigate the phase diagram of strongly interacting matter at high net-baryon density and moderate temperature in A+A collisions. One of the key detectors of CBM to explore this physics program is a Ring Imaging CHerenkov (RICH) detector for electron identification. For a high performance of the RICH detector precise mirror alignment is essential. A three-step correction cycle has been developed, which will be discussed: First a qualitative, fast check of the mirror positions, second a quantitative determination of possible misalignments and third a software correction routine, allowing a proper functioning of the RICH under misalignment conditions.

  5. Einstein's Mirror

    Gjurchinovski, Aleksandar; Skeparovski, Aleksandar

    2008-01-01

    Reflection of light from a plane mirror in uniform rectilinear motion is a century-old problem, intimately related to the foundations of special relativity. The problem was first investigated by Einstein in his famous 1905 paper by using the Lorentz transformations to switch from the mirror's rest frame to the frame where the mirror moves at a…

  6. Concept Model For Designing Engaging And Motivating Games For Learning - The Smiley-Model

    Weitze, Charlotte Lærke; Ørngreen, Rikke

    2012-01-01

    The desire to use learning games in education is increasing, but the development of games for learning is still a growing field. Research shows that it remains difficult to develop learning games that are both instructive and engaging, although it is precisely the presence of these two elements...... that is believed to be an advantage when using learning games in education. In this paper the Smiley-model is presented (figure 1). The model describes which parameters and elements are important when designing a learning game. The present research is a result of a case-based action research study for designing...... a music learning game that teaches children to play piano using sheet music, and at the same time is fun and engaging. Although the model was originally developed for and through music, it has a more generic nature, and may be relevant for other fields as well. The Smiley-model is a condensed version...

  7. Chiral mirrors

    Plum, Eric; Zheludev, Nikolay I.

    2015-01-01

    Mirrors are used in telescopes, microscopes, photo cameras, lasers, satellite dishes, and everywhere else, where redirection of electromagnetic radiation is required making them arguably the most important optical component. While conventional isotropic mirrors will reflect linear polarizations without change, the handedness of circularly polarized waves is reversed upon reflection. Here, we demonstrate a type of mirror reflecting one circular polarization without changing its handedness, while absorbing the other. The polarization-preserving mirror consists of a planar metasurface with a subwavelength pattern that cannot be superimposed with its mirror image without being lifted out of its plane, and a conventional mirror spaced by a fraction of the wavelength from the metasurface. Such mirrors enable circularly polarized lasers and Fabry-Pérot cavities with enhanced tunability, gyroscopic applications, polarization-sensitive detectors of electromagnetic waves, and can be used to enhance spectroscopies of chiral media

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

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

    2016-01-01

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

  9. Stereogame: An Interactive Computer Game That Engages Students in Reviewing Stereochemistry Concepts

    da Silva, Jose´ Nunes, Jr.; Lima, Mary Anne Sousa; Moreira, Joao Victor Xerez; Alexandre, Francisco Serra Oliveira; de Almeida, Diego Macedo; de Oliveira, Maria da Conceicao Ferreira; Leite, Antonio Jose´ Melo, Jr.

    2017-01-01

    This report provides information about an interactive computer game that allows undergraduate students to review individually stereochemistry topics in an engaging way by responding to 230 novel questions distributed at three difficulty levels. Responses from students and instructors who have played the game have been quite positive. Stereogame is…

  10. A Teachable Agent Game Engaging Primary School Children to Learn Arithmetic Concepts and Reasoning

    Pareto, Lena

    2014-01-01

    In this paper we will describe a learning environment designed to foster conceptual understanding and reasoning in mathematics among younger school children. The learning environment consists of 48 2-player game variants based on a graphical model of arithmetic where the mathematical content is intrinsically interwoven with the game idea. The…

  11. New concepts regarding the production of waterfowl and other game birds in areas of diversified agriculture

    Nelson, H.K.; Duebbert, H.F.

    1974-01-01

    Many concepts regarding breeding ecology of waterfowl and the influences of environmental factors on annual production have changed in the past 20 years. These influences are especially pronounced in the prairie region of central North America where agriculture becomes more intensive each year. The principal task assigned to this Research Center when established in 1965 was to determine the relative impact of these influences on production and to identify those facets of breeding biology, nesting habitat requirements and other factors that may be altered to increase production on lands dedicated for this purpose. A corollary objective was to develop methods for enhancing production of waterfowl and other ground-nesting birds on private lands in agricultural areas. Some of the highlights of our findings to date, together with the results from current work of others, provide new information on waterfowl that indicates: (1) homing instincts are not as specific as indicated by earlier workers, (2) there are differences in pioneering between species, sexes and age classes, (3) strength and duration of pair bonds vary by species and age classes, (4) territorial tolerances for most species are greater than previously indicated, (5) there is differential productivity by age classes in some species, (6) there has been a gradual decline in nesting success in the prairie region the past 30 years, (7) adverse influences of intensive agriculture are increasing, (8) mammalian predation is an important factor, (9) high quality, secure nesting habitat and a complex of wetland types are the essential components of an optimum production unit, (10) the size and shape of blocks of nesting cover are important management considerations, (11) overharvest of local breeding populations is becoming a serious problem in some areas. Each of these subjects is discussed as related to research objectives and current management problems. Recommendations are presented for obtaining maximum

  12. Interactive design of patient-oriented video-games for rehabilitation: concept and application.

    Lupinacci, Giorgia; Gatti, Gianluca; Melegari, Corrado; Fontana, Saverio

    2018-04-01

    Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games. It was tested with the collaboration of three therapists and six patients, and two questionnaires were filled in by each patient to evaluate the appreciation of the rehabilitative sessions. The therapists learned easily how to use the system, and no serious difficulties were encountered by the patients. The questionnaires showed an overall good satisfaction by the patients and highlighted the key-role of the therapist in involving the patients during the rehabilitative session. It was found that the proposed system is effective for developing patient-oriented video-games for rehabilitation. The two main advantages are that the therapist is allowed to (i) develop personalized video-games without informatics skills and (ii) adapt the game settings to patients affected by different pathologies. Implications for rehabilitation Virtual reality and serious video games offer the opportunity to transform the traditional therapy into a more pleasant experience, allowing patients to train their motor and cognitive skills. Both the therapists and the patients should be involved in the development of rehabilitative solutions to be highly patient-oriented. A system for the design of rehabilitative games by the therapist is described and the feedback of three therapists and six patients is reported.

  13. Real-time modulation of visual feedback on human full-body movements in a virtual mirror: development and proof-of-concept.

    Roosink, Meyke; Robitaille, Nicolas; McFadyen, Bradford J; Hébert, Luc J; Jackson, Philip L; Bouyer, Laurent J; Mercier, Catherine

    2015-01-05

    Virtual reality (VR) provides interactive multimodal sensory stimuli and biofeedback, and can be a powerful tool for physical and cognitive rehabilitation. However, existing systems have generally not implemented realistic full-body avatars and/or a scaling of visual movement feedback. We developed a "virtual mirror" that displays a realistic full-body avatar that responds to full-body movements in all movement planes in real-time, and that allows for the scaling of visual feedback on movements in real-time. The primary objective of this proof-of-concept study was to assess the ability of healthy subjects to detect scaled feedback on trunk flexion movements. The "virtual mirror" was developed by integrating motion capture, virtual reality and projection systems. A protocol was developed to provide both augmented and reduced feedback on trunk flexion movements while sitting and standing. The task required reliance on both visual and proprioceptive feedback. The ability to detect scaled feedback was assessed in healthy subjects (n = 10) using a two-alternative forced choice paradigm. Additionally, immersion in the VR environment and task adherence (flexion angles, velocity, and fluency) were assessed. The ability to detect scaled feedback could be modelled using a sigmoid curve with a high goodness of fit (R2 range 89-98%). The point of subjective equivalence was not significantly different from 0 (i.e. not shifted), indicating an unbiased perception. The just noticeable difference was 0.035 ± 0.007, indicating that subjects were able to discriminate different scaling levels consistently. VR immersion was reported to be good, despite some perceived delays between movements and VR projections. Movement kinematic analysis confirmed task adherence. The new "virtual mirror" extends existing VR systems for motor and pain rehabilitation by enabling the use of realistic full-body avatars and scaled feedback. Proof-of-concept was demonstrated for the assessment of

  14. A game magically circling

    Ejsing-Duun, Stine

    2011-01-01

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

  15. Mirror symmetry

    Voisin, Claire

    1999-01-01

    This is the English translation of Professor Voisin's book reflecting the discovery of the mirror symmetry phenomenon. The first chapter is devoted to the geometry of Calabi-Yau manifolds, and the second describes, as motivation, the ideas from quantum field theory that led to the discovery of mirror symmetry. The other chapters deal with more specialized aspects of the subject: the work of Candelas, de la Ossa, Greene, and Parkes, based on the fact that under the mirror symmetry hypothesis, the variation of Hodge structure of a Calabi-Yau threefold determines the Gromov-Witten invariants of its mirror; Batyrev's construction, which exhibits the mirror symmetry phenomenon between hypersurfaces of toric Fano varieties, after a combinatorial classification of the latter; the mathematical construction of the Gromov-Witten potential, and the proof of its crucial property (that it satisfies the WDVV equation), which makes it possible to construct a flat connection underlying a variation of Hodge structure in the ...

  16. Einstein's Mirror

    Gjurchinovski, Aleksandar; Skeparovski, Aleksandar

    2008-10-01

    Reflection of light from a plane mirror in uniform rectilinear motion is a century-old problem, intimately related to the foundations of special relativity.1-4 The problem was first investigated by Einstein in his famous 1905 paper by using the Lorentz transformations to switch from the mirror's rest frame to the frame where the mirror moves at a constant velocity.5 Einstein showed an intriguing fact that the usual law of reflection would not hold in the case of a uniformly moving mirror, that is, the angles of incidence and reflection of the light would not equal each other. Later on, it has been shown that the law of reflection at a moving mirror can be obtained in various alternative ways,6-10 but none of them seems suitable for bringing this interesting subject into the high school classroom.

  17. Models and games

    Väänänen, J.

    2011-01-01

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

  18. Tandem mirror reactor

    Moir, R.W.; Barr, W.L.; Carlson, G.A.

    1977-01-01

    A parametric analysis and a preliminary conceptual design for a 1000 MWe Tandem Mirror Reactor (TMR) are described. The concept is sufficiently attractive to encourage further work, both for a pure fusion TMR and a low technology TMR Fusion-Fission Hybrid

  19. Physics of mirror systems

    Post, R.F.

    1982-05-01

    In recent years the emphasis in research on the magnetic mirror approach to fusion has been shifted to address what are essentially economically-motivated issues. The introduction of the Tandem Mirror idea solved in principal the problem of low Q (low fusion power gain) of mirror-based fusion systems. In order to optimize the tandem mirror idea from an economic standpoint, some important improvements have been suggested. These improvements include the thermal barrier idea of Baldwin and Logan and the axicell concept of Kesner. These new modifications introduce some special physics considerations. Among these are (1) The MHD stability properties of high energy electron components in the end cells; (2) The optimization of end-cell magnetic field configurations with the objective of minimizing equilibrium parallel currents; (3) The suppression of microstabilities by use of sloshing ion distributions. Following a brief outline of tandem mirror concepts, the above three topics are discussed, with illustrative examples taken from earlier work or from recent design studies

  20. Academic Dishonesty and Video Game Play: Is New Media Use Changing Conceptions of Cheating?

    Hamlen, Karla R.

    2012-01-01

    In this study, an online survey was utilized to investigate relationships among participants' willingness to cheat in academic or business settings and the strategies they tend to utilize in video game play. 113 participants completed the survey, and 86 students (23 middle school, 44 high school, 8 college undergraduate, and 11 graduate) yielded…

  1. Role-Playing Game Based Assessment to Fractional Concept in Second Grade Mathematics

    Chiu, Fu-Yuan; Hsieh, Mei-Ling

    2017-01-01

    This study developed a set of Role-playing game (RPG), which was used to explore whether significant differences exist in academic performance and learning attitudes between RPG-based assessment and traditional lectures. This study also investigated the satisfaction of students toward the RPG scenario. Research participants included 100 second…

  2. LLL mirror fusion program: summary

    Fowler, T.K.

    1977-01-01

    During 1976, new Mirror Program plans have been laid out to take into account the significant advances during the last 18 months. The program is now focused on two new mirror concepts, field reversal and the tandem mirror, that can obtain high Q, defined as the ratio of fusion power output to the neutral-beam power injected to sustain the reaction. Theoretically, both concepts can attain Q = 5 or more, as compared to Q = 1 in previous mirror designs. Experimental planning for the next 5 years is complete in broad outline, and we are turning attention to what additional steps are necessary to reach our long-range goal of an experimental mirror reactor operating by 1990. Highlights of the events that have led to the above circumstance are listed, and experimental program plans are outlined

  3. A Conceptual Mirror

    Badie, Farshad

    2017-01-01

    The multilevel interactions between a mentor and her/his learner could exchange various conceptions between them that are supported by their own conceptualisations. Producing the own realisation of a world and developing it in the context of interactions could be said to be the most valuable prod...... will analyse the logical dependencies between learner and men- tor and will check their reflectional symmetrical relationship in a conceptual mirror. The conceptual mirror is a phenomenon that represents the meeting point of the mentor’s and the learner’s conceptual knowledge....

  4. Game engines: a survey

    A. Andrade

    2015-11-01

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

  5. Non-Technical Skills Bingo-a game to facilitate the learning of complex concepts

    Dieckmann, Gerhard Peter; Glavin, Ronnie; Jepsen, Rikke Malene Hartvigsen Grønholm

    2016-01-01

    Acquiring the concepts of non-technical skills (NTS) beyond a superficial level is a challenge for healthcare professionals and simulation faculty. Current simulation-based approaches to teach NTS are challenged when learners have to master NTS concepts, clinically challenging situations, and sim....... NTS Bingo is based on theoretical considerations on concept learning, which we describe to support the rationale for its conduct....

  6. Mirror, mirror on the wall

    2005-01-01

    RICH 2, one of the two Ring Imaging Cherenkov detectors of the LHCb experiment, is being prepared to join the other detector elements ready for the first proton-proton collisions at LHC. The mirrors of the RICH2 detector are meticulously assembled in a clean room.In a large dark room, men in white move around an immense structure some 7 metres high, 10 metres wide and nearly 2.5 metres deep. Apparently effortlessly, they are installing the two large high-precision spherical mirrors. These mirrors will focus Cherenkov light, created by the charged particles that will traverse this detector, onto the photon detectors. Each spherical mirror wall is made up of facets like a fly's eye. Twenty-eight individual thin glass mirrors will all point to the same point in space to within a few micro-radians. The development of these mirrors has been technically demanding : Ideally they should be massless, sturdy, precise and have high reflectivity. In practice, though not massless, they are made from a mere 6 mm thin gl...

  7. Simulation games

    Giddings, S.

    2013-01-01

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

  8. The association of Self-concept with Substance Abuse and Problematic Use of Video Games in University Students: A Structural Equation Model.

    Chacón Cuberos, Ramón; Zurita Ortega, Félix; Castro Sánchez, Manuel; Espejo Garcés, Tamara; Martínez Martínez, Asunción; Ruiz-Rico Ruiz, Gerardo

    2017-07-14

    This study aims to define and contrast an explanatory model of consumption of alcohol, tobacco consumption, and problematic use of video games based on self-concept and its dimensions in a sample of university students. The research was conducted with a sample of 490 students from the province of Granada (Spain), aged between 20 and 29 years (M = 22.80 ± 3.63), with a homogeneous distribution by gender. The instruments used were the Self-concept Form-5 Questionnaire (García & Musitu, 1999), the Alcohol Use Disorders Identification Test (Saunders, Aasland, Babor, De la Fuente, & Grant, 1993), the Fagerström Test for Nicotine Dependence (Heatherton, Kozlowski, Frecker, & Fagerström, 1991) and the Questionnaire for Experiences Related to Video Games (Chamarro et al., 2014). A model of structural equations was estimated, which was adjusted properly, χ2(8) = 19.843, p = .011; CFI = .963, NFI = .943, IFI = .965, RMSEA = .055. As main results, a positive relationship between social and physical self-concept and consumption of alcohol was obtained, as well as a negative relationship between social self-concept and problematic use of videogames. Academic dimension was negatively related to alcohol and video game use. Furthermore, alcohol consumption was positively related to tobacco consumption and use of video games. It is concluded that levels of self-concept may represent a risk factor in substance abuse and digital leisure, and their study and consideration are appropriate.

  9. [Mirror neurons].

    Rubia Vila, Francisco José

    2011-01-01

    Mirror neurons were recently discovered in frontal brain areas of the monkey. They are activated when the animal makes a specific movement, but also when the animal observes the same movement in another animal. Some of them also respond to the emotional expression of other animals of the same species. These mirror neurons have also been found in humans. They respond to or "reflect" actions of other individuals in the brain and are thought to represent the basis for imitation and empathy and hence the neurobiological substrate for "theory of mind", the potential origin of language and the so-called moral instinct.

  10. Introduction to tandem mirror physics

    Kesner, J.; Gerver, M.J.; Lane, B.G.; McVey, B.D.; Catto, P.J.; D'Ippolito, D.A.; Myra, J.R.

    1983-09-01

    This monograph, prepared jointly by the MIT Plasma Fusion Center Mirror Fusion group and SAI, Boulder, Colorado, presents a review of the development of mirror fusion theory from its conception some thirty years ago to the present. Pertinent historic experiments and their contribution are discussed to set the stage for a detailed analysis of current experiments and the problems which remain to be solved in bringing tandem mirror magnetic confinement fusion to fruition. In particular, Chapter III discusses in detail the equilibrium and stability questions which must be dealt with before tandem mirror reactors become feasible, while Chapters IV and V discuss some of the current machines and those under construction which will help to resolve critical issues in both physics and engineering whose solutions are necessary to the commercialization of tandem mirror fusion

  11. Design of Game Space

    Kristiansen, Erik

    2011-01-01

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

  12. Game physics

    Eberly, David H

    2010-01-01

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

  13. Mirror systems.

    Fogassi, Leonardo; Ferrari, Pier Francesco

    2011-01-01

    Mirror neurons are a class of visuomotor neurons, discovered in the monkey premotor cortex and in an anatomically connected area of the inferior parietal lobule, that activate both during action execution and action observation. They constitute a circuit dedicated to match actions made by others with the internal motor representations of the observer. It has been proposed that this matching system enables individuals to understand others' behavior and motor intentions. Here we will describe the main features of mirror neurons in monkeys. Then we will present evidence of the presence of a mirror system in humans and of its involvement in several social-cognitive functions, such as imitation, intention, and emotion understanding. This system may have several implications at a cognitive level and could be linked to specific social deficits in humans such as autism. Recent investigations addressed the issue of the plasticity of the mirror neuron system in both monkeys and humans, suggesting also their possible use in rehabilitation. WIREs Cogn Sci 2011 2 22-38 DOI: 10.1002/wcs.89 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  14. How Do Elementary Students in Turkey and the Czech Republic Perceive the Game Concept? A Phenomenographic Study with Draw and Write Technique

    Pinar Karacan Dogan; Tingaz, Emre Ozan; Hazar, Muhsin; Zvonar, Martin

    2018-01-01

    The purpose of this study is to compare the perception concerning game concept of 4th grade students in Turkey and the Czech Republic. 19 fourth grade elementary students in the Czech Republic and 40 fourth grade elementary students in Turkey were selected by criterion and convenience sampling. They responded to a specific question "What is…

  15. Knowledge Web Concept and Tools: Use, Utility, and Usability During the Global 2001 War Game

    Oonk, H

    2002-01-01

    .... One goal of the Command 21 project is the development and operational evaluation of the Knowledge Web concept and technologies to support shared situation awareness, to facilitate group interaction...

  16. Survey of mirror machine reactors

    Condit, W.C.

    1978-01-01

    The Magnetic Mirror Fusion Program is one of the two main-line fusion efforts in the United States. Starting from the simple axisymmetric mirror concept in the 1950's, the program has successfully overcome gross flute-type instabilities (using minimum-B magnetic fields), and the most serious of the micro-instabilities which plagued it (the drift-cyclotron loss-cone mode). Dense plasmas approaching the temperature range of interest for fusion have been created (n/sub p/ = 10 14 /cc at 10 to 12 keV). At the same time, rather extensive conceptual design studies of possible mirror configurations have led to three principle designs of interest: the standard mirror fission-fusion hybrid, tandem mirror, and the field-reversed mirror. The lectures will discuss these three concepts in turn. There will be no discussion of diagnostics for the mirror machine in these lectures, but typical plasma parameters will be given for each type of machine, and the diagnostic requirements will be apparent. In a working fusion reactor, diagnostics will be required for operational control, and remarks will be made on this subject

  17. What do mirror neurons mirror?

    Uithol, S.; Rooij, I.J.E.I. van; Bekkering, H.; Haselager, W.F.G.

    2011-01-01

    Single cell recordings in monkeys provide strong evidence for an important role of the motor system in action understanding. This evidence is backed up by data from studies of the (human) mirror neuron system using neuroimaging or TMS techniques, and behavioral experiments. Although the data

  18. Examining the Effects of Combining Self-Explanation Principles with an Educational Game on Learning Science Concepts

    Hsu, Chung-Yuan; Tsai, Chin-Chung

    2013-01-01

    Educational researchers have indicated that although computer games have the potential to promote students' motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This study aimed to examine how integration of self-explanation into a computer game affected primary schoolers'…

  19. Computer Games Created by Middle School Girls: Can They Be Used to Measure Understanding of Computer Science Concepts?

    Denner, Jill; Werner, Linda; Ortiz, Eloy

    2012-01-01

    Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an…

  20. Mirror monochromator

    Mankos, Marian [Electron Optica, Inc., Palo Alto, CA (United States); Shadman, Khashayar [Electron Optica, Inc., Palo Alto, CA (United States)

    2014-12-02

    In this SBIR project, Electron Optica, Inc. (EOI) is developing a mirror electron monochromator (MirrorChrom) attachment to new and retrofitted electron microscopes (EMs) for improving the energy resolution of the EM from the characteristic range of 0.2-0.5 eV to the range of 10-50 meV. This improvement will enhance the characterization of materials by imaging and spectroscopy. In particular, the monochromator will refine the energy spectra characterizing materials, as obtained from transmission EMs [TEMs] fitted with electron spectrometers, and it will increase the spatial resolution of the images of materials taken with scanning EMs (SEMs) operated at low voltages. EOI’s MirrorChrom technology utilizes a magnetic prism to simultaneously deflect the electron beam off the axis of the microscope column by 90° and disperse the electrons in proportional to their energies into a module with an electron mirror and a knife-edge. The knife-edge cuts off the tails of the energy distribution to reduce the energy spread of the electrons that are reflected, and subsequently deflected, back into the microscope column. The knife-edge is less prone to contamination, and thereby charging, than the conventional slits used in existing monochromators, which improves the reliability and stability of the module. The overall design of the MirrorChrom exploits the symmetry inherent in reversing the electron trajectory in order to maintain the beam brightness – a parameter that impacts how well the electron beam can be focused downstream onto a sample. During phase I, EOI drafted a set of candidate monochromator architectures and evaluated the trade-offs between energy resolution and beam current to achieve the optimum design for three particular applications with market potential: increasing the spatial resolution of low voltage SEMs, increasing the energy resolution of low voltage TEMs (beam energy of 5-20 keV), and increasing the energy resolution of conventional TEMs (beam

  1. Mirror systems

    Howells, M.R.

    1985-12-01

    The physics of VUV and x-ray reflection is reviewed. The main functions of mirrors in synchrotron beamlines are stated briefly and include deflection, filtration, power absorption, formation of a real image of the source, focusing, and collimation. Methods of fabrication of optical surfaces are described. Types of imperfections are discussed, including, aberrations, surface figure inaccuracy, roughness, and degradation due to use. Calculation of the photon beam thermal load, including computer modelling, is considered. 50 refs., 7 figs

  2. A game is a game is a game

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

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

  3. Avatar's neurobiological traces in the self-concept of massively multiplayer online role-playing game (MMORPG) addicts.

    Dieter, Julia; Hill, Holger; Sell, Madlen; Reinhard, Iris; Vollstädt-Klein, Sabine; Kiefer, Falk; Mann, Karl; Leménager, Tagrid

    2015-02-01

    Psychometric studies suggest that observed self-concept deficits in addicted massively multiplayer online role-playing game (MMORPG) are compensated through the replacement of their ideal (i.e., how an individual would like to be) by their own avatar (i.e., graphical agent in the virtual world). Neurobiological studies indicate that increased identification with their own avatar in regular MMORPG gamers is possibly reflected by enhanced avatar-referential brain activation in the left angular gyrus (AG). However, the neurobiological correlates reflecting the relations of the avatar to addicted gamers' self and ideal are still unexplored. Therefore, we compare these relations between addicted and nonaddicted MMORPG gamers. A sample of n = 15 addicted and n = 17 nonaddicted players underwent functional MRI (fMRI) while completing a Giessen-Test (GT)-derived paradigm assessing self-, ideal-, and avatar-related self-concept domains. Neurobiological analyses included the comparisons avatar versus self, avatar versus ideal, and avatar versus self, ideal. Psychometrically, addicts showed significantly lower scores on the self-concept subscale of 'social resonance,' that is, social popularity. In all avatar-related contrasts, within-group comparisons showed addicted players to exhibit significantly higher brain activations in the left AG. The between-groups comparisons revealed avatar-related left AG hyperactivations in addicts. Our results may suggest that addicted MMORPG players identify significantly more with their avatar than nonaddicted gamers. The concrete avatar might increasingly replace the rather abstract ideal in the transition from normal- controlled to addictive-compulsive MMORPG usage. PsycINFO Database Record (c) 2015 APA, all rights reserved.

  4. Game development with Swift

    Haney, Stephen

    2015-01-01

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

  5. Mirror reactor studies

    Moir, R.W.; Barr, W.L.; Bender, D.J.

    1977-01-01

    Design studies of a fusion mirror reactor, a fusion-fission mirror reactor, and two small mirror reactors are summarized. The fusion reactor uses 150-keV neutral-beam injectors based on the acceleration of negative ions. The injectors provide over 1 GW of continuous power at an efficiency greater than 80%. The fusion reactor has three-stage, modularized, Venetian blind, plasma direct converter with a predicted efficiency of 59% and a new concept for removal of the lune-shaped blanket: a crane is brought between the two halves of the Yin-Yang magnet, which are separated by a float. The design has desirable features such as steady-state operation, minimal impurity problems, and low first-wall thermal stress. The major disadvantage is low Q resulting in high re-circulating power and hence high cost of electrical power. However, the direct capital cost per unit of gross electrical power is reasonable [$1000/kW(e)]. By contrast, the fusion-fission reactor design is not penalized by re-circulating power and uses relatively near-term fusion technology being developed for the fusion power program. New results are presented on the Th- 233 U and the U- 239 Pu fuel cycles. The purpose of this hybrid is fuel production, with projected costs at $55/g of Pu or $127/g of 233 U. Blanket and cooling system designs, including an emergency cooling system, by General Atomic Company, lead us to the opinion that the reactor can meet expected safety standards for licensing. The smallest mirror reactor having only a shield between the plasma and the coil is the 4.2-m long fusion engineering research facility (FERF) designed for material irradiation. The smallest mirror reactor having both a blanket and shield is the 7.5-m long experimental power reactor (EPR), which has both a fusion and a fusion-fission version. (author)

  6. Tugboats and tennis games: Preservice conceptions of teaching and learning revealed through metaphors

    Gurney, Bruce F.

    Black (1979) writes about the inextricable interrelationships among language, perception, knowledge, experience and metaphor. An extension of this, grounded in Wittgenstein's (1953) notion of the symbolic, experiential basis of first language, is the view that metaphors are windows into this primitive, personal framework. The purpose of this paper is to take an exploratory look at preservice teachers' metaphors of teaching and learning and to examine some components of student teachers' own intuitions in this area. In this study, a questionnaire was administered to one hundred and fifty-one science education students at the beginning of their preservice training on which they were challenged to generate a personal metaphor for teaching and learning. Descriptive elements within the responses were differentiated and applied to the development of a classification scheme. Both the technique and the categorization are seen as useful devices for the identification of common conceptions about the teaching and learning process. The metaphors have been seen to communicate a richness of meaning which convey elements of mood, control, roles, attitudes and beliefs as they apply to teaching and learning and which, it is argued here, are grounded on more deeply rooted symbols than literal language. In the light of constructivist pedagogy, the elicitation of students' preconceptions is seen to be germane to the organization of learning experiences.Received: 27 June 1993; Revised: 2 August 1994;

  7. Mirror reactor studies

    Moir, R.W.; Barr, W.L.; Bender, D.J.

    1976-01-01

    Design studies of a fusion mirror reactor, a fusion-fission mirror reactor, and two small mirror reactors are summarized. The fusion reactor uses 150-keV neutral-beam injectors based on the acceleration of negative ions. The injectors provide over 1 GW of continuous power at an efficiency greater than 80 percent. The fusion reactor has three-stage, modularized, Venetian blind, plasma direct converter with a predicted efficiency of 59 percent and a new concept for removal of the lune-shaped blanket: a crane is brought between the two halves of the Yin-Yang magnet, which are separated by a float. The design has desirable features such as steady-state operation, minimal impurity problems, and low first-wall thermal stress. The major disadvantage is low Q resulting in high recirculating power and hence high cost of electrical power. However, the direct capital cost per unit of gross electrical power is reasonable [$1000/kW(e)

  8. Mathematical games, abstract games

    Neto, Joao Pedro

    2013-01-01

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

  9. Computer naratology: narrative templates in computer games

    Praks, Vítězslav

    2009-01-01

    Relations and actions between literature and computer games were examined. Study contains theoretical analysis of game as an aesthetic artefact. To play a game means to leave practical world for sake of a fictional world. Artistic communication has more similarities with game communication than with normal, practical communication. Game study can help us understand basic concepts of art communication (game rules - poetic rules, game world - fiction, function in game - meaning in art). Compute...

  10. Mirror research: status and prospects

    Baldwin, D.E.

    1983-01-01

    The tandem mirror program has evolved considerably in the last decade. Of significance is the viable reactor concept embodied in the MARS design. An aggressive experimental program culminating in the operation of MFTF-B in late 1986, will provide a firm basis for refining the MARS design as necessary for constructing a reactor prototype in the 1990s

  11. Playing the Cell Game.

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

    1980-01-01

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

  12. Attractiveness of Real Time Strategy Games

    Xiong, Shuo; Iida, Hiroyuki

    2014-01-01

    Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refine...

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

    Hopper, Tim

    2011-01-01

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

  14. Natural games

    Anttila, Jani; Annila, Arto

    2011-10-01

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

  15. El juego como alternativa para la enseñanza de conceptos básicos de salud Games as an alternative for teaching basic health concepts

    Juan Manuel Castillo Lizardo

    2001-05-01

    Full Text Available Objetivos. Determinar la eficacia de una estrategia educativa basada en juegos populares para la enseñanza de conceptos básicos de salud en niños de edad escolar que asisten a la escuela. Métodos. Estudio de intervención desarrollado en la ciudad de Durango, México, en junio de 2000, en el que se incluyeron 300 niños de 9 a 11 años de edad, asignados de manera aleatoria al grupo A, que utilizó una versión modificada del juego popular mexicano Serpientes y Escaleras, en la que se incluyeron mensajes sobre conceptos básicos de salud, o al grupo B, o grupo de control. Resultados. En condiciones basales no hubo diferencias de edad, escolaridad ni sobre conceptos básicos de salud entre los niños de ambos grupos. Después de la intervención educativa la calificación sobre conceptos básicos de salud fue de 9,3 ± 0,8 para el grupo A y de 7,5 ± 1,1 para el B (P Objective. To determine, for the teaching of basic health concepts to school-age children, the effectiveness of an educational strategy based on traditional children's games. Methods. Intervention study carried out in the city of Durango, Mexico, in June 2000 with 300 children from 9 to 11 years old. The children were randomly divided into two groups. The children in Group A used a modified version of a Mexican popular game called Serpientes y Escaleras (Snakes and Ladders that included messages on basic health concepts; the children in Group B made up the control group and did not play the modified game. Results. At baseline there were no significant differences between the two groups in terms of age, grade level, or their scores on a knowledge test of basic health concepts. After the educational intervention, the health concepts test scores, out of a maximum possible of 10, were 9.3 ± 0.8 for Group A and 7.5 ± 1.1 for Group B (P < 0.001. Conclusions. Using games that include health and hygiene messages can be an alternative for teaching basic health concepts.

  16. From Playability to a Hierarchical Game Usability Model

    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. Non-Cooperative Games

    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

  18. Natural games

    Anttila, Jani; Annila, Arto

    2011-01-01

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

  19. Market Development of Video Games : Video game markets and marketing

    Pu, Jun

    2010-01-01

    This diploma work focus on analysing the markets and marketing of video game industry. After the research of this study, I found out that console game markets are growing dramatically in the recent years. On the other hand, PC game markets (excluding online game markets) are growing slowly due to the problem of illegal copies. So my study will then focus on the development of console game markets and marketing. A new concept called Three Parties is introduced in chapter 5 to help ...

  20. Increasing Student Interest and Comprehension of Production Planning and Control and Operations Performance Measurement Concepts Using a Production Line Game

    Cox, James F., III; Walker, Edward D., II

    2005-01-01

    Production planning and control (PPC) systems and operations performance measures are topics that students generally find both boring and difficult to understand. In the article, the authors present a production line game that they have found to be an effective tool to increase student interest in the topics as well as student comprehension. The…

  1. "Mirror agnosia" in a patient with right occipitotemporal infarct

    Menon Bijoy

    2006-01-01

    Full Text Available We report the clinical profile and investigation of K, a patient suffering from agnosia for the concept of "mirrors". Normal people rarely confuse a mirror image for the real image. Our patient ′K′ has intact attention, memory and language with a left visual neglect with left hemianopia. When shown an object on his left with a mirror kept sagitally on his right, K grabs for the reflection and even gropes behind the mirror for it. Yet, when shown the mirror alone, he is able to tell that it is a mirror. Thus the concept of a ′mirror′ is lost in the experimental paradigm. An explanation for mirror ′agnosia′ is provided and recent controversies in the analysis of visuospatial functions in humans is highlighted.

  2. Mirror Neurons and Mirror-Touch Synesthesia.

    Linkovski, Omer; Katzin, Naama; Salti, Moti

    2016-05-30

    Since mirror neurons were introduced to the neuroscientific community more than 20 years ago, they have become an elegant and intuitive account for different cognitive mechanisms (e.g., empathy, goal understanding) and conditions (e.g., autism spectrum disorders). Recently, mirror neurons were suggested to be the mechanism underlying a specific type of synesthesia. Mirror-touch synesthesia is a phenomenon in which individuals experience somatosensory sensations when seeing someone else being touched. Appealing as it is, careful delineation is required when applying this mechanism. Using the mirror-touch synesthesia case, we put forward theoretical and methodological issues that should be addressed before relying on the mirror-neurons account. © The Author(s) 2016.

  3. Fabrication of Games and Learning

    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...

  4. Topological mirror superconductivity.

    Zhang, Fan; Kane, C L; Mele, E J

    2013-08-02

    We demonstrate the existence of topological superconductors (SCs) protected by mirror and time-reversal symmetries. D-dimensional (D=1, 2, 3) crystalline SCs are characterized by 2(D-1) independent integer topological invariants, which take the form of mirror Berry phases. These invariants determine the distribution of Majorana modes on a mirror symmetric boundary. The parity of total mirror Berry phase is the Z(2) index of a class DIII SC, implying that a DIII topological SC with a mirror line must also be a topological mirror SC but not vice versa and that a DIII SC with a mirror plane is always time-reversal trivial but can be mirror topological. We introduce representative models and suggest experimental signatures in feasible systems. Advances in quantum computing, the case for nodal SCs, the case for class D, and topological SCs protected by rotational symmetries are pointed out.

  5. Generagency and problem gaming as stigma

    Brus, Anne

    2018-01-01

    Using the concept generagency and stigma, the article identifies problem gaming as a part of the generational conflict......Using the concept generagency and stigma, the article identifies problem gaming as a part of the generational conflict...

  6. Directional radiative cooling thermal compensation for gravitational wave interferometer mirrors

    Justin Kamp, Carl [Department of Chemical Reaction Engineering, Chalmers University of Technology, SE-412 96 Goteborg (Sweden)], E-mail: carl.kamp@chalmers.se; Kawamura, Hinata [Yokoyama Junior High School, Sanda, Hachioji, Tokyo 193-0832 (Japan); Passaquieti, Roberto [Dipartimento di Fisica ' Enrico Fermi' and INFN Sezione di Pisa, Universita' di Pisa, Largo Bruno Pontecorvo, I-56127 Pisa (Italy); DeSalvo, Riccardo [LIGO Observatories, California Institute of Technology, Pasadena, CA 91125 (United States)

    2009-08-21

    The concept of utilizing directional radiative cooling to correct the problem of thermal lensing in the mirrors of the LIGO/VIRGO gravitational wave detectors has been shown and has prospects for future use. Two different designs utilizing this concept, referred to as the baffled and parabolic mirror solutions, have been proposed with different means of controlling the cooling power. The technique takes advantage of the power naturally radiated by the mirror surfaces at room temperature to prevent their heating by the powerful stored laser beams. The baffled solution has been simulated via COMSOL Multiphysics as a design tool. Finally, the parabolic mirror concept was experimentally validated with the results falling in close agreement with theoretical cooling calculations. The technique of directional radiative thermal correction can be reversed to image heat rings on the mirrors periphery to remotely and dynamically correct their radius of curvature without subjecting the mirror to relevant perturbations.

  7. Experimentation of cooperative learning model Numbered Heads Together (NHT) type by concept maps and Teams Games Tournament (TGT) by concept maps in terms of students logical mathematics intellegences

    Irawan, Adi; Mardiyana; Retno Sari Saputro, Dewi

    2017-06-01

    This research is aimed to find out the effect of learning model towards learning achievement in terms of students’ logical mathematics intelligences. The learning models that were compared were NHT by Concept Maps, TGT by Concept Maps, and Direct Learning model. This research was pseudo experimental by factorial design 3×3. The population of this research was all of the students of class XI Natural Sciences of Senior High School in all regency of Karanganyar in academic year 2016/2017. The conclusions of this research were: 1) the students’ achievements with NHT learning model by Concept Maps were better than students’ achievements with TGT model by Concept Maps and Direct Learning model. The students’ achievements with TGT model by Concept Maps were better than the students’ achievements with Direct Learning model. 2) The students’ achievements that exposed high logical mathematics intelligences were better than students’ medium and low logical mathematics intelligences. The students’ achievements that exposed medium logical mathematics intelligences were better than the students’ low logical mathematics intelligences. 3) Each of student logical mathematics intelligences with NHT learning model by Concept Maps has better achievement than students with TGT learning model by Concept Maps, students with NHT learning model by Concept Maps have better achievement than students with the direct learning model, and the students with TGT by Concept Maps learning model have better achievement than students with Direct Learning model. 4) Each of learning model, students who have logical mathematics intelligences have better achievement then students who have medium logical mathematics intelligences, and students who have medium logical mathematics intelligences have better achievement than students who have low logical mathematics intelligences.

  8. "I feel more connected to the physically ideal mini me than the mirror-image mini me": theoretical implications of the "malleable self" for speculations on the effects of avatar creation on avatar-self connection in Wii.

    Jin, Seung-A Annie

    2010-10-01

    What are the impacts of creating an avatar replicating the actual self versus an avatar projecting the ideal self on game players' avatar-self connection? This study leveraged an avatar-creating game (Mii Channel) within a video-game console (Wii) in a controlled, randomized study. The results of a two-group comparison (actual self-priming vs. ideal self-priming) between-subjects study (N = 76) demonstrated the significant main effect of self-priming via avatar (Mii) creation on avatar-self connection. Game players who were primed to create a Mii reflecting the ideal self felt greater avatar-self connection than those primed to create a replica Mii mirroring the actual self. Theoretical values and implications for a burgeoning body of research on the "malleable self" and the multidimensionality of the self-concept in avatar-based interactive media are discussed.

  9. Mirror machine reactors

    Carlson, G.A.; Moir, R.W.

    1976-01-01

    Recent mirror reactor conceptual design studies are described. Considered in detail is the design of ''standard'' Yin-Yang fusion power reactors with classical and enhanced confinement. It is shown that to be economically competitive with estimates for other future energy sources, mirror reactors require a considerable increase in Q, or major design simplifications, or preferably both. These improvements may require a departure from the ''standard'' configuration. Two attractive possibilities, both of which would use much of the same physics and technology as the ''standard'' mirror, are the field reversed mirror and the end-stoppered mirror

  10. The mirror neuron system.

    Cattaneo, Luigi; Rizzolatti, Giacomo

    2009-05-01

    Mirror neurons are a class of neurons, originally discovered in the premotor cortex of monkeys, that discharge both when individuals perform a given motor act and when they observe others perform that same motor act. Ample evidence demonstrates the existence of a cortical network with the properties of mirror neurons (mirror system) in humans. The human mirror system is involved in understanding others' actions and their intentions behind them, and it underlies mechanisms of observational learning. Herein, we will discuss the clinical implications of the mirror system.

  11. New isostatic mounting concept for a space born Three Mirror Anastigmat (TMA) on the Meteosat Third Generation Infrared Sounder Instrument (MTG-IRS)

    Freudling, Maximilian; Klammer, Jesko; Lousberg, Gregory; Schumacher, Jean-Marc; Körner, Christian

    2016-07-01

    A novel isostatic mounting concept for a space born TMA of the Meteosat Third Generation Infrared Sounder is presented. The telescope is based on a light-weight all-aluminium design. The mounting concept accommodates the telescope onto a Carbon-Fiber-Reinforced Polymer (CRFP) structure. This design copes with the high CTE mismatch without introducing high stresses into the telescope structure. Furthermore a Line of Sight stability of a few microrads under geostationary orbit conditions is provided. The design operates with full performance at a temperature 20K below the temperature of the CFRP structure and 20K below the integration temperature. The mounting will sustain launch loads of 47g. This paper will provide the design of the Back Telescope Assembly (BTA) isostatic mounting and will summarise the consolidated technical baseline reached following a successful Preliminary Design Review (PDR).

  12. Use of a Survival Analysis Technique in Understanding Game Performance in Instructional Games. CRESST Report 812

    Kim, Jinok; Chung, Gregory K. W. K.

    2012-01-01

    In this study we compared the effects of two math game designs on math and game performance, using discrete-time survival analysis (DTSA) to model players' risk of not advancing to the next level in the game. 137 students were randomly assigned to two game conditions. The game covered the concept of a unit and the addition of like-sized fractional…

  13. Technology of mirror machines: LLL facilities for magnetic mirror fusion experiments

    Batzer, T.H.

    1977-01-01

    Significant progress in plasma confinement and temperature has been achieved in the 2XIIB facility at Livermore. These encouraging results, and their theoretical corroboration, have provided a firm basis for the design of a new generation of magnetic mirror experiments, adding support to the mirror concept of a fusion reactor. Two new mirror experiments have been proposed to succeed the currently operating 2XIIB facility. The first of these called TMX (Tandem Mirror Experiment) has been approved and is currently under construction. TMX is designed to utilize the intrinsic positive plasma potential of two strong, and relatively small, minimum B mirror cells to enhance the confinement of a much larger, magnetically weaker, centrally-located mirror cell. The second facility, MFTF (Mirror Fusion Test Facility), is currently in preliminary design with line item approval anticipated for FY 78. MFTF is designed primarily to exploit the experimental and theoretical results derived from 2XIIB. Beyond that, MFTF will develop the technology for the transition from the present small mirror experiments to large steady-state devices such as the mirror FERF/FTR. The sheer magnitude of the plasma volume, magnetic field, neutral beam power, and vacuum pumping capacity, particularly in the case of MFTF, has placed new and exciting demands on engineering technology. An engineering overview of MFTF, TMX, and associated MFE activities at Livermore will be presented

  14. Implementing Game Design in School: A Working Example | Mise en œuvre de la conception de jeu à l’école : un exemple pratique

    Dani C. Herro

    2015-05-01

    Full Text Available This case uses a worked or “working example” model (Gee, 2010, documenting the implementation of a novel game design curriculum in the United States. Created by an Instructional Technology Administrator (ITA and two classroom teachers, it was subsequently offered to high school students. With an aim of providing in-depth understanding of conditions necessary to bring game design experiences to classrooms, the research describes the context while revealing processes and instructor perceptions of the experience. Data collection and analysis in this working example include observation, teacher interviews, student surveys, and artifacts intended to make thinking and practices overt while inviting scholarly conversation around the curriculum’s successes and failures. Drawing on a previous case focused on initial course planning and early implementation (Author, 2013, this paper advances insight regarding the process of moving game design into schooling and concludes with a discussion of educational implications. Cette étude se sert d’un modèle « d’exemple concret » (Gee, 2010 pour documenter la mise en œuvre d’un programme de conception de jeu aux États-Unis. Créé par un technopédagogue et deux titulaires de classe, le programme a ensuite été offert à des élèves du secondaire. Visant à fournir une compréhension approfondie des conditions requises pour l’intégration des expériences de conception de jeu en classe, l’étude décrit le contexte et révèle les processus et les perceptions qu’a tirés l’instructeur de l’expérience. La collecte de données et l’analyse dans cet exemple concret comprennent l’observation, des entrevues avec les enseignants, des sondages auprès des élèves et des artefacts ayant pour but de rendre manifestes la réflexion et les pratiques tout en stimulant la conversation savante à propos des réussites et des échecs du programme. S’appuyant sur une étude préalable qui

  15. Physics issues in mirror and tandem mirror systems

    Post, R.F.

    1984-01-01

    Over the years the study of the confinement of high temperature plasma in magnetic mirror systems has presented researchers with many unusual physics problems. Many of these issues are by now understood theoretically and documented experimentally. With the advent of the tandem mirror idea, some new issues have emerged and are now under intensive study. These include: (1) the generation and control of ambipolar confining potentials and their effect on axial confinement and, (2) the combined influence of nonaxisymmetric magnetic fields (used to ensure MHD stability) and electric magnetic particle drifts on radial transport. Physics considerations associated with these two categories of issues will be reviewed, including concepts for the control of radial transport, under study or proposed

  16. Playful participation in social games

    Markussen, Thomas; Knutz, Eva

    2018-01-01

    genres, notably serious games and health games. To further increase knowledge of social games we introduce a typology of playful participation in social games. The typology is build up by using formal concepts from theories of participatory art. Its range of application is then demonstrated through......In this paper we introduce social games as a new terrain for studies in participatory culture. Social games defy easy classification and cannot be appropriately understood from existing research perspectives. Initially, we therefore attempt to define social games by comparing it with related game...... an empirical analysis of eight social game prototypes that are designed as part of an on-going 3-year research project called Social Games against Crime. The purpose of this project is to develop socialgames that can help children build resilience towards many of the personal and social problems...

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

    Qi, Wen

    2014-01-01

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

  18. Social gaming rules : Changing people's behavior through games

    Vegt, N.J.H.; Visch, V.T.

    2013-01-01

    In this paper we propose an approach towards designing social games or game elements for changing people’s social behavior for serious applications. We use the concept of the magic circle, which outlines the experience of a game world as different from the real world. We can design a connection

  19. Online Games

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  20. A Smart Home Center Platform Solution Based on Smart Mirror

    Deng Xibo

    2017-01-01

    Full Text Available With the popularization of the concept of smart home, people have raised requirements on the experience of smart living. A smart home platform center solution is put forward in order to solve the intelligent interoperability and information integration of smart home, which enable people to have a more intelligent and convenient life experience. This platform center is achieved through the Smart Mirror. The Smart Mirror refers to a smart furniture, on the basis of the traditional concept of mirror, combining Raspberry Pi, the application of one-way mirror imaging principle, the touch-enabled design, voice and video interaction. Smart Mirror can provide a series of intelligent experience for the residents, such as controlling all the intelligent furniture through Smart Mirror; accessing and displaying the weather, time, news and other life information; monitoring the home environment; remote interconnection operation.

  1. Agent Supported Serious Game Environment

    Terzidou, Theodouli; Tsiatsos, Thrasyvoulos; Miliou, Christina; Sourvinou, Athanasia

    2016-01-01

    This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the…

  2. Kansei games : entertaining your emotions

    Salem, B.I.; Nakatsu, R.

    2007-01-01

    Essentially Kansei Games are a new concept of games that focus on delivering a constructive positive experience to the game player. We wish to do this by addressing the player needs, requirements and desires. We propose a Needs Requirements and Desires (NRD) model where the self is at the centre,

  3. Negotiation for Strategic Video Games

    Afiouni, Einar Nour; Øvrelid, Leif Julian

    2013-01-01

    This project aims to examine the possibilities of using game theoretic concepts and multi-agent systems in modern video games with real time demands. We have implemented a multi-issue negotiation system for the strategic video game Civilization IV, evaluating different negotiation techniques with a focus on the use of opponent modeling to improve negotiation results.

  4. Can Video Games Be Educational?

    Criswell, Chad

    2009-01-01

    One of the biggest debates among music educators today is about whether or not video games are a valid educational tool. As far back as the early 1990s, teachers were using games such as Sid Meier's Civilization to reinforce history and social studies concepts, but until recently games that dealt with areas of music education have been few and far…

  5. From Game Design Elements to Gamefulness: Defining “Gamification”

    Deterding, Sebastian; Dixon, Dan; Khaled, Rilla

    2011-01-01

    Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human- computer interaction and game studies, such as serious...... games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation...... to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts....

  6. Coating considerations for mirrors of CPV devices

    Schmauder, Torsten; Sauer, Peter; Ickes, Gerd

    2014-01-01

    One of the different optical concepts for concentrator devices is to place a focussing primary mirror behind a transparent front plate. In addition (also in case of Fresnel-diffractive main optics), further 'secondary' reflectors may be used further along the beam path. Such mirrors are usually implemented as coating stacks of a highly reflective metal - usually silver - and protective layers. The protective layers are preferably designed as reflection enhancing interference stack. The design of such protective layer stacks yields two difficulties, which are addressed in this paper: (a) vacuum coating of three-dimensional parts will result in a thickness distribution and the optical design of the stack should thus be tolerant to layer thickness variations, and (b) different places of the mirror will have different angle-of-incidence of the sunlight under operating conditions. As result, the layer stack has a different design at different places of the mirror

  7. Small mirror fusion reactors

    Carlson, G.A.; Schultz, K.R.; Smith, A.C. Jr.

    1978-01-01

    Basic requirements for the pilot plants are that they produce a net product and that they have a potential for commercial upgrade. We have investigated a small standard mirror fusion-fission hybrid, a two-component tandem mirror hybrid, and two versions of a field-reversed mirror fusion reactor--one a steady state, single cell reactor with a neutral beam-sustained plasma, the other a moving ring field-reversed mirror where the plasma passes through a reaction chamber with no energy addition

  8. Design, conception, and metrology of Extreme Ultraviolet multilayers mirrors resistant environments of space and EUV sources; Conception, realisation et metrologie de miroirs multicouches pour l'extreme ultraviolet resistants aux environnements du spatial et des sources EUV

    Hecquet, Ch.

    2009-03-15

    The Extreme Ultraviolet Spectrum (EUV) wavelengths, which range between 13 nm and 40 nm, have many applications in science and technology. These have been developed for example in plasma physics (high order harmonics sources, X ray lasers). The work presented is about the design, the fabrication and the metrology of periodic multilayer mirrors. The main motivation of this study is to establish a cycle of development taking into account both the optical properties of reflective coatings (reflectivity, spectral selectivity, attenuation) and their behaviour under various environments. To improve the spectral selectivity, new multilayer periodic structures have been developed. They are characterized by a bimodal reflectance profile with adjustable attenuation. The effect of environment on the stability of performance is especially critical for the optical collection. The addition of material barriers has stabilized the performance of the peak reflectivity for over 200 h at 400 C deg. and it reduces the influence of other factors of instability on the reflectance. In addition, all structures have been fabricated successfully and evaluated in severe environments. (author)

  9. A computational proof of concept of a machine-intelligent artificial pancreas using Lyapunov stability and differential game theory.

    Greenwood, Nigel J C; Gunton, Jenny E

    2014-07-01

    This study demonstrated the novel application of a "machine-intelligent" mathematical structure, combining differential game theory and Lyapunov-based control theory, to the artificial pancreas to handle dynamic uncertainties. Realistic type 1 diabetes (T1D) models from the literature were combined into a composite system. Using a mixture of "black box" simulations and actual data from diabetic medical histories, realistic sets of diabetic time series were constructed for blood glucose (BG), interstitial fluid glucose, infused insulin, meal estimates, and sometimes plasma insulin assays. The problem of underdetermined parameters was side stepped by applying a variant of a genetic algorithm to partial information, whereby multiple candidate-personalized models were constructed and then rigorously tested using further data. These formed a "dynamic envelope" of trajectories in state space, where each trajectory was generated by a hypothesis on the hidden T1D system dynamics. This dynamic envelope was then culled to a reduced form to cover observed dynamic behavior. A machine-intelligent autonomous algorithm then implemented game theory to construct real-time insulin infusion strategies, based on the flow of these trajectories through state space and their interactions with hypoglycemic or near-hyperglycemic states. This technique was tested on 2 simulated participants over a total of fifty-five 24-hour days, with no hypoglycemic or hyperglycemic events, despite significant uncertainties from using actual diabetic meal histories with 10-minute warnings. In the main case studies, BG was steered within the desired target set for 99.8% of a 16-hour daily assessment period. Tests confirmed algorithm robustness for ±25% carbohydrate error. For over 99% of the overall 55-day simulation period, either formal controller stability was achieved to the desired target or else the trajectory was within the desired target. These results suggest that this is a stable, high

  10. Tandem mirrors for neutron production

    Doggett, J.N.

    1983-01-01

    Two mirror machine concepts are being studied as early-time, low-cost, neutron-producing devices for testing and demonstrating reactor-relevant fusion technology. The first of these concepts is for a new, small, driven, steady-state, D-T reactor, called the Technology Demonstration Facility (TDF). The second concept is for upgrades to the MFTF-B machine that burn tritium and run for pulse lengths of some hours. Both devices operate in the Kelley mode in order to provide high-wall loadings of 14-MeV neutrons, thereby providing a valuable test bed for reactor-relevant hardware and subsystems. Either one of these devices could be running in the early 1990's with first wall fluxes between 1.4 and 2.0 MW m -2

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

    Giovanni Caruso

    2016-11-01

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

  12. Gaming the Law of Large Numbers

    Hoffman, Thomas R.; Snapp, Bart

    2012-01-01

    Many view mathematics as a rich and wonderfully elaborate game. In turn, games can be used to illustrate mathematical ideas. Fibber's Dice, an adaptation of the game Liar's Dice, is a fast-paced game that rewards gutsy moves and favors the underdog. It also brings to life concepts arising in the study of probability. In particular, Fibber's Dice…

  13. Bingo! Select Games for Mathematical Thinking

    Jackson, Christa; Taylor, Cynthia; Buchheister, Kelley

    2013-01-01

    Games can both generate excitement among students and motivate them to participate in mathematics. Although games have been used primarily to "review" mathematical concepts at the middle school level, games should, and often do, have other instructional purposes. When teachers use mathematical games as an instructional strategy, they are…

  14. Learning the Rules of the Game

    Smith, Donald A.

    2018-01-01

    Games have often been used in the classroom to teach physics ideas and concepts, but there has been less published on games that can be used to teach scientific thinking. D. Maloney and M. Masters describe an activity in which students attempt to infer rules to a game from a history of moves, but the students do not actually play the game. Giving…

  15. Productive Gaming

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

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

  16. Bronze rainbow hologram mirrors

    Dawson, P.

    2006-02-01

    This project draws on holographic embossing techniques, ancient artistic conventions of bronze mirror design and modelling and casting processes to accomplish portraiture of reflection. Laser scanning, 3D computer graphics and holographic imaging are employed to enable a permanent 3D static holographic image to appear integrated with the real-time moving reflection of a viewer's face in a polished bronze disc. The disc and the figure which holds it (caryatid) are cast in bronze from a lost wax model, a technique which has been used for millennia to make personal mirrors. The Caryatid form of bronze mirror which went through many permutations in ancient Egyptian, Greece and Rome shows a plethora of expressive figure poses ranging from sleek nudes to highly embellished multifigure arrangements. The prototype of this series was made for Australian choreographer Graeme Murphy, Artistic Director of the Sydney Dance Company. Each subsequent mirror will be unique in figure and holographic imagery as arranged between artist and subject. Conceptually this project references both the modern experience of viewing mirrors retrieved from ancient tombs, which due to deterioration of the surface no longer reflect, and the functioning of Chinese Magic mirrors, which have the ability to project a predetermined image. Inspired by the metaphorical potential of these mirrors, which do not reflect the immediate reality of the viewer, this bronze hologram mirror series enables each viewer to reflect upon himself or herself observing simultaneously the holographic image and their own partially obliterated reflection.

  17. Mirror fusion reactor design

    Neef, W.S. Jr.; Carlson, G.A.

    1979-01-01

    Recent conceptual reactor designs based on mirror confinement are described. Four components of mirror reactors for which materials considerations and structural mechanics analysis must play an important role in successful design are discussed. The reactor components are: (a) first-wall and thermal conversion blanket, (b) superconducting magnets and their force restraining structure, (c) neutral beam injectors, and (d) plasma direct energy converters

  18. Tandem mirror plasma confinement apparatus

    Fowler, T.K.

    1978-01-01

    Apparatus and method are described for confining a plasma in a center mirror cell by use of two end mirror cells as positively charged end stoppers to minimize leakage of positive particles from the ends of the center mirror cell

  19. Tandem mirror plasma confinement apparatus

    Fowler, T. Kenneth

    1978-11-14

    Apparatus and method for confining a plasma in a center mirror cell by use of two end mirror cells as positively charged end stoppers to minimize leakage of positive particles from the ends of the center mirror cell.

  20. Combinatorial optimization games

    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.

  1. Learning through a Game - Exploring Fun and Learning in a Project Management Game

    Hansen, Daniel Sollie; Storjord, David

    2016-01-01

    The goal of this thesis is to explore the teaching capabilities of games by motivating players through fun. We do this by first exploring perspectives of fun and learning in games; project management concepts and previous games. From these findings we implement our own game prototype where the player learns project management concepts simultaneously as they learn the game. This prototype is then evaluated through a number of experiments. Finally we discuss the results of the experiments and c...

  2. Mirror Advanced Reactor Study (MARS) final report summary

    Henning, C.D.; Logan, B.G.; Carlson, G.A.

    1983-01-01

    The Mirror Advanced Reactor Study (MARS) has resulted in an overview of a first-generation tandem mirror reactor. The central cell fusion plasma is self-sustained by alpha heating (ignition), while electron-cyclotron resonance heating and negative ion beams maintain the electrostatic confining potentials in the end plugs. Plug injection power is reduced by the use of high-field choke coils and thermal barriers, concepts to be tested in the Tandem Mirror Experiment-Upgrade (TMX-U) and Mirror Fusion Test Facility (MFTF-B) at Lawrence Livermore National Laboratory

  3. Standard mirror fusion reactor design study

    Moir, R.W.

    1978-01-01

    This report covers the work of the Magnetic Fusion Energy Division's reactor study group during FY 1976 on the standard mirror reactor. The ''standard'' mirror reactor is characterized as a steady state, neutral beam sustained, D-T fusioning plasma confined by a Yin-Yang magnetic mirror field. The physics parameters are obtained from the same physics model that explains the 2XIIB experiment. The model assumes that the drift cyclotron loss cone mode occurs on the boundary of the plasma, and that it is stabilized by warm plasma with negligible energy investment. The result of the study was a workable mirror fusion power plant, steady-state blanket removal made relatively simple by open-ended geometry, and no impurity problem due to the positive plasma potential. The Q (fusion power/injected beam power) turns out to be only 1.1 because of loss out the ends from Coulomb collisions, i.e., classical losses. This low Q resulted in 77% of the gross electrical power being used to power the injectors, thereby causing the net power cost to be high. The low Q stimulated an intensive search for Q-enhancement concepts, resulting in the LLL reactor design effort turning to the field reversal mirror and the tandem mirror, each having Q of order 5

  4. Plausibility orderings in dynamic games

    Perea ý Monsuwé, A.

    2014-01-01

    In this paper we explore game-theoretic reasoning in dynamic games within the framework of belief revision theory. More precisely, we focus on the forward induction concept of ‘common strong belief in rationality’ (Battigalli and Siniscalchi (2002) and the backward induction concept of ‘common

  5. Supermodular Games and Potential Games

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  6. Mirror boxes and mirror mounts for photophysics beamline

    Raja Rao, P.M.; Raja Sekhar, B.N.; Das, N.C.; Khan, H.A.; Bhattacharya, S.S.; Roy, A.P.

    1996-01-01

    Photophysics beamline makes use of one metre Seya-Namioka monochromator and two toroidal mirrors in its fore optics. The first toroidal mirror (pre mirror) focuses light originating from the tangent point of the storage ring onto the entrance slit of the monochromator and second toroidal mirror (post mirror) collects light from the exit slit of the monochromator and focuses light onto the sample placed at a distance of about one metre away from the 2nd mirror. To steer light through monochromator and to focus it on the sample of 1mm x 1mm size require precision rotational and translational motion of the mirrors and this has been achieved with the help of precision mirror mounts. Since Indus-1 operates at pressures less than 10 -9 m.bar, the mirror mounts should be manipulated under similar ultra high vacuum conditions. Considering these requirements, two mirror boxes and two mirror mounts have been designed and fabricated. The coarse movements to the mirrors are imparted from outside the mirror chamber with the help of x-y tables and precision movements to the mirrors are achieved with the help of mirror mounts. The UHV compatibility and performance of the mirror mounts connected to mirror boxes under ultra high vacuum condition is evaluated. The details of the design, fabrication and performance evaluation are discussed in this report. 5 refs., 9 figs., 1 tab

  7. Classical mirror symmetry

    Jinzenji, Masao

    2018-01-01

    This book furnishes a brief introduction to classical mirror symmetry, a term that denotes the process of computing Gromov–Witten invariants of a Calabi–Yau threefold by using the Picard–Fuchs differential equation of period integrals of its mirror Calabi–Yau threefold. The book concentrates on the best-known example, the quintic hypersurface in 4-dimensional projective space, and its mirror manifold. First, there is a brief review of the process of discovery of mirror symmetry and the striking result proposed in the celebrated paper by Candelas and his collaborators. Next, some elementary results of complex manifolds and Chern classes needed for study of mirror symmetry are explained. Then the topological sigma models, the A-model and the B-model, are introduced. The classical mirror symmetry hypothesis is explained as the equivalence between the correlation function of the A-model of a quintic hyper-surface and that of the B-model of its mirror manifold. On the B-model side, the process of construct...

  8. Solving the Sophistication-Population Paradox of Game Refinement Theory

    Xiong , Shuo; Tiwary , Parth ,; Iida , Hiroyuki

    2016-01-01

    Part 4: Short Papers; International audience; A mathematical model of game refinement was proposed based on uncertainty of game outcome. This model has been shown to be useful in measuring the entertainment element in the domains such as boardgames and sport games. However, game refinement theory has not been able to explain the correlation between the popularity of a game and the game refinement value. This paper introduces another aspect in the study of game entertainment, the concept of “a...

  9. Mirror plasma apparatus

    Moir, R.W.

    1981-01-01

    A mirror plasma apparatus which utilizes shielding by arc discharge to form a blanket plasma and lithium walls to reduce neutron damage to the wall of the apparatus. An embodiment involves a rotating liquid lithium blanket for a tandem mirror plasma apparatus wherein the first wall of the central mirror cell is made of liquid lithium which is spun with angular velocity great enough to keep the liquid lithium against the first material wall, a blanket plasma preventing the lithium vapor from contaminating the plasma

  10. Mesmerising mirror neurons.

    Heyes, Cecilia

    2010-06-01

    Mirror neurons have been hailed as the key to understanding social cognition. I argue that three currents of thought-relating to evolution, atomism and telepathy-have magnified the perceived importance of mirror neurons. When they are understood to be a product of associative learning, rather than an adaptation for social cognition, mirror neurons are no longer mesmerising, but they continue to raise important questions about both the psychology of science and the neural bases of social cognition. Copyright 2010 Elsevier Inc. All rights reserved.

  11. O uso de um jogo de treinamento no ensino dos conceitos de média e variância. The use of a training game in the teaching of the concepts of mean and variance

    Lopes, José Marcos

    2014-08-01

    Full Text Available Apresentamos, neste artigo, o relato de uma experiência de ensino que utilizou, em sala de aula, um jogo de dados, para o reforço no aprendizado dos conceitos de média e variância. O jogo é original e utiliza, simultaneamente, esses dois importantes conceitos da Estatística Descritiva. Formulamos também alguns problemas, envolvendo situações de jogo, cujas soluções, obtidas pelos próprios alunos, têm por objetivo reforçar os conceitos matemáticos presentes nas definições de média e de variância. Pelos relatos dos alunos e das professoras que aplicaram o jogo, acreditamos que a atividade desenvolvida tenha contribuído para a apreensão dos conceitos de média e variância pelos alunos. Esperamos que a sequência didática aqui apresentada possa auxiliar o professor do Ensino Médio no seu trabalho com esses conceitos. In the present study, we describe a classroom teaching experience with a dice game to reinforce the learning of the concepts of mean and variance. The game is an original proposal and uses these two important concepts of Descriptive Statistics. We have also formulated some problems involving game situations. The solutions of these problems, obtained by the students, are intended to reinforce the mathematics concepts present in the definitions of mean and variance. Based on the reports of the students and teachers that applied the dice game, we believe that the activity contributed for the learning of the concepts of means and variance by the students. Therefore, we hope that the didactics sequence presented herein can help high school teachers in their work with these concepts.

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

    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...

  13. REFractions: The Representing Equivalent Fractions Game

    Tucker, Stephen I.

    2014-01-01

    Stephen Tucker presents a fractions game that addresses a range of fraction concepts including equivalence and computation. The REFractions game also improves students' fluency with representing, comparing and adding fractions.

  14. Cryogenic Active Mirrors

    National Aeronautics and Space Administration — This effort seeks to develop active mirrors that can correct for thermally-induced figure deformations upon cooling from room-temperature at the time of manufacture,...

  15. Manufacturing parabolic mirrors

    CERN PhotoLab

    1975-01-01

    The photo shows the construction of a vertical centrifuge mounted on an air cushion, with a precision of 1/10000 during rotation, used for the manufacture of very high=precision parabolic mirrors. (See Annual Report 1974.)

  16. Mirror reactor surface study

    Hunt, A. L.; Damm, C. C.; Futch, A. H.; Hiskes, J. R.; Meisenheimer, R. G.; Moir, R. W.; Simonen, T. C.; Stallard, B. W.; Taylor, C. E.

    1976-09-01

    A general survey is presented of surface-related phenomena associated with the following mirror reactor elements: plasma first wall, ion sources, neutral beams, director converters, vacuum systems, and plasma diagnostics. A discussion of surface phenomena in possible abnormal reactor operation is included. Several studies which appear to merit immediate attention and which are essential to the development of mirror reactors are abstracted from the list of recommended areas for surface work. The appendix contains a discussion of the fundamentals of particle/surface interactions. The interactions surveyed are backscattering, thermal desorption, sputtering, diffusion, particle ranges in solids, and surface spectroscopic methods. A bibliography lists references in a number of categories pertinent to mirror reactors. Several complete published and unpublished reports on surface aspects of current mirror plasma experiments and reactor developments are also included.

  17. Mirror fermions and cosmology

    Senjanovic, G.; Virginia Polytechnic Inst. and State Univ., Blacksburg

    1984-07-01

    Extended supersymmetry, Kaluza-Klein theory and family unification all suggest the existence of mirror fermions, with same quantum numbers but opposite helicities from ordinary fermions. The laboratory and especially cosmological implications of such particles are reviewed and summarized. (author)

  18. Mirror reactor surface study

    Hunt, A.L.; Damm, C.C.; Futch, A.H.; Hiskes, J.R.; Meisenheimer, R.G.; Moir, R.W.; Simonen, T.C.; Stallard, B.W.; Taylor, C.E.

    1976-01-01

    A general survey is presented of surface-related phenomena associated with the following mirror reactor elements: plasma first wall, ion sources, neutral beams, director converters, vacuum systems, and plasma diagnostics. A discussion of surface phenomena in possible abnormal reactor operation is included. Several studies which appear to merit immediate attention and which are essential to the development of mirror reactors are abstracted from the list of recommended areas for surface work. The appendix contains a discussion of the fundamentals of particle/surface interactions. The interactions surveyed are backscattering, thermal desorption, sputtering, diffusion, particle ranges in solids, and surface spectroscopic methods. A bibliography lists references in a number of categories pertinent to mirror reactors. Several complete published and unpublished reports on surface aspects of current mirror plasma experiments and reactor developments are also included

  19. The obsidian mirror The obsidian mirror

    Maria do Socorro Reis Amorin

    2008-04-01

    Full Text Available The author James Norman is an American who has always lived in Mexico during the summer. He seems to love Mexican - Indian traditions and he is well acquainted with the pre-historic culture as it is shown in his book: "The Obsidian Mirror". "The Obsidian Mirror" is a mysterious story about an archeologist: Quigley that lives in a small village in Mexico-San Marcos. He is searching for antiques that belong to some tribes of pre-historic Indians in order to find out their mysteries. Quigley becomes so engaged in his work that his mind has reached a stage that is impossible to separate between Quigley the archeologist, and Quigley as an ancient Indian. The culture, the myth, the sensation of Omen - characteristics of the Indians are within himself. As a result, Quigley acts sometimes as a real Indian. The author James Norman is an American who has always lived in Mexico during the summer. He seems to love Mexican - Indian traditions and he is well acquainted with the pre-historic culture as it is shown in his book: "The Obsidian Mirror". "The Obsidian Mirror" is a mysterious story about an archeologist: Quigley that lives in a small village in Mexico-San Marcos. He is searching for antiques that belong to some tribes of pre-historic Indians in order to find out their mysteries. Quigley becomes so engaged in his work that his mind has reached a stage that is impossible to separate between Quigley the archeologist, and Quigley as an ancient Indian. The culture, the myth, the sensation of Omen - characteristics of the Indians are within himself. As a result, Quigley acts sometimes as a real Indian.

  20. Exploring the Learning Mechanism in Educational Games

    Kiili, Kristian; Ketamo, Harri

    2007-01-01

    The main aim of this paper is to evaluate the problem based gaming model that tries to explain the learning process in educational games. The model was studied through Geometry game aimed for pre-school children (N = 24). The game relays on learning by teaching approach and involves AI-engine modeling the human concept learning structures. The qualitative analyses were used to explore participants learning processes and gaming strategies. The results indicated that the model well describes th...

  1. The Gaming of Policy and the Politics of Gaming: A Review

    Mayer, Igor S.

    2009-01-01

    This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…

  2. Differential games

    Friedman, Avner

    2006-01-01

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

  3. Improving late life depression and cognitive control through the use of therapeutic video game technology: A proof-of-concept randomized trial.

    Anguera, Joaquin A; Gunning, Faith M; Areán, Patricia A

    2017-06-01

    Existing treatments for depression are known to have only modest effects, are insufficiently targeted, and are inconsistently utilized, particularly in older adults. Indeed, older adults with impaired cognitive control networks tend to demonstrate poor response to a majority of existing depression interventions. Cognitive control interventions delivered using entertainment software have the potential to not only target the underlying cerebral dysfunction associated with depression, but to do so in a manner that is engaging and engenders adherence to treatment protocol. In this proof-of-concept trial (Clinicaltrials.gov #: NCT02229188), individuals with late life depression (LLD) (22; 60+ years old) were randomized to either problem solving therapy (PST, n = 10) or a neurobiologically inspired digital platform designed to enhance cognitive control faculties (Project: EVO™, n = 12). Given the overlapping functional neuroanatomy of mood disturbances and executive dysfunction, we explored the impact of an intervention targeting cognitive control abilities, functional disability, and mood in older adults suffering from LLD, and how those outcomes compare to a therapeutic gold standard. EVO participants demonstrated similar improvements in mood and self-reported function after 4 weeks of treatment to PST participants. The EVO participants also showed generalization to untrained measures of working memory and attention, as well as negativity bias, a finding not evident in the PST condition. Individuals assigned to EVO demonstrated 100% adherence. This study provides preliminary findings that this therapeutic video game targeting cognitive control deficits may be an efficacious LLD intervention. Future research is needed to confirm these findings. © 2016 Wiley Periodicals, Inc.

  4. Geometry of mirror manifolds

    Aspinwall, P.S.; Luetken, C.A.

    1991-01-01

    We analyze the mirror manifold hypothesis in one and three dimensions using the simplest available representations of the N = 2 superconformal algebra. The symmetries of these tensor models can be divided out to give an explicit representation of the mirror, and we give a simple group theoretical algorithm for determining which symmetries should be used. We show that the mirror of a superconformal field theory does not always have a geometrical interpretation, but when it does, deformations of complex structure of one manifold are reflected in deformations of the Kaehler form of the mirror manifold, and we show how the large radius limit of a manifold corresponds to a large complex structure limit in the mirror manifold. The mirror of the Tian-Yau three generation model is constructed both as a conformal field theory and as an algebraic variety with Euler number six. The Hodge numbers of this manifolds are fixed, but the intersection numbes are highly ambiguous, presumably reflected a rich structure of multicritical points in the moduli space of the field theory. (orig.)

  5. The playful and reflective game designer

    Majgaard, Gunver

    2014-01-01

    Abstract: A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design....... The aim was for students to develop a more critically reflective perspective on video games and game design. In applying their game experiences, they developed their own digital prototypes and participated in reflective discussions on the concept of games: what makes them interesting and how...... they are constructed. The students used the GameMaker programming tool, which can be used without any prior programming knowledge. The tool allows for the easy development of 2D game prototypes.The didactic approach was based on play as a lever for the design process, and on constructionistic and reflective learning...

  6. Loops and Metagames: Understanding Game Design Structures

    Sicart, Miguel Angel

    2015-01-01

    In this paper we present a set of formal concepts that can help in game design analysis. Our goal is to provide a conceptual framework based on terminology used in game design.......In this paper we present a set of formal concepts that can help in game design analysis. Our goal is to provide a conceptual framework based on terminology used in game design....

  7. Nostalgia Videogames as Playable Game Criticism

    Robin J.S. Sloan

    2016-11-01

    Full Text Available The aim of this paper is to consider the emergence of nostalgia videogames in the context of playable game criticism. Mirroring the development of the nostalgia film in cinema, an increasing number of developers are creating videogames that are evocative of past gaming forms, designs, and styles. The primary focus of this paper is to explore the extent to which these nostalgia videogames could be considered games-on-games: games that offer a critical view on game design and development, framed by the nostalgia and cultural memory of both gamers and game developers. Theories of pastiche and parody as applied to literature, film, and art are used to form a basis for the examination of recent nostalgia videogames, all of which demonstrate a degree of reflection on the videogame medium.

  8. Convex games versus clan games

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2008-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games. Furthermore, each monotonic

  9. Convex Games versus Clan Games

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2006-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic

  10. Game on! : Evaluation malaria games

    Rob Willems

    2014-01-01

    The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international

  11. Game mechanics : advanced game design

    Adams, Ernest; Dormans, Joris

    2012-01-01

    Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing

  12. "It is always a lot of fun!" : exploring dimensions of digital game experience using focus group methodology

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

    2007-01-01

    This paper focuses on digital game experience: the feelings and experiences people have when they play digital games. Digital game experience is not a one-dimensional concept. Great variety exists in game genres and game players, and game experiences will differ accordingly. To date, game experience

  13. Taking Design Games Seriously

    Eriksen, Mette Agger; Brandt, Eva; Mattelmäki, Tuuli

    2014-01-01

    Using design games at Participatory Design (PD) events is well acknowledged as a fruitful way of staging participation. As PD researchers, we have many such experiences, and we have argued that design games connect participants and promote equalizing power relations. However, in this paper, we...... will (self) critically re-connect and reflect on how people (humans) and materials (non-humans) continually participate and intertwine in various power relations in design game situations. The analysis is of detailed situated actions with one of our recent games, UrbanTransition. Core concepts mainly from...... Bruno Latour’s work on Actor-Network-Theory are applied. The aim is to take design games seriously by e.g. exploring how assemblages of humans and non-humans are intertwined in tacitly-but-tactically staging participation, and opening up for or hindering negotiations and decision-making, thus starting...

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

    Juckett, Emily; Feinberg, Joseph R.

    2010-01-01

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

  15. Playing and gaming

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

    2013-01-01

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

  16. Helically linked mirror arrangement

    Ranjan, P.

    1986-08-01

    A scheme is described for helical linking of mirror sections, which endeavors to combine the better features of toroidal and mirror devices by eliminating the longitudinal loss of mirror machines, having moderately high average β and steady state operation. This scheme is aimed at a device, with closed magnetic surfaces having rotational transform for equilibrium, one or more axisymmetric straight sections for reduced radial loss, a simple geometrical axis for the links and an overall positive magnetic well depth for stability. We start by describing several other attempts at linking of mirror sections, made both in the past and the present. Then a description of our helically linked mirror scheme is given. This example has three identical straight sections connected by three sections having helical geometric axes. A theoretical analysis of the magnetic field and single-particle orbits in them leads to the conclusion that most of the passing particles would be confined in the device and they would have orbits independent of pitch angle under certain conditions. Numerical results are presented, which agree well with the theoretical results as far as passing particle orbits are concerned

  17. Video game addiction: The push to pathologize video games

    Nielsen, Rune Kristian Lundedal; Ferguson, Christopher; Bean, Anthony

    2017-01-01

    With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been...... achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected...... and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding “gaming addiction” are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that “video game addiction...

  18. Game engine architecture

    Gregory, Jason

    2014-01-01

    ""… this book is the best of its kind, and you're lucky to have found it. It covers the huge field of game engine architecture in a succinct, clear way, and expertly balances the breadth and depth of its coverage, offering enough detail that even a beginner can easily understand the concepts it presents. The author, Jason Gregory, is not only a world expert in his field; he's a working programmer with production-quality knowledge and many shipped game projects under his belt. … Jason is also an experienced educator who has taught in the top-ranked university game program in North America. …

  19. Game hoarding in Europe

    Aabo, Tom; Pantzalis, Christos; Sørensen, Maja Stoholm

    2013-01-01

    Local bias within a country and between countries is well established in the empirical literature. However, the underlying reasons are less well established. In a simple supply and demand framework, Hong, Kubik and Stein (JFE 2008) find an “only-game-in-town” effect in the U.S. - the stock price...... controlling for differences in origin of law, investor rights, corruption and Euro adoption, neither a game-hoarding effect nor an only-game-in-town effect is strongly supported in the European case. The results are important in understanding the concept of local bias in a cross-country framework....

  20. Teoria dos jogos: conceitos, formalização matemática e aplicação à distribuição de custo conjunto Game theory: concepts, mathematical formalization and applications to the assignment of joint cost

    Reginaldo Santana Figueiredo

    1994-12-01

    Full Text Available O presente trabalho tem por objetivo a sistematização e a apresentação dos conceitos fundamentais da Teoria dos Jogos, a formalização matemática dos principais conceitos clássicos de solução de um jogo e ilustrar sua aplicação ao problema da distribuição de custo conjunto. Como produto de uma pesquisa de alguns anos, conseguimos reunir sistematicamente o conjunto de conceitos de solução de jogos donde se derivam todos conceitos encontrados nos textos atuais. Apresentamos os conceitos de solução para os chamados jogos cooperativos através do conceito de objeção e contra-objeção de forma a mostrar que os mesmos podem ser vistos como um processo de negociação.This paper presents the basic concepts of Game Theory and the mathematical formalizations of classic concepts of game solutions. We surveyed the fundamental concepts from where we derive the concepts of game solutions that can be found in the modern papers. We feature the concepts to the game named cooperative-games by concepts of objection and counterobjection to show that they can be understood as a negotiation process. In addition, we show how the Game Theory can be applied to the problem of the assignment of joint cost.

  1. Models in cooperative game theory

    Branzei, Rodica; Tijs, Stef

    2008-01-01

    This book investigates models in cooperative game theory in which the players have the possibility to cooperate partially. In a crisp game the agents are either fully involved or not involved at all in cooperation with some other agents, while in a fuzzy game players are allowed to cooperate with infinite many different participation levels, varying from non-cooperation to full cooperation. A multi-choice game describes the intermediate case in which each player may have a fixed number of activity levels. Different set and one-point solution concepts for these games are presented. The properties of these solution concepts and their interrelations on several classes of crisp, fuzzy, and multi-choice games are studied. Applications of the investigated models to many economic situations are indicated as well. The second edition is highly enlarged and contains new results and additional sections in the different chapters as well as one new chapter.

  2. Game Design to Introduce Pets

    Wahyu Febriyanto

    2017-02-01

    Full Text Available Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image

  3. Personalised gaming

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

    2012-01-01

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

  4. Game Studies

    Raessens, J.F.F.

    2016-01-01

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

  5. Game theory

    Hendricks, Vincent F.

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

  6. Connecting mirror neurons and forward models.

    Miall, R C

    2003-12-02

    Two recent developments in motor neuroscience are promising the extension of theoretical concepts from motor control towards cognitive processes, including human social interactions and understanding the intentions of others. The first of these is the discovery of what are now called mirror neurons, which code for both observed and executed actions. The second is the concept of internal models, and in particular recent proposals that forward and inverse models operate in paired modules. These two ideas will be briefly introduced, and a recent suggestion linking between the two processes of mirroring and modelling will be described which may underlie our abilities for imitating actions, for cooperation between two actors, and possibly for communication via gesture and language.

  7. Amorphous Metals and Composites as Mirrors and Mirror Assemblies

    Hofmann, Douglas C. (Inventor); Davis, Gregory L. (Inventor); Agnes, Gregory S. (Inventor); Shapiro, Andrew A. (Inventor)

    2016-01-01

    A mirror or mirror assembly fabricated by molding, pressing, assembling, or depositing one or more bulk metal glass (BMG), bulk metal glass composite (BMGMC), or amorphous metal (AM) parts and where the optical surface and backing of the mirror can be fabricated without machining or polishing by utilizing the unique molding capabilities of this class of materials.

  8. Advanced Curvature Deformable Mirrors

    2010-09-01

    ORGANIZATION NAME(S) AND ADDRESS(ES) University of Hawaii ,Institute for Astronomy,640 North A‘ohoku Place, #209 , Hilo ,HI,96720-2700 8. PERFORMING...Advanced Curvature Deformable Mirrors Christ Ftaclas1,2, Aglae Kellerer2 and Mark Chun2 Institute for Astronomy, University of Hawaii

  9. Mirror reactor blankets

    Lee, J.D.; Barmore, W.L.; Bender, D.J.; Doggett, J.N.; Galloway, T.R.

    1976-01-01

    The general requirements of a breeding blanket for a mirror reactor are described. The following areas are discussed: (1) facility layout and blanket maintenance, (2) heat transfer and thermal conversion system, (3) materials, (4) tritium containment and removal, and (5) nuclear performance

  10. Minimal mirror twin Higgs

    Barbieri, Riccardo [Institute of Theoretical Studies, ETH Zurich,CH-8092 Zurich (Switzerland); Scuola Normale Superiore,Piazza dei Cavalieri 7, 56126 Pisa (Italy); Hall, Lawrence J.; Harigaya, Keisuke [Department of Physics, University of California,Berkeley, California 94720 (United States); Theoretical Physics Group, Lawrence Berkeley National Laboratory,Berkeley, California 94720 (United States)

    2016-11-29

    In a Mirror Twin World with a maximally symmetric Higgs sector the little hierarchy of the Standard Model can be significantly mitigated, perhaps displacing the cutoff scale above the LHC reach. We show that consistency with observations requires that the Z{sub 2} parity exchanging the Standard Model with its mirror be broken in the Yukawa couplings. A minimal such effective field theory, with this sole Z{sub 2} breaking, can generate the Z{sub 2} breaking in the Higgs sector necessary for the Twin Higgs mechanism. The theory has constrained and correlated signals in Higgs decays, direct Dark Matter Detection and Dark Radiation, all within reach of foreseen experiments, over a region of parameter space where the fine-tuning for the electroweak scale is 10-50%. For dark matter, both mirror neutrons and a variety of self-interacting mirror atoms are considered. Neutrino mass signals and the effects of a possible additional Z{sub 2} breaking from the vacuum expectation values of B−L breaking fields are also discussed.

  11. Game theory and public policy

    McCain, Roger A

    2015-01-01

    This book provides a critical, selective review of concepts from game theory and their applications in public policy, and further suggests some modifications for some of the models (chiefly in cooperative game theory) to improve their applicability to economics and public policy.

  12. A Sports Franchise Simulation Game

    Surdam, David G.

    2009-01-01

    Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…

  13. Physics of mirror fusion systems

    Post, R.F.

    1976-01-01

    Recent experimental results with the 2XIIB mirror machine at Lawrence Livermore Laboratory have demonstrated the stable confinement of plasmas at fusion temperatures and with energy densities equaling or exceeding that of the confining fields. The physics of mirror confinement is discussed in the context of these new results. Some possible approaches to further improving the confinement properties of mirror systems and the impact of these new approaches on the prospects for mirror fusion reactors are discussed

  14. Mirror fusion test facility

    Post, R.F.

    1978-01-01

    The MFTF is a large new mirror facility under construction at Livermore for completion in 1981--82. It represents a scaleup, by a factor of 50 in plasma volume, a factor of 5 or more in ion energy, and a factor of 4 in magnetic field intensity over the Livermore 2XIIB experiment. Its magnet, employing superconducting NbTi windings, is of Yin-Yang form and will weigh 200 tons. MFTF will be driven by neutral beams of two levels of current and energy: 1000 amperes of 20 keV (accelerating potential) pulsed beams for plasma startup; 750 amperes of 80 keV beams of 0.5 second duration for temperature buildup and plasma sustainment. Two operating modes for MFTF are envisaged: The first is operation as a conventional mirror cell with n/sup tau/ approximately equal to 10 12 cm -3 sec, W/sub i/ = 50 keV, where the emphasis will be on studying the physics of mirror cells, particularly the issues of improved techniques of stabilization against ion cyclotron modes and of maximization of the electron temperature. The second possible mode is the further study of the Field Reversed Mirror idea, using high current neutral beams to sustain the field-reversed state. Anticipating success in the coming Livermore Tandem Mirror Experiment (TMX) MFTF has been oriented so that it could comprise one end cell of a scaled up TM experiment. Also, if MFTF were to succeed in achieving a FR state it could serve as an essentially full-sized physics prototype of one cell of a FRM fusion power plant

  15. Using a board game to reinforce learning.

    Yoon, Bona; Rodriguez, Leslie; Faselis, Charles J; Liappis, Angelike P

    2014-03-01

    Experiential gaming strategies offer a variation on traditional learning. A board game was used to present synthesized content of fundamental catheter care concepts and reinforce evidence-based practices relevant to nursing. Board games are innovative educational tools that can enhance active learning. Copyright 2014, SLACK Incorporated.

  16. Ruler of the plane - Games of geometry

    Beekhuis, S.; Buchin, K.; Castermans, T.; Hurks, T.; Sonke, W.; Aronov, B.; Katz, M.J.

    2017-01-01

    Ruler of the Plane is a set of games illustrating concepts from combinatorial and computational geometry. The games are based on the art gallery problem, ham-sandwich cuts, the Voronoi game, and geometric network connectivity problems like the Euclidean minimum spanning tree and traveling

  17. LÖVE for Lua game programming

    Mishra, Brij Bhushan

    2013-01-01

    This book follows a tutorial approach with examples and step-by-step instructions to help explain the key concepts of the LÖVE framework as well as everything you need to know about game development using the Lua programming language.LÖVE2d for Lua Game Programming is for anyone who is interested in learning about desktop game development.

  18. Fun and Games, but Learning Too.

    Ahmad, Paula

    1989-01-01

    Recommends the use of visual art games to introduce art units and stimulate student interest. Outlines strategies for 10 visual art games adaptable for most age and skill levels. Based on familiar games such as "tic-tac-toe" or "hangman," these activities deal with artists, artistic skills or concepts, and art history. (LS)

  19. Game and Digital Culture: A Study on Hay Day Game

    Mia Angeline

    2016-01-01

    Full Text Available Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective

  20. Six-strut arrangements for cartesian movements of mirrors

    Noll, T.; Zeschke, Th.; Reichardt, G.; Lammert, H.; Gudat, W.

    2001-01-01

    At BESSY a new six-strut arrangement for general small travel mirror adjustment mechanisms has been developed. This patented (Patent DE 10042802.5) arrangement allows very simple movements in all six linear and rotational degrees of freedom. The movements of the mirror are simply determined by moving either one drive, or up to three drives by the same amount. The first mirror adjustment systems of this design is successfully in operation since the start of BESSY II. Their performance and reliability is very satisfactory. This contribution will present the concepts

  1. Gaias Game

    Niklas Schrape

    2014-09-01

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

  2. Average-energy games

    Patricia Bouyer

    2015-09-01

    Full Text Available Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the objective is to optimize the long-run average gain per action, and energy games, where the system has to avoid running out of energy. We study average-energy games, where the goal is to optimize the long-run average of the accumulated energy. We show that this objective arises naturally in several applications, and that it yields interesting connections with previous concepts in the literature. We prove that deciding the winner in such games is in NP inter coNP and at least as hard as solving mean-payoff games, and we establish that memoryless strategies suffice to win. We also consider the case where the system has to minimize the average-energy while maintaining the accumulated energy within predefined bounds at all times: this corresponds to operating with a finite-capacity storage for energy. We give results for one-player and two-player games, and establish complexity bounds and memory requirements.

  3. Mirror image agnosia.

    Chandra, Sadanandavalli Retnaswami; Issac, Thomas Gregor

    2014-10-01

    Gnosis is a modality-specific ability to access semantic knowledge of an object or stimulus in the presence of normal perception. Failure of this is agnosia or disorder of recognition. It can be highly selective within a mode. self-images are different from others as none has seen one's own image except in reflection. Failure to recognize this image can be labeled as mirror image agnosia or Prosopagnosia for reflected self-image. Whereas mirror agnosia is a well-recognized situation where the person while looking at reflected images of other objects in the mirror he imagines that the objects are in fact inside the mirror and not outside. Five patients, four females, and one male presented with failure to recognize reflected self-image, resulting in patients conversing with the image as a friend, fighting because the person in mirror is wearing her nose stud, suspecting the reflected self-image to be an intruder; but did not have prosopagnosia for others faces, non living objects on self and also apraxias except dressing apraxia in one patient. This phenomena is new to our knowledge. Mirror image agnosia is an unique phenomena which is seen in patients with parietal lobe atrophy without specificity to a category of dementing illness and seems to disappear as disease advances. Reflected self-images probably have a specific neural substrate that gets affected very early in posterior dementias specially the ones which predominantly affect the right side. At that phase most patients are mistaken as suffering from psychiatric disorder as cognition is moderately preserved. As disease becomes more widespread this symptom becomes masked. A high degree of suspicion and proper assessment might help physicians to recognize the organic cause of the symptom so that early therapeutic interventions can be initiated. Further assessment of the symptom with FMRI and PET scan is likely to solve the mystery of how brain handles reflected self-images. A new observation involving failure

  4. What Does Olympic Games Bring to Economy

    2004-01-01

    @@ In 1984, Ubeross, a wizard in the U.S.business circle, creatively combined the Olympic Games with commerce,thus made the Los Angeles Olympic Games of that year become "the Olympic Games which makes money for the first time". Since then, the original Olympic Games which "sustain losses in the sports propaganda" has possessed an ultra ability that "makes the golden-rimmed paper turn into money" Thus, the concept "Olympic economy" appeared.

  5. Writerly Gaming: Political Gaming

    Andersen, Christian Ulrik

    2007-01-01

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

  6. Essays in game theory and natural resource management

    Pham Do, K.H.

    2003-01-01

    This thesis presents a collection of essays in game theory with applications to environmental resource problems and their management. A major focus of these essays is related to coalitional games in which several classes of games, their properties and solution concepts are studied. Game theory is

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

    Qi, Wen

    2014-01-01

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

  8. Dynamic coherent backscattering mirror

    Zeylikovich, I.; Xu, M., E-mail: mxu@fairfield.edu [Physics Department, Fairfield University, Fairfield, CT 06824 (United States)

    2016-02-15

    The phase of multiply scattered light has recently attracted considerable interest. Coherent backscattering is a striking phenomenon of multiple scattered light in which the coherence of light survives multiple scattering in a random medium and is observable in the direction space as an enhancement of the intensity of backscattered light within a cone around the retroreflection direction. Reciprocity also leads to enhancement of backscattering light in the spatial space. The random medium behaves as a reciprocity mirror which robustly converts a diverging incident beam into a converging backscattering one focusing at a conjugate spot in space. Here we first analyze theoretically this coherent backscattering mirror (CBM) phenomenon and then demonstrate the capability of CBM compensating and correcting both static and dynamic phase distortions occurring along the optical path. CBM may offer novel approaches for high speed dynamic phase corrections in optical systems and find applications in sensing and navigation.

  9. Implementation of Business Game Activity Support System

    TANABU Motonari

    2004-01-01

    Business game can be used not only as an educational tool for the development of decision making ability, but also can be used for supporting the knowledge creation activity in organizations. In this paper, some conceptual considerations to meanings of the business game in the knowledge creation activity by using the knowledge creation theory and other related theories are given,and business game activity concept which refers to game play and development is proposed. Then focusing on the business game activity as an instantiation of the knowledge creation activity, and a Web based gaming activity support system based on the former system called YBG that enables us to play and develop many business games through the standard web browser is proposed. This system also provides us a lot of opportunities to play and develop the business games over business game communities.

  10. Neutral beams for mirrors

    Fink, J.H.

    1983-01-01

    An important demonstration of negative ion technology is proposed for FY92 in the MFTF-α+T, an upgrade of the Mirror Fusion Test Facility at the Lawrence Livermore National Laboratory. This facility calls for 200-keV negative ions to form neutral beams that generate sloshing ions in the reactor end plugs. Three different beam lines are considered for this application. Their advantages and disadvantages are discussed

  11. Model of the extensive form game with the financial rewards

    Erbsová, Markéta

    2009-01-01

    The aim of this Bachelor thesis is the analysis and presentation of the original extensive form game with the financial rewards, which is called Výměna (Exchange). In the theoretical part we will describe the basic concepts of Game Theory, especially the game in an explicit form. In the practical part we will deal with the game Výměna (Exchange) in itself. Determine the rules of the game, the graphic form of the game and formulate a mathematical model of the game. Individual parts of the game...

  12. Mirror-Image Equivalence and Interhemispheric Mirror-Image Reversal.

    Corballis, Michael C

    2018-01-01

    Mirror-image confusions are common, especially in children and in some cases of neurological impairment. They can be a special impediment in activities such as reading and writing directional scripts, where mirror-image patterns (such as b and d ) must be distinguished. Treating mirror images as equivalent, though, can also be adaptive in the natural world, which carries no systematic left-right bias and where the same object or event can appear in opposite viewpoints. Mirror-image equivalence and confusion are natural consequences of a bilaterally symmetrical brain. In the course of learning, mirror-image equivalence may be established through a process of symmetrization, achieved through homotopic interhemispheric exchange in the formation of memory circuits. Such circuits would not distinguish between mirror images. Learning to discriminate mirror-image discriminations may depend either on existing brain asymmetries, or on extensive learning overriding the symmetrization process. The balance between mirror-image equivalence and mirror-image discrimination may nevertheless be precarious, with spontaneous confusions or reversals, such as mirror writing, sometimes appearing naturally or as a manifestation of conditions like dyslexia.

  13. Mirror-Image Equivalence and Interhemispheric Mirror-Image Reversal

    Michael C. Corballis

    2018-04-01

    Full Text Available Mirror-image confusions are common, especially in children and in some cases of neurological impairment. They can be a special impediment in activities such as reading and writing directional scripts, where mirror-image patterns (such as b and d must be distinguished. Treating mirror images as equivalent, though, can also be adaptive in the natural world, which carries no systematic left-right bias and where the same object or event can appear in opposite viewpoints. Mirror-image equivalence and confusion are natural consequences of a bilaterally symmetrical brain. In the course of learning, mirror-image equivalence may be established through a process of symmetrization, achieved through homotopic interhemispheric exchange in the formation of memory circuits. Such circuits would not distinguish between mirror images. Learning to discriminate mirror-image discriminations may depend either on existing brain asymmetries, or on extensive learning overriding the symmetrization process. The balance between mirror-image equivalence and mirror-image discrimination may nevertheless be precarious, with spontaneous confusions or reversals, such as mirror writing, sometimes appearing naturally or as a manifestation of conditions like dyslexia.

  14. Non-cooperative game theory

    Fujiwara-Greve, Takako

    2015-01-01

    This is a textbook for university juniors, seniors, and graduate students majoring in economics, applied mathematics, and related fields. Each chapter is structured so that a core concept of that chapter is presented with motivations, useful applications are given, and related advanced topics are discussed for future study. Many helpful exercises at various levels are provided at the end of each chapter. Therefore, this book is most suitable for readers who intend to study non-cooperative game theory rigorously for both theoretical studies and applications. Game theory consists of non-cooperative games and cooperative games. This book covers only non-cooperative games, which are major tools used in current economics and related areas. Non-cooperative game theory aims to provide a mathematical prediction of strategic choices by decision makers (players) in situations of conflicting interest. Through the logical analyses of strategic choices, we obtain a better understanding of social (economic, business) probl...

  15. "Depletion": A Game with Natural Rules for Teaching Reaction Rate Theory.

    Olbris, Donald J.; Herzfeld, Judith

    2002-01-01

    Depletion is a game that reinforces central concepts of reaction rate theory through simulation. Presents the game with a set of follow-up questions suitable for either a quiz or discussion. Also describes student reaction to the game. (MM)

  16. (ludo) game

    Dr Obe

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

  17. [Game addiction].

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

    2015-09-01

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

  18. Game, time and space

    Nadja Soares de Souza Lemos

    2005-01-01

    Full Text Available In this text some will be analyzed aspects of the infantile game starting from studied concepts and registered situations, with the objective of giving visibility to the small children's expressive manifestations looking for to know yours know and your manners of living the childhood in the context of the institution of Infantile Education.

  19. The Nervous System Game

    Corbitt, Cynthia; Carpenter, Molly

    2006-01-01

    For many children, especially those with reading difficulties, a motor-kinesthetic learning activity may be an effective tool to teach complex concepts. With this in mind, the authors developed and tested a game designed to teach fourth- to sixth-grade children some basic principles of nervous system function by allowing the children themselves to…

  20. How we see electronic games

    Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances. PMID:27077016

  1. How we see electronic games

    Andrew K. Przybylski

    2016-04-01

    Full Text Available Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987 and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968 to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

  2. How we see electronic games.

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger's concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc's exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

  3. Casual Games

    Hansen, Ole Ertløv

    2015-01-01

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

  4. Towards a typology of video game trailers: Between the ludic and the cinematic

    Jan Švelch

    2015-01-01

    This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game trailers based on their relation to ludic and cinematic aspects of a video game, combining the theory of paratexts, video game performance framework, the interface effect concept, as well as the concept of transmedia storytelling. This typology r...

  5. Game Spaces

    Kristiansen, Erik

    2015-01-01

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

  6. Cross-format analysis of the gaming experience in multi-player role playing games

    Tychsen, Anders; Newman, K.; Brolund, T.

    2007-01-01

    Forming one of the major genres of games, Role Playing Games (RPGs) have proven an extremely portable concept, and the games are situated across various cultural and format-related boundaries. The effect of porting RPGs between formats is however a subject of which very little is known. This paper...

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

    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…

  8. Review Essay: Mirror Neurons in the Discourse of Social Sciences

    Henning Pätzold

    2010-08-01

    Full Text Available Since their discovery in the mid-1990s, mirror neurons have been the subject of continuous discussions in neurosciences as well as in the social sciences. The interest of scientists outside the life sciences in mirror neurons is primarily based on the fact that mirror neurons not only have epistemological meaning, but also seem to play an important role in processes of social insights and emotions, like empathy. With her book, Nadia ZABOURA provides a new contribution from a social and cultural sciences point of view, which critically reflects the discussion on mirror neurons and its consequences on the social sciences and humanities. Starting off from philosophical approaches to the mind-matter-dualism and the question of intersubjectivity, she explores the meaning of mirror neurons for the debate on empathy and communication. By discussing concepts of philosophy and communication sciences as well as current knowledge on mirror neurons, she concludes that they do not provide a stable basis for any material reductionism, which would explain phenomena like intersubjectivity only by recordable neuronal processes. The book refers to a variety of related theories (ranging from DESCARTES through to MEAD and TOMASELLO; these references are inspiring, yet they stay cursory for the most part. All in all the book offers avenues for further inquiry on the issues in focus, and can rather be taken as "tour of suggestions" through the topical field of mirror neurons and the related research. URN: urn:nbn:de:0114-fqs1003245

  9. Cognitive behavioral game design: a unified model for designing serious games

    Katryna eStarks

    2014-02-01

    Full Text Available Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Albert Bandura’s (1998 social cognitive theory (SCT has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Howard Gardner’s (1983 theory of multiple intelligences (MI to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates Social Cognitive Theory (SCT and Multiple Intelligences (MI with game design principles to create a game design blueprint for serious games.

  10. Cognitive behavioral game design: a unified model for designing serious games.

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  11. Thermal effects on beryllium mirrors

    Weinswig, S.

    1989-01-01

    Beryllium is probably the most frequently used material for spaceborne system scan mirrors. Beryllium's properties include lightweightedness, high Young's modulus, high stiffness value, high resonance value. As an optical surface, beryllium is usually nickel plated in order to produce a higher quality surface. This process leads to the beryllium mirror acting like a bimetallic device. The mirror's deformation due to the bimetallic property can possibly degrade the performance of the associated optical system. As large space borne systems are designed and as temperature considerations become more crucial in the instruments, the concern about temporal deformation of the scan mirrors becomes a prime consideration. Therefore, two sets of tests have been conducted in order to ascertain the thermal effects on nickel plated beryllium mirrors. These tests are categorized. The purpose of this paper is to present the values of the bimetallic effect on typical nickel plated beryllium mirrors

  12. Mirror symmetry II

    Greene, Brian R

    1997-01-01

    Mirror symmetry has undergone dramatic progress during the last five years. Tremendous insight has been gained on a number of key issues. This volume surveys these results. Some of the contributions in this work have appeared elsewhere, while others were written specifically for this collection. The areas covered are organized into 4 sections, and each presents papers by both physicists and mathematicians. This volume collects the most important developments that have taken place in mathematical physics since 1991. It is an essential reference tool for both mathematics and physics libraries and for students of physics and mathematics.

  13. Introduction: Mirrors of Passing

    Seebach, Sophie Hooge; Willerslev, Rane

    How is death, time, and materiality interconnected? How to approach an understanding of the world of the dead? In this introduction, we seek to understand how the experience of material decay, of the death of those around us, makes us aware of the passing of time. Through the literary lens of Neil...... Gaiman’s The Graveyard Book, we explore how the world of the dead and the world of the living can intersect; how time and materiality shifts and changes depending on who experiences it. These revelations, based on fiction, provide a mirror through which the reader can experience the varied chapters...

  14. Complex/Symplectic Mirrors

    Chuang, Wu-yen; Kachru, Shamit; /Stanford U., ITP /SLAC; Tomasiello, Alessandro; /Stanford U., ITP

    2005-10-28

    We construct a class of symplectic non-Kaehler and complex non-Kaehler string theory vacua, extending and providing evidence for an earlier suggestion by Polchinski and Strominger. The class admits a mirror pairing by construction. Comparing hints from a variety of sources, including ten-dimensional supergravity and KK reduction on SU(3)-structure manifolds, suggests a picture in which string theory extends Reid's fantasy to connect classes of both complex non-Kaehler and symplectic non-Kaehler manifolds.

  15. Trieste lectures on mirror symmetry

    Hori, K [Department of Physics and Department of Mathematics, University of Toronto, Toronto, Ontario (Canada)

    2003-08-15

    These are pedagogical lectures on mirror symmetry given at the Spring School in ICTP, Trieste, March 2002. The focus is placed on worldsheet descriptions of the physics related to mirror symmetry. We start with the introduction to general aspects of (2,2) supersymmetric field theories in 1 + 1 dimensions. We next move on to the study and applications of linear sigma model. Finally, we provide a proof of mirror symmetry in a class of models. (author)

  16. Mirror Fusion Test Facility (MFTF)

    Thomassen, K.I.

    1978-01-01

    A large, new Mirror Fusion Test Facility is under construction at LLL. Begun in FY78 it will be completed at the end of FY78 at a cost of $94.2M. This facility gives the mirror program the flexibility to explore mirror confinement principles at a signficant scale and advances the technology of large reactor-like devices. The role of MFTF in the LLL program is described here

  17. Game theory.

    Dufwenberg, Martin

    2011-03-01

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

  18. Video games.

    Funk, Jeanne B

    2005-06-01

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

  19. Kahoot It or Not? Can Games Be Motivating in Learning Grammar?

    Zarzycka-Piskorz, Ewa

    2016-01-01

    Gamification is not a very new concept. It is the use of game elements and game design techniques in a non-game context. It is used in various contexts for various purposes. There is strong evidence that shows the relationship between game playing and increased motivation. More and more learning games emerge and bring a promise to help to learn a…

  20. Gasdynamic Mirror Fusion Propulsion Experiment

    Emrich, Bill; Rodgers, Stephen L. (Technical Monitor)

    2000-01-01

    A gasdynamic mirror (GDM) fusion propulsion experiment is currently being constructed at the NASA Marshall Space Flight Center (MSFC) to test the feasibility of this particular type of fusion device. Because of the open magnetic field line configuration of mirror fusion devices, they are particularly well suited for propulsion system applications since they allow for the easy ejection of thrust producing plasma. Currently, the MSFC GDM is constructed in three segments. The vacuum chamber mirror segment, the plasma injector mirror segment, and the main plasma chamber segment. Enough magnets are currently available to construct up to three main plasma chamber segments. The mirror segments are also segmented such that they can be expanded to accommodate new end plugging strategies with out requiring the disassembly of the entire mirror segment. The plasma for the experiment is generated in a microwave cavity located between the main magnets and the mirror magnets. Ion heating is accomplished through ambipolar diffusion. The objective of the experiment is to investigate the stability characteristics of the gasdynamic mirror and to map a region of parameter space within which the plasma can be confined in a stable steady state configuration. The mirror ratio, plasma density, and plasma "b" will be varied over a range of values and measurements subsequently taken to determine the degree of plasma stability.

  1. Serious games for Geophysics

    Lombardo, Valerio; Rubbia, Giuliana

    2015-04-01

    Childhood stage is indispensable in the education of human beings and especially critical to arise scientific interest in children. We discuss the participatory design of a didactic videogame, i.e. a "serious" game to teach geophysics and Earth sciences to high and low-school students. Geophysics is the application of the laws and techniques of physics to uncover knowledge about the earth's dynamic processes and subsurface structure. It explores phenomena such as earthquakes, volcanoes, tsunamis to improve our understanding of the earth's physical processes and our ability to predict reoccurrences. Effective mitigation of risks from catastrophic geologic hazards requires knowledge and understanding of local geology and geologic processes. Scientific outreach can be defined as discourse activity, whose main objective is to communicate some knowledge previously produced in scientific contexts to a non-expert massive audience. One of the difficulties science educators need to overcome is to explain specific concepts from a given discipline in a language simple and understandable for their audience. Digital games today play a large role in young people's lives. Games are directly connected to the life of today's adolescents. Therefore, digital games should be included and broached as a subject in the classroom. The ardor and enthusiasm that digital games evoke in teenagers has indeed brought many researchers, school leaders and teachers to the question "how video games" can be used to engage young people and support their learning inside the classroom. Additionally, studies have shown that digital games can enhance various skills such as the ability to concentrate, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Thus, videogames become an effective didactic mechanism and should have a place in the classroom. The project aims to explore the potentials of entertainment technologies in educational processes

  2. Evolutionary potential games on lattices

    Szabó, György; Borsos, István

    2016-01-01

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

  3. Evolutionary potential games on lattices

    Szabó, György, E-mail: szabo@mfa.kfki.hu; Borsos, István, E-mail: borsos@mfa.kfki.hu

    2016-04-05

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

  4. Evolutionary potential games on lattices

    Szabó, György; Borsos, István

    2016-04-01

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

  5. Using Student-Made Games to Learn Mathematics

    Gallegos, Irene; Flores, Alfinio

    2010-01-01

    First-year university students design and play their own games, including board, computer, and other kinds of games, to learn mathematical concepts and practice procedures for their pre-calculus and calculus courses. (Contains 2 tables and 8 figures.)

  6. Formulated linear programming problems from game theory and its ...

    Formulated linear programming problems from game theory and its computer implementation using Tora package. ... Game theory, a branch of operations research examines the various concepts of decision ... AJOL African Journals Online.

  7. Effects of passion for massively multiplayer online role-playing games on interpersonal relationships

    Utz, S.; Jonas, K.J.; Tonkens, E.

    2012-01-01

    Game research suffers from using a variety of concepts to predict the (often negative) effects of playing games. These concepts often overlap (e.g., addiction or pathological gaming), include negative consequences in their definition, or are very game-specific (e.g., collective play). We argue that

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

    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…

  9. Structural and computational aspects of simple and influence games

    Riquelme Csori, Fabián

    2014-01-01

    Simple games are a fundamental class of cooperative games. They have a huge relevance in several areas of computer science, social sciences and discrete applied mathematics. The algorithmic and computational complexity aspects of simple games have been gaining notoriety in the recent years. In this thesis we review different computational problems related to properties, parameters, and solution concepts of simple games. We consider different forms of representation of simple games, regular...

  10. Internet Of Things-Changing The Game

    Deendayal Choudhary

    2015-08-01

    Full Text Available Abstract Internet of things is emerging to be a promising trend towards an era of connectivity. IoT is powered by the internet boom and all the different devices connected to it that share data and communicate with each other. The applications of IoT range from smart clothes to smart cities to healthcare and security and so on. This paper deals with the scope of gaming as an application of IoT. Gamers today demand complete freedom in gaming experience and are always asking for more. To provide this the technology must be invisible yet omnipresent-thats the essence of IoT. Alternate reality gaming is the genre of gaming that has close resemblance to the essence of IoT. ARGs are driven by storyline and typically supported through some type of online game portal that manages the game. Websites social media tools media broadcasts phone calls text messages and sometimes person-to-person interactions are all potential elements that move the storyline along. In ARGs a story drives the game play and players are performing activities that mirror their real life. It also explores the scope of IoT games beyond just gaming and into the business world.

  11. Mirror profile optimization for nano-focusing KB mirror

    Zhang Lin; Baker, Robert; Barrett, Ray; Cloetens, Peter; Dabin, Yves

    2010-01-01

    A KB focusing mirror width profile has been optimized to achieve nano-focusing for the nano-imaging end-station ID22NI at the ESRF. The complete mirror and flexure bender assembly has been modeled in 3D with finite element analysis using ANSYS. Bender stiffness, anticlastic effects and geometrical non-linear effects have been considered. Various points have been studied: anisotropy and crystal orientation, stress in the mirror and bender, actuator resolution and the mirror-bender adhesive bonding... Extremely high performance of the mirror is expected with residual slope error smaller than 0.6 μrad, peak-to-valley, compared to the bent slope of 3000 μrad.

  12. Serious Games Development and Applications: Proceedings of the Second International Conference on Serious Games Development and Applications (SGDA 2011)

    2011-01-01

    The recent re-emergence of serious games as a branch of video games has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, just to name a few. If utilised alongside, or combined with conventional approaches serious games could provide a more powerful means of knowledge...

  13. Helping Video Games Rewire "Our Minds"

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

    Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.

  14. TCV mirrors cleaned by plasma

    L. Marot

    2017-08-01

    Full Text Available Metallic mirrors exposed in TCV tokamak were cleaned by plasma in laboratory. A gold (Au mirror was deposited with 185–285nm of amorphous carbon (aC:D film coming from the carbon tiles of TCV. Another molybdenum (Mo mirror had a thicker deposit due to a different location within the tokamak. The thickness measurements were carried out using ellipsometry and the reflectivity measurements performed by spectrophotometry revealed a decrease of the specular reflectivity in the entire range (250–2500nm for the Mo mirror and specifically in the visible spectrum for the Au. Comparison of the simulated reflectivity using a refractive index of 1.5 and a Cauchy model for the aC:D gives good confidence on the estimated film thickness. Plasma cleaning using radio frequency directly applied to a metallic plate where the mirrors were fixed demonstrated the ability to remove the carbon deposits. A mixture of 50% hydrogen and 50% helium was used with a −200V self-bias. Due to the low sputtering yield of He and the low chemical erosion of hydrogen leading to volatile molecules, 20h of cleaning were needed for Au mirror and more than 60h for Mo mirror. Recovery of the reflectivity was not complete for the Au mirror most likely due to damage of the surface during tokamak exposure (breakdown phenomena.

  15. High-concentration mirror-based Kohler integrating system for tandem solar cells

    Winston, R.; Benitez, P.; Cvetkovic, A.

    2006-06-01

    A novel two-mirror high concentration nonimaging optic has been designed that shares the advantages of present two mirror aplanatic imaging concentrators but also overcomes their main limitation of trade-off between acceptance angle and irradiance uniformity. A system concept has been defined, and a first prototype in under development.

  16. Progress in the tandem mirror program

    Fowler, T.K.; Borchers, R.R.

    1981-01-01

    Experimental results in TMX have confirmed the basic principles of the tandem-mirror concept. A center-cell particle confinement parameter eta tau approx. 10 11 cm -3 s has been obtained at ion temperatures around 100 eV, which is a hundred-fold improvement over single mirrors at the same temperatures. For TMX these results have been obtained at peak beta values in the center cell in the range 10 to 40%, not yet limited by MHD activity; and ion-cyclotron resonant heating (ICRH) in the Phaedrus tandem-mirror experiment has produced beta values approx. 25%, which is several times the ideal MHD limit for that device. In addition, it has been demonstrated that the end fan chambers of TMX simultaneously isolate the hot electrons from the end walls, provide adequate pumping and conveniently dispose of the exhaust plasma energy either by thermal deposition on the end wall or by direct conversion to electricity (at 48% efficiency in agreement with calculations). Also, evidence was obtained for inherent divertor action in TMX, presumably in part responsible for the observed low impurity level

  17. Some new ideas for Tandem Mirror blankets

    Neef, W.S. Jr.

    1981-01-01

    The Tandem Mirror Reactor, with its cylindrical central cell, has led to numerous blanket designs taking advantage of the simple geometry. Also many new applications for fusion neutrons are now being considered. To the pure fusion electricity producers and hybrids producing fissile fuel, we are adding studies of synthetic fuel producers and fission-suppressed hybrids. The three blanket concepts presented are new ideas and should be considered illustrative of the breadth of Livermore's application studies. They are not meant to imply fully analyzed designs

  18. Mirroring patients – or not

    Davidsen, Annette Sofie; Fosgerau, Christina Fogtmann

    2015-01-01

    on studies of imitative behaviour within linguistics and psychology, we argue that interactional mirroring is an important aspect of displaying implicit mentalization. We aimed to explore if, and in that case how, mirroring is displayed by general practitioners (GPs) and psychiatrists in consultations...... with patients with depression. We wanted to see how implicit mentalizing unfolds in physician–patient interactions. Consultations were videorecorded and analysed within the framework of conversation analysis. GPs and psychiatrists differed substantially in their propensity to mirror body movements and verbal...... and acoustic features of speech. GPs mirrored their patients more than psychiatrists in all modalities and were more flexible in their interactional behaviour. Psychiatrists seemed more static, regardless of the emotionality displayed by patients. Implicitly mirroring and attuning to patients could signify...

  19. Potential measurements in tandem mirrors

    Glowienka, J.C.

    1985-11-01

    The US mirror program has begun conducting experiments with a thermal barrier tandem mirror configuration. This configuration requires a specific axial potential profile and implies measurements of potential for documentation and optimization of the configuration. This report briefly outlines the motivation for the thermal barrier tandem mirror and then outlines the techniques used to document the potential profile in conventional and thermal barrier tandem mirrors. Examples of typical data sets from the world's major tandem mirror experiments, TMX and TMX-U at Lawrence Livermore National Laboratory (LLNL) and Gamma 10 at Tsukuba University in Japan, and the current interpretation of the data are discussed together with plans for the future improvement of measurements of plasma potential

  20. Genetics Home Reference: congenital mirror movement disorder

    ... Health Conditions Congenital mirror movement disorder Congenital mirror movement disorder Printable PDF Open All Close All Enable ... view the expand/collapse boxes. Description Congenital mirror movement disorder is a condition in which intentional movements ...

  1. Positional games

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

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

  2. Emotional Gaming

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

    2013-01-01

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

  3. Presentation of the Multimédia Game "Geolover" Concept, to Educational Enchancement of the Geolocical Heritage of the Following Regions: "Ilha do Fogo" (Cabo-Verde), Seridó (Brasil), Sabugal (Portugal) and Açores (Portugal)

    Cabral, João; Gomes, Ana; Alfama, Vera; Oliveira, Sirlene; Pinharandas, Carlos; Fonseca, Pedro; Campos, José; Nobre, José

    2013-04-01

    "Geolover" - Presentation of the multimédia game concept, to educational enchancement of the geolocical heritage of the following regions: : "Ilha do Fogo" (Cabo-Verde), Seridó (Brasil), Sabugal and Açores (Portugal). "Geolover" is a multitouch game, played by four players simultaneously, identified by 4 mascots and using as sceneries, the four regions landscapes, aimed to the young people with ages between 8 and 12 years old. The main objective is value the geological heritage of the Ilha do Fogo (Cabo Verde), Seridó in State of Rio Grande do Norte (Brasil) , Sabugal in Beira Alta province (Portugal) and Arquipélago dos Açores (Portuguese autonomous region). These regions have a great geological heritage like volcanology, plutonic rocks, sedimentar formations, metamorphic, paleontologic, mineralogic, geomorphologic, hydric and mining resources. Such heritage is being used in the different regions has base of studies to senior scientists and were used to great scientific researches. The diversified and distinguished cultural heritage of these four regions is referenced and it's a value to the union of the students from these three continents, with the Portuguese language as communication tool. The variety of the geological wealth and cultural of these regions, results in the common objective of their valuing like Geoparks. His creation on these three regions is a strategy with a great relevance to the socio-economic development. With the creation of this game, we promote the union of these 3 countries from these three continents, the universal values of the heritage richness that are offered by our planet.

  4. The compact mirrors with high pressure plasmas

    Anikeev, A.V.; Bagryansky, P.A.; Ivanov, A.A.; Lizunov, A.A.; Murakhtin, S.V.; Prikhodko, V.V.; Collatz, S.; Noack, K.

    2004-01-01

    The gas dynamic trap (GDP) experimental facility at the Budker Institute Novosibirsk is a long axial-symmetric mirror system with a high mirror ratio variable in the range of 12.5 - 100 for the confinement of a two-component plasma. One component is a collisional plasma with ion and electron temperatures up to 100 eV and density up to 10 14 cm -3 . The second component is the population of high-energetic fast ions with energies of 2-18 keV and a density up to 10 13 cm -3 which is produced by neutral beam injection (NBI). GDP is currently undergoing an upgrade whose first stage is the achievement of the synthesized hot ion plasmoid experiment (SHIP). This experiment aims at the investigation of plasmas and at the knowledge of plasma parameters that have never been achieved before in magnetic mirrors. The paper presents the physical concept of the SHIP experiment, the results of numerical pre-calculations and draws conclusions regarding possible scenarios of experiments. The simulation of a maximal NBI power regime with hydrogen injection gave a fast ion density of 1.2*10 14 cm -3 with a mean energy of 14 keV. The calculation of the deuterium injection regime with 2 MW NBI power gave a maximal fast ion density of 1.9*10 14 cm -3 with a beam energy of 9 keV. The calculation of an experimental scenario with reduced magnetic field resulted in a maximal β-value of 62%, so this regime is recommended for the study of high-β effects in plasmas confined in axial-symmetric mirrors

  5. LDR segmented mirror technology assessment study

    Krim, M.; Russo, J.

    1983-01-01

    In the mid-1990s, NASA plans to orbit a giant telescope, whose aperture may be as great as 30 meters, for infrared and sub-millimeter astronomy. Its primary mirror will be deployed or assembled in orbit from a mosaic of possibly hundreds of mirror segments. Each segment must be shaped to precise curvature tolerances so that diffraction-limited performance will be achieved at 30 micron (nominal operating wavelength). All panels must lie within 1 micron on a theoretical surface described by the optical precipitation of the telescope's primary mirror. To attain diffraction-limited performance, the issues of alignment and/or position sensing, position control of micron tolerances, and structural, thermal, and mechanical considerations for stowing, deploying, and erecting the reflector must be resolved. Radius of curvature precision influences panel size, shape, material, and type of construction. Two superior material choices emerged: fused quartz (sufficiently homogeneous with respect to thermal expansivity to permit a thin shell substrate to be drape molded between graphite dies to a precise enough off-axis asphere for optical finishing on the as-received a segment) and a Pyrex or Duran (less expensive than quartz and formable at lower temperatures). The optimal reflector panel size is between 1-1/2 and 2 meters. Making one, two-meter mirror every two weeks requires new approaches to manufacturing off-axis parabolic or aspheric segments (drape molding on precision dies and subsequent finishing on a nonrotationally symmetric dependent machine). Proof-of-concept developmental programs were identified to prove the feasibility of the materials and manufacturing ideas.

  6. Towards a typology of video game trailers: Between the ludic and the cinematic

    Jan Švelch

    2015-09-01

    Full Text Available This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game trailers based on their relation to ludic and cinematic aspects of a video game, combining the theory of paratexts, video game performance framework, the interface effect concept, as well as the concept of transmedia storytelling. This typology reflects the historical evolution of a video game trailer and also takes into account current trends in the audiovisual paratexts of video games.

  7. Serious Games

    Andersen, Christian Ulrik

    2006-01-01

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

  8. Design Games

    Johansson, Martin Wetterstrand

    2007-01-01

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

  9. Video games

    Kolář, Vojtěch

    2012-01-01

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

  10. Worthwhile optical method for free-form mirrors qualification

    Sironi, G.; Canestrari, R.; Toso, G.; Pareschi, G.

    2013-09-01

    We present an optical method for free-form mirrors qualification developed by the Italian National Institute for Astrophysics (INAF) in the context of the ASTRI (Astrofisica con Specchi a Tecnologia Replicante Italiana) Project which includes, among its items, the design, development and installation of a dual-mirror telescope prototype for the Cherenkov Telescope Array (CTA) observatory. The primary mirror panels of the telescope prototype are free-form concave mirrors with few microns accuracy required on the shape error. The developed technique is based on the synergy between a Ronchi-like optical test performed on the reflecting surface and the image, obtained by means of the TraceIT ray-tracing proprietary code, a perfect optics should generate in the same configuration. This deflectometry test allows the reconstruction of the slope error map that the TraceIT code can process to evaluate the measured mirror optical performance at the telescope focus. The advantages of the proposed method is that it substitutes the use of 3D coordinates measuring machine reducing production time and costs and offering the possibility to evaluate on-site the mirror image quality at the focus. In this paper we report the measuring concept and compare the obtained results to the similar ones obtained processing the shape error acquired by means of a 3D coordinates measuring machine.

  11. Axisymmetric magnetic mirrors for plasma confinement. Recent development and perspectives

    Kruglyakov, E.P.; Dimov, G.I.; Ivanov, A.A.; Koidan, V.S.

    2003-01-01

    Mirrors are the only one class of fusion systems which completely differs topologically from the systems with closed magnetic configurations. At present, three modern types of different mirror machines for plasma confinement and heating exist in Novosibirsk (Gas Dynamic Trap,- GDT, Multi-mirror,- GOL-3, and Tandem Mirror,- AMBAL-M). All these systems are attractive from the engineering point of view because of very simple axisymmetric geometry of magnetic configurations. In the present paper, the status of different confinement systems is presented. The experiments most crucial for the mirror concept are described such as a demonstration of different principles of suppression of electron heat conductivity (GDT, GOL-3), finding of MHD stable regimes of plasma confinement in axisymmetric geometry of magnetic field (GDT, AMBAL-M), an effective heating of a dense plasma by relativistic electron beam (GOL-3), observation of radial diffusion of quiescent plasma with practically classical diffusion coefficient (AMBAL-M), etc. It should be mentioned that on the basis of the GDT it is possible to make a very important intermediate step. Using 'warm' plasma and oblique injection of fast atoms of D and T one can create a powerful 14 MeV neutron source with a moderate irradiation area (about 1 square meter) and, accordingly, with low tritium consumption. The main plasma parameters achieved are presented and the future perspectives of different mirror machines are outlined. (author)

  12. Motive of the Mirror in the Chechen Text

    Alexandra V. Butenko

    2017-03-01

    Full Text Available The article discusses the concept of «Chechen text», which represents the local supratext, formed as a result of the literary and journalistic reflection events of the first and second Chechen campaign (1994-1996s, 1999-2009s. V.N.Toporov’s discovery of the Petersburg Text of Russian literature led to the idea of extrapolating of the supratext on other culturally significant loci. The article notes that the mythology and liminality are important features of the supratext, and its integrity forms common elements: the space-time organization, landscape description, through motives. One of these motives is the motive of the mirror, which functions in accordance with the tradition mythopoetic, indicating the border. Crossing through the mirror facet, due to the literary texts by G.Sadulaev, Z.Prilepin, A.Prokhanov symbolizes the immersion in a surreal hostile space, the space of war and violence. The image of a cloudy broken mirror, manifested in the story by P.Zherebtsova «Little angel», is interpreted as a sign of universal misery, destruction of the fundamental laws of life. The article deals with options such as complex semantic mirror, like a bridge, and glass. The implementation of the principle of the mirror vision (analogue mirror – dream may be the subject of a separate study.

  13. AI 3D Cybug Gaming

    Ahmed, Zeeshan

    2010-01-01

    In this short paper I briefly discuss 3D war Game based on artificial intelligence concepts called AI WAR. Going in to the details, I present the importance of CAICL language and how this language is used in AI WAR. Moreover I also present a designed and implemented 3D War Cybug for AI WAR using CAICL and discus the implemented strategy to defeat its enemies during the game life.

  14. Badminton--Teaching Concepts.

    Gibbs, Marilyn J.

    1988-01-01

    Teaching four basic badminton concepts along with the usual basic skill shots allows players to develop game strategy awareness as well as mechanical skills. These four basic concepts are: (1) ready position, (2) flight trajectory, (3) early shuttle contact, and (4) camouflage. (IAH)

  15. Advanced Mirror & Modelling Technology Development

    Effinger, Michael; Stahl, H. Philip; Abplanalp, Laura; Maffett, Steven; Egerman, Robert; Eng, Ron; Arnold, William; Mosier, Gary; Blaurock, Carl

    2014-01-01

    The 2020 Decadal technology survey is starting in 2018. Technology on the shelf at that time will help guide selection to future low risk and low cost missions. The Advanced Mirror Technology Development (AMTD) team has identified development priorities based on science goals and engineering requirements for Ultraviolet Optical near-Infrared (UVOIR) missions in order to contribute to the selection process. One key development identified was lightweight mirror fabrication and testing. A monolithic, stacked, deep core mirror was fused and replicated twice to achieve the desired radius of curvature. It was subsequently successfully polished and tested. A recently awarded second phase to the AMTD project will develop larger mirrors to demonstrate the lateral scaling of the deep core mirror technology. Another key development was rapid modeling for the mirror. One model focused on generating optical and structural model results in minutes instead of months. Many variables could be accounted for regarding the core, face plate and back structure details. A portion of a spacecraft model was also developed. The spacecraft model incorporated direct integration to transform optical path difference to Point Spread Function (PSF) and between PSF to modulation transfer function. The second phase to the project will take the results of the rapid mirror modeler and integrate them into the rapid spacecraft modeler.

  16. Evidential Equilibria: Heuristics and Biases in Static Games of Complete Information

    Ali al-Nowaihi

    2015-11-01

    Full Text Available Standard equilibrium concepts in game theory find it difficult to explain the empirical evidence from a large number of static games, including the prisoners’ dilemma game, the hawk-dove game, voting games, public goods games and oligopoly games. Under uncertainty about what others will do in one-shot games, evidence suggests that people often use evidential reasoning (ER, i.e., they assign diagnostic significance to their own actions in forming beliefs about the actions of other like-minded players. This is best viewed as a heuristic or bias relative to the standard approach. We provide a formal theoretical framework that incorporates ER into static games by proposing evidential games and the relevant solution concept: evidential equilibrium (EE. We derive the relation between a Nash equilibrium and an EE. We illustrate these concepts in the context of the prisoners’ dilemma game.

  17. Tandem mirror and field-reversed mirror experiments

    Coensgen, F.H.; Simonen, T.C.; Turner, W.C.

    1979-08-21

    This paper is largely devoted to tandem mirror and field-reversed mirror experiments at the Lawrence Livermore Laboratory (LLL), and briefly summarizes results of experiments in which field-reversal has been achieved. In the tandem experiment, high-energy, high-density plasmas (nearly identical to 2XIIB plasmas) are located at each end of a solenoid where plasma ions are electrostatically confined by the high positive poentials arising in the end plug plasma. End plug ions are magnetically confined, and electrons are electrostatically confined by the overall positive potential of the system. The field-reversed mirror reactor consists of several small field-reversed mirror plasmas linked together for economic reasons. In the LLL Beta II experiment, generation of a field-reversed plasma ring will be investigated using a high-energy plasma gun with a transverse radial magnetic field. This plasma will be further heated and sustained by injection of intense, high-energy neutral beams.

  18. Edificio Daily Mirror

    Williams, Owen

    1963-07-01

    Full Text Available The building has 18 levels. The Press occupies the 4 basement floors. The ground floor is taken up with the entrance hall, and an indoor carriage way. A snack bar and the telephone operators are situated on the second floor. The production department and the medical services are located on the third storey, whilst the fourth is occupied by the offices and library. The fifth floor is the beginning of the higher section of the building. This floor and up to including the 11th floor are devoted to office space, except for the 10th storey, which contains the office apartments of the directors and the Council Chamber. Equipment related to various services of the building is housed on the 12th storey. Finally, this tall building constitutes a fine landmark in the London skyline. The Daily Mirror building is outstanding for the appropriate nature, the completeness and the quality of its installations, which thus provide the most widely read paper in the world with outstandingly efficient offices.Este edificio consta de 18 plantas. El cuerpo de Prensa se aloja en los cuatro sótanos; los vestíbulos de entrada y una calzada interior para vehículos se hallan en la planta baja; la primera alberga un snack-bar y centralita telefónica; la segunda, el departamento de producción y centro de asistencia médica, y la tercera, las oficinas y biblioteca principales. La cuarta planta señala el comienzo del bloque alto; esta planta, junto con las quinta, sexta, séptima, octava y décima, están dedicadas a oficinas. La novena contiene las oficinas-apartamentos de los directores y salas de Consejo, y la undécima, la maquinaria para las diversas instalaciones del edificio. La elevada torre constituye un grandioso hito de referencia en esta zona de Londres. El «Daily Mirror» se distingue por el acierto, número y perfección de sus instalaciones, que proporcionan, al periódico de mayor actualidad mundial, las más adecuadas y amplias oficinas modernas.

  19. Kodak AMSD Mirror Development Program

    Matthews, Gary; Dahl, Roger; Barrett, David; Bottom, John; Russell, Kevin (Technical Monitor)

    2002-01-01

    The Advanced Mirror System Demonstration Program is developing minor technology for the next generation optical systems. Many of these systems will require extremely lightweight and stable optics due to the overall size of the primary mirror. These segmented, deployable systems require new technology that AMSD is developing. The on-going AMSD program is a critical enabler for Next Generation Space Telescope (NGST) which will start in 2002. The status of Kodak's AMSD mirror and future plans will be discussed with respect to the NGST program.

  20. Epistemic Games

    Shaffer, David Williamson

    2005-01-01

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

  1. The Carbon Trading Game

    Fouquet, Roger

    2003-12-01

    In response to the Kyoto Protocol, an international market for carbon dioxide tradable permits is likely to be created. Two of the key issues involved are explaining the concepts of tradable permits to industrialists, policy-makers and the man on the street, and anticipating how the market will evolve. A simple game of the market for carbon dioxide tradable permits has been developed and used that can help deal with both issues. As a pedagogical tool, this game benefits from simplicity (just a few pieces of paper are needed) and enables students to grasp the concepts and remember them through the intensity and fun of a trading 'pit'. The experiences also provide substantial insights into the evolution of the carbon dioxide permit market, particularly related to the evolution of trade volume, permit prices and country strategies

  2. Tinbergen on mirror neurons

    Heyes, Cecilia

    2014-01-01

    Fifty years ago, Niko Tinbergen defined the scope of behavioural biology with his four problems: causation, ontogeny, survival value and evolution. About 20 years ago, there was another highly significant development in behavioural biology—the discovery of mirror neurons (MNs). Here, I use Tinbergen's original four problems (rather than the list that appears in textbooks) to highlight the differences between two prominent accounts of MNs, the genetic and associative accounts; to suggest that the latter provides the defeasible ‘best explanation’ for current data on the causation and ontogeny of MNs; and to argue that functional analysis, of the kind that Tinbergen identified somewhat misleadingly with studies of ‘survival value’, should be a high priority for future research. In this kind of functional analysis, system-level theories would assign MNs a small, but potentially important, role in the achievement of action understanding—or another social cognitive function—by a production line of interacting component processes. These theories would be tested by experimental intervention in human and non-human animal samples with carefully documented and controlled developmental histories. PMID:24778376

  3. Photocatalytic, antifogging mirror

    Takagi, K.; Makimoto, T.; Hiraiwa, H.; Negishi, T.

    2001-01-01

    This article is about the coating of thin titanium dioxide film by sputter deposition. When irradiated with solar light, thin titanium dioxide film exhibits high oxidizing power and provides sterilizing, cleaning, decomposing, and hydrophylic effects. This technique has already been used for coating building walls by the sol-gel method and by others and has been partly commercialized to make automotive sideview mirrors. There have been no practical applications of the sputter deposition method so far, but establishment of the coating method is expected because of its excellent properties of film production techniques such as film thickness uniformity, film quality durability, and freedom from environmental pollution. In this article we discuss the establishment of the method of evaluating the quality of thin titanium dioxide film, establishment of sputter-deposition conditions, and the results of observation by x-ray diffraction and atomic force microscopy of the thin film. It was found that titanium dioxide films, 200 nm or more in thickness, have the above mentioned performance and that sputter deposition allows the film to form without heating

  4. Stabilized thermally compensated mirror

    Dunn, C. III; Tobin, R.D.; Bergstreser, N.E.; Heinz, T.A.

    1975-01-01

    A thermally compensated mirror is described that is formed by a laminated structure. The structure is comprised of a front plate having a reflective front surface and having a plurality of grooves formed in the rear surface for conducting coolant fluid in heat exchanging relation with said reflective surface, a rear plate having coolant inlet and coolant outlet openings extending therethrough, a minimum temperature plate interposed between said front and rear plates and formed with a plurality of coolant distribution passageways coupled to receive coolant fluid from said coolant inlet and oriented to distribute said coolant fluid in a manner to establish a minimum temperature plane parallel to said reflective surface, a temperature stabilization plate interposed between said front plate and said minimum temperature plate and formed with a plurality of coolant distribution channels coupled to receive said coolant fluid after said coolant fluid has passed in heat exchanging relation with said reflective surface and oriented to distribute said coolant fluid in a manner to establish a uniform temperature plane parallel to said reflective surface, and means for circulating said coolant fluid through said structure in a predetermined path. (U.S.)

  5. Tinbergen on mirror neurons.

    Heyes, Cecilia

    2014-01-01

    Fifty years ago, Niko Tinbergen defined the scope of behavioural biology with his four problems: causation, ontogeny, survival value and evolution. About 20 years ago, there was another highly significant development in behavioural biology-the discovery of mirror neurons (MNs). Here, I use Tinbergen's original four problems (rather than the list that appears in textbooks) to highlight the differences between two prominent accounts of MNs, the genetic and associative accounts; to suggest that the latter provides the defeasible 'best explanation' for current data on the causation and ontogeny of MNs; and to argue that functional analysis, of the kind that Tinbergen identified somewhat misleadingly with studies of 'survival value', should be a high priority for future research. In this kind of functional analysis, system-level theories would assign MNs a small, but potentially important, role in the achievement of action understanding-or another social cognitive function-by a production line of interacting component processes. These theories would be tested by experimental intervention in human and non-human animal samples with carefully documented and controlled developmental histories.

  6. Social exploration of 1D games

    Valente, Andrea; Marchetti, Emanuela

    2013-01-01

    In this paper the apparently meaningless concept of a 1 dimensional computer game is explored, via netnography. A small number of games was designed and implemented, in close contact with online communities of players and developers, providing evidence that 1 dimension is enough to produce...... interesting gameplay, to allow for level design and even to leave room for artistic considerations on 1D rendering. General techniques to re-design classic 2D games into 1D are also emerging from this exploration....

  7. Segmented bimorph mirrors for adaptive optics: morphing strategy.

    Bastaits, Renaud; Alaluf, David; Belloni, Edoardo; Rodrigues, Gonçalo; Preumont, André

    2014-08-01

    This paper discusses the concept of a light weight segmented bimorph mirror for adaptive optics. It focuses on the morphing strategy and addresses the ill-conditioning of the Jacobian of the segments, which are partly outside the optical pupil. Two options are discussed, one based on truncating the singular values and one called damped least squares, which minimizes a combined measure of the sensor error and the voltage vector. A comparison of various configurations of segmented mirrors was conducted; it is shown that segmentation sharply increases the natural frequency of the system with limited deterioration of the image quality.

  8. Si vis me flere. Emotions in the mirror

    Clelia Falletti

    2011-11-01

    Full Text Available This paper addresses the issue of the actor's work with the aidof elements from neurosciences and philosophy. It presents texts by Horace in which he gives indications to actors and speakers. Suchassumptions are elaborated with texts by Diderot and Copeau in orderto raise comprehensions about the emotions and more rational tasks of the actor's work. It presents the concept of mirror mechanism to showhow mirror neurons in the brain are responsible for chain actions in the nervous system. It compares those mechanisms with the actor'swork.

  9. Transmission X-ray mirror

    Lairson, B.M.; Bilderback, D.H.

    1982-01-01

    Transmission X-ray mirrors have been made from 400 A to 10 000 A thick soap films and have been shown to have novel properties. Using grazing angles of incidence, low energy X-rays were reflected from the front surface while more energetic X-rays were transmitted through the mirror largely unattenuated. A wide bandpass monochromator was made from a silicon carbide mirror followed by a soap film transmission mirror and operated in the white beam at the cornell High Energy Synchrotron Source (CHESS). Bandpasses of ΔE/E=12% to 18% were achieved at 13 keV with peak efficiencies estimated to be between 55% and 75%, respectively. Several wide angle scattering photographs of stretched polyethylene and a phospholipid were obtained in 10 s using an 18% bandpass. (orig.)

  10. Mirror symmetry and loop operators

    Assel, Benjamin [Department of Mathematics, King’s College London,The Strand, London WC2R 2LS (United Kingdom); Gomis, Jaume [Perimeter Institute for Theoretical Physics,Waterloo, Ontario, N2L 2Y5 (Canada)

    2015-11-09

    Wilson loops in gauge theories pose a fundamental challenge for dualities. Wilson loops are labeled by a representation of the gauge group and should map under duality to loop operators labeled by the same data, yet generically, dual theories have completely different gauge groups. In this paper we resolve this conundrum for three dimensional mirror symmetry. We show that Wilson loops are exchanged under mirror symmetry with Vortex loop operators, whose microscopic definition in terms of a supersymmetric quantum mechanics coupled to the theory encode in a non-trivial way a representation of the original gauge group, despite that the gauge groups of mirror theories can be radically different. Our predictions for the mirror map, which we derive guided by branes in string theory, are confirmed by the computation of the exact expectation value of Wilson and Vortex loop operators on the three-sphere.

  11. Engineering aspects of a fully mirrored endoscope

    Terra, A.; Huber, A.; Schweer, B.; Mertens, Ph.; Arnoux, G.; Balshaw, N.; Brezinsek, S.; Egner, S.; Hartl, M.; Kampf, D.; Klammer, J.; Lambertz, H.T.; Morlock, C.; Murari, A.; Reindl, M.; Sanders, S.; Sergienko, G.; Spencer, G.

    2013-01-01

    Highlights: ► Replacement of JET diagnostics to match the new ITER-like Wall. ► The endoscope test ITER-like design with only mirror based optics. ► Withstanding and diagnostic capability during Plasma operation and disruptions. ► Engineering process from design to installation and procurement. -- Abstract: The development of optical diagnostics, like endoscopes, compatible with the ITER environment (metallic plasma facing components, neutron proof optics, etc.) is a challenge, but current tokamaks such as JET provide opportunities to test fully working concepts. This paper describes the engineering aspects of a fully mirrored endoscope that has recently been designed, procured and installed on JET. The system must operate in a very strict environment with high temperature, high magnetic fields up to B = 4 T and rapid field variations (∂B/∂t ∼ 100 T/s) that induce high stresses due to eddy currents in the front mirror assembly. It must be designed to withstand high mechanical loads especially during disruptions, which lead to acceleration of about 7 g at 14 Hz. For the JET endoscope, when the plasma thermal loading, direct and indirect, was added to the assumed disruption loads, the reserve factor, defined as a ratio of yield strength over summed up von Mises stresses, was close to 1 for the mirror components. To ensure reliable operation, several analyses were performed to evaluate the thermo-mechanical performance of the endoscope and a final validation was obtained from mechanical and thermal tests, before the system's final installation in May 2011. During the tests, stability of the field of view angle variation was kept below 1° despite the high thermal gradient on endoscope head (∂T/∂x ∼ 500 K/m). In parallel, to ensure long time operation and to prevent undesirable performance degradation, a shutter system was also implemented in order to reduce impurity deposition on in-vessel mirrors but also to allow in situ transmission calibration

  12. 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

    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…

  13. Models in cooperative game theory crisp, fuzzy, and multi-choice games

    Branzei, Rodica; Tijs, Stef

    2005-01-01

    This book investigates models in cooperative game theory in which the players have the possibility to cooperate partially. In a crisp game the agents are either fully involved or not involved at all in coperation with some other agents, while in a fuzzy game players are allowed to cooperate with infinite many different participation levels, varying from non-cooperation to full cooperation. A multi-choice game describes the intermediate case in which each player may have a fixed number of activity levels. Different set and one-point solution concepts for these games are presented. The propertie

  14. Mirror Neurons from Associative Learning

    Catmur, Caroline; Press, Clare; Heyes, Cecilia

    2016-01-01

    Mirror neurons fire both when executing actions and observing others perform similar actions. Their sensorimotor matching properties have generally been considered a genetic adaptation for social cognition; however, in the present chapter we argue that the evidence in favor of this account is not compelling. Instead we present evidence supporting an alternative account: that mirror neurons’ matching properties arise from associative learning during individual development. Notably, this proces...

  15. MARS: Mirror Advanced Reactor Study

    Logan, B.G.

    1984-01-01

    A recently completed two-year study of a commercial tandem mirror reactor design [Mirror Advanced Reactor Study (MARS)] is briefly reviewed. The end plugs are designed for trapped particle stability, MHD ballooning, balanced geodesic curvature, and small radial electric fields in the central cell. New technologies such as lithium-lead blankets, 24T hybrid coils, gridless direct converters and plasma halo vacuum pumps are highlighted

  16. Using the concept of pseudo amino acid composition to predict resistance gene against Xanthomonas oryzae pv. oryzae in rice: an approach from chaos games representation.

    Jingbo, Xia; Silan, Zhang; Feng, Shi; Huijuan, Xiong; Xuehai, Hu; Xiaohui, Niu; Zhi, Li

    2011-09-07

    To evaluate the possibility of an unknown protein to be a resistant gene against Xanthomonas oryzae pv. oryzae, a different mode of pseudo amino acid composition (PseAAC) is proposed to formulate the protein samples by integrating the amino acid composition, as well as the Chaos games representation (CGR) method. Some numerical comparisons of triangle, quadrangle and 12-vertex polygon CGR are carried to evaluate the efficiency of using these fractal figures in classifiers. The numerical results show that among the three polygon methods, triangle method owns a good fractal visualization and performs the best in the classifier construction. By using triangle + 12-vertex polygon CGR as the mathematical feature, the classifier achieves 98.13% in Jackknife test and MCC achieves 0.8462. Copyright © 2011 Elsevier Ltd. All rights reserved.

  17. Games, Game Flow, and Gender as They Affect Mathematics Achievement of Pupils in Nigeria

    A. Aremu

    2016-08-01

    Full Text Available Game flow experience in the use of games has the potential of determining whether games used for learning would achieve the desired goal of improved achievement. With a subject like Mathematics, it is vital to ensure that if game based strategies are to be used, the games must possess this very important construct. Furthermore, the games must be able to produce the flow experience in both males and females, so that the observed gender gap in the learning of the subject would not be further widened. It is therefore important to investigate the gender differences in a game based learning environment for a subject such as Mathematics. This is the purpose of this research. This research investigated games, game flow, and gender as they affect Mathematics achievement of pupils in Nigeria. Through the use of Achievement of Pupils in Fraction-concepts Test (APFT and Game Flow Questionnaire (GFQ, data were collected. The result was a significant difference in mathematics achievements of pupils exposed to game based strategy and those exposed to modified conventional method of teaching. However, there was no significant difference in game flow experiences, as well as in mathematics achievement of male and female pupils exposed to game based strategy.

  18. Advances in telescope mirror cleaning

    Blanken, Maarten F.; Chopping, Alan K.; Dee, Kevin M.

    2004-09-01

    Metrology and cleaning techniques for telescope mirrors are generally well established. CO2 cleaning and water washing are mainly used. Water washing has proven to be the best method of removing oil and water stains and restoring the aluminium to nearly fresh values. The risk of water getting to unwanted places such as electronics or other optics prevents this method from being employed more often. Recently the Isaac Newton Group introduced a new cleaning technique for their telescope mirrors, which reduces the risks discussed above. This technique uses water vapour instead of water to wash the mirror. The advantage of this method is that the amount of water needed is drastically reduced. In addition the pressure of the vapour will blow away any large dust particles on the mirror and the temperature shock between the vapour and the mirror will help to de-bond the dust particles. Adding a soapy solution will help to clean oil and watermarks of the mirror. This paper describes the vapour cleaning method, tests that have been done and the overall findings.

  19. Evolution of the mirror machine

    Damm, C.C.

    1983-01-01

    The history of the magnetic-mirror approach to a fusion reactor is primarily the history of our understanding and control of several crucial physics issues, coupled with progress in the technology of heating and confining a reacting plasma. The basic requirement of an MHD-stable plasma equilibrium was achieved following the early introduction of minimum-B multipolar magnetic fields. In refined form, the same magnetic-well principle carries over to our present experiments and to reactor designs. The higher frequency microinstabilities, arising from the non-Maxwellian particle distributions inherent in mirror machines, have gradually come under control as theoretical prescriptions for distribution functions have been applied in the experiments. Even with stability, the classical plasma leakage through the mirrors posed a serious question for reactor viability until the principle of electrostatic axial stoppering was applied in the tandem mirror configuration. Experiments to test this principle successfully demonstrated the substantial improvement in confinement predicted. Concurrent with advances in mirror plasma physics, development of both high-power neutral beam injectors and high-speed vacuum pumping techniques has played a crucial role in ongoing experiments. Together with superconducting magnets, cryogenic pumping, and high-power radiofrequency heating, these technologies have evolved to a level that extrapolates readily to meet the requirements of a tandem mirror fusion reactor

  20. Issues facing the U. S. mirror program

    George, T.V.

    1978-07-01

    Some of the current issues associated with the U.S. Magnetic Mirror Program are analyzed. They are presented as five separate papers entitled: (1) Relevant Issues Broughtup by the Mirror Reactor Design Studies. (2) An Assessment of the Design Study of the 1 MeV Neutral Beam Injector Required for a Tandem Mirror Reactor. (3) The Significance of the Radial Plasma Size Measured in Units of Ion Gyroradii in Tandem Mirrors and Field Reversed Mirrors. (4) Producing Field Reversed Mirror Plasmas by Methods used in Field Reversed Theta Pinch. (5) RF Stoppering of Mirror Confined Plasma.

  1. Immersive Protein Gaming for Bio Edutainment

    Cai, Yiyu; Lu, Baifang; Zheng, Jianmin; Li, Lin

    2006-01-01

    Games have long been used as a tool for teaching important subject matter, from concept building to problem solving. Through fun learning, students may further develop their curiosities and interest in their study. This article addresses the issue of learning biomolecular structures by virtual reality gaming. A bio edutainment solution featuring…

  2. Quantum Computer Games: Schrodinger Cat and Hounds

    Gordon, Michal; Gordon, Goren

    2012-01-01

    The quantum computer game "Schrodinger cat and hounds" is the quantum extension of the well-known classical game fox and hounds. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. "Schrodinger cat and hounds" demonstrates the effects of superposition, destructive and constructive interference, measurements and…

  3. Improving topology optimization intuition through games

    Nobel-Jørgensen, Morten; Malmgren-Hansen, David; Bærentzen, J. Andreas

    2016-01-01

    This paper describes the educational game, TopOpt Game, which invites the player to solve various optimization challenges. The main purpose of gamifying topology optimization is to create a supplemental educational tool which can be used to introduce concepts of topology optimization to newcomers...

  4. Game-changers and transformative social innovation

    F. Avelino (Flor); J.M. Wittmayer (Julia); R. Kemp (René); Haxeltine, A. (Alex)

    2017-01-01

    textabstractThis editorial introduces the special feature on the role of game-changers, broadly conceptualized as macro-trends that change the “rules of the game,” in processes of transformative social innovation. First, the key concepts are introduced together with the academic workshop that

  5. Negative discourse and emergence of game genres

    Marchetti, Emanuela; Valente, Andrea

    2013-01-01

    In this paper the apparently meaningless concept of a 1 dimensional computer game is explored, via netnography. A small number of games was designed and implemented, in close contact with online communities of players and developers, providing evidence that 1 dimension is enough to produce...

  6. Criteria for Evaluating a Game-Based CALL Platform

    Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe

    2017-01-01

    Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…

  7. Examining Computer Gaming Addiction in Terms of Different Variables

    Kurt, Adile Askim; Dogan, Ezgi; Erdogmus, Yasemin Kahyaoglu; Emiroglu, Bulent Gursel

    2018-01-01

    The computer gaming addiction is one of the newer concepts that young generations face and can be defined as the excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. The research was…

  8. Achieving Digital Literacy through Game Development: An Authentic Learning Experience

    Frydenberg, Mark

    2015-01-01

    Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…

  9. Game Development as a Pathway to Information Technology Literacy

    Frydenberg, Mark

    2016-01-01

    Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…

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

    Almeida, Fernando L. F.

    2017-01-01

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

  11. Games Are Social/Media(ted)/Technology Too . . .

    Casey O’Donnell; Mia Consalvo

    2015-01-01

    In this manifesto, we argue that social media research needs to take the broader field of game studies in the exploration and understanding of social media. Many of the results, theories, and concepts developed in the study of games has significant implications for the study of all social media. Of course, game studies should be paying attention to social media research too.

  12. The Effects of Game Design on Learning Outcomes

    Martin, Michael W.; Shen, Yuzhong

    2014-01-01

    This article details the administration and results of an experiment conducted to assess the impact of three video game design concepts upon learning outcomes. The principles tested include game aesthetics, player choice, and player competition. The experiment participants were asked to play a serious game over the course of a week, and the…

  13. An evaluation of Global Zakat Game (GZG) as edutainment board game in enhancing Zakat education in Malaysia

    Rahman, Azman Ab.; Sahrir, Muhammad Sabri; Zainuddin, Nurkhamimi; Khafidz, Hasanah Abd.

    2018-01-01

    Board games have become one of the useful tools in teaching and learning. Many instructors and educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand the education concept quickly and get involved in experiential learning, where students can manage and solve problems in…

  14. Mirror Neurons Modeled Through Spike-Timing-Dependent Plasticity are Affected by Channelopathies Associated with Autism Spectrum Disorder.

    Antunes, Gabriela; Faria da Silva, Samuel F; Simoes de Souza, Fabio M

    2018-06-01

    Mirror neurons fire action potentials both when the agent performs a certain behavior and watches someone performing a similar action. Here, we present an original mirror neuron model based on the spike-timing-dependent plasticity (STDP) between two morpho-electrical models of neocortical pyramidal neurons. Both neurons fired spontaneously with basal firing rate that follows a Poisson distribution, and the STDP between them was modeled by the triplet algorithm. Our simulation results demonstrated that STDP is sufficient for the rise of mirror neuron function between the pairs of neocortical neurons. This is a proof of concept that pairs of neocortical neurons associating sensory inputs to motor outputs could operate like mirror neurons. In addition, we used the mirror neuron model to investigate whether channelopathies associated with autism spectrum disorder could impair the modeled mirror function. Our simulation results showed that impaired hyperpolarization-activated cationic currents (Ih) affected the mirror function between the pairs of neocortical neurons coupled by STDP.

  15. Systematizing game learning analytics for serious games

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

    2017-01-01

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

  16. Modeling Reality: How Computers Mirror Life

    Inoue, J-I

    2005-01-01

    Modeling Reality: How Computers Mirror Life covers a wide range of modern subjects in complex systems, suitable not only for undergraduate students who want to learn about modelling 'reality' by using computer simulations, but also for researchers who want to learn something about subjects outside of their majors and need a simple guide. Readers are not required to have specialized training before they start the book. Each chapter is organized so as to train the reader to grasp the essential idea of simulating phenomena and guide him/her towards more advanced areas. The topics presented in this textbook fall into two categories. The first is at graduate level, namely probability, statistics, information theory, graph theory, and the Turing machine, which are standard topics in the course of information science and information engineering departments. The second addresses more advanced topics, namely cellular automata, deterministic chaos, fractals, game theory, neural networks, and genetic algorithms. Several topics included here (neural networks, game theory, information processing, etc) are now some of the main subjects of statistical mechanics, and many papers related to these interdisciplinary fields are published in Journal of Physics A: Mathematical and General, so readers of this journal will be familiar with the subject areas of this book. However, each area is restricted to an elementary level and if readers wish to know more about the topics they are interested in, they will need more advanced books. For example, on neural networks, the text deals with the back-propagation algorithm for perceptron learning. Nowadays, however, this is a rather old topic, so the reader might well choose, for example, Introduction to the Theory of Neural Computation by J Hertz et al (Perseus books, 1991) or Statistical Physics of Spin Glasses and Information Processing by H Nishimori (Oxford University Press, 2001) for further reading. Nevertheless, this book is worthwhile

  17. A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Motion Tracking

    Henriksen, Bartal; Nielsen, Ronni Nedergaard; Szabo, Laszlo

    2016-01-01

    This paper describes the implementation of a phantom limb pain (PLP) home-based system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT), which has been used to relieve PLP. The target patient group focuses...... are conveyed in the VR as three games: (1) A bending game, where the patients have to bend a rod, (2) a box game where the patients pick up and place boxes with their hands, (3) and a button memory game where the patients have to push buttons in a given sequence. These games were tested on twelve healthy...

  18. Evolutionary games on graphs

    Szabó, György; Fáth, Gábor

    2007-07-01

    Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first four sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fifth section surveys the topological complications implied by non-mean-field-type social network structures in general. The next three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.

  19. Golden Games

    LI XIAO

    2010-01-01

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

  20. Challenges for Game Addiction as a Mental Health Diagnosis

    Nielsen, Rune K.L.; Aarseth, Espen; Poulsen, Arne

    2014-01-01

    In this paper, we outline the proposed PhD project: "Challenges for Game Addiction as a Mental Health Diagnosis". The project aims to bridge gaps between the perspectives, theories and data of current research trajectories that engage with the concept of game addiction; from psychology, psychiatry......, cognitive neuroscience to media and game studies. The project has several proposed outcomes. Based on a review of the literature, the adequacy of 'game addiction' as a concept is questioned. The concept is further discussed in a historical perspective of game related pathologies and media/moral panics....... The validity of the prevalent instruments used to assess the prevalence of computer game addiction is examined in a cross-disciplinary context. The argument of the project is that research on computer game addiction is limited by mono-disciplinary approaches that fail to capture significant nuances at the cost...

  1. Playing Games with Timed Games

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

    2009-01-01

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

  2. Game theory and its role in determining optimal policies and strategic interaction between fiscal and monetary policymakers : (Application of differential game theory and stackelberg games)

    Mahmoudinia, D.; Esfahani, Rahim Dalali; Engwerda, Jacob; Dastjerdi, R.B.

    2016-01-01

    In this study, we follow several purpose. In the first section, the game theory concept and the formation of its fundamental concepts is examined. After that, we investigate that how von Neumann-Morgenstern (1944) and john Nash (1950-1953) works, caused the formation of modern game theory. Then, we

  3. Multi-imaging adaptive concept for IR and submillimeter space telescopes

    Vasilyev, Victor P.

    1995-06-01

    Nontraditional IR and submillimeter spaceborne telescope concept basing on blind-type parabolic multi-ring mirror is proposed and discussed. Preliminary results for optimization of mirror parameters by means of computer simulation are presented.

  4. Live-action Virtual Reality Games

    Valente, Luis; Clua, Esteban; Silva, Alexandre Ribeiro; Feijó, Bruno

    2016-01-01

    This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are "live-action games" because a player physically acts out (using his/her real body and senses) his/her "avatar" (his/her virtual representation) in t...

  5. Computational Aspects of Cooperative Game Theory

    Chalkiadakis, Georgios; Wooldridge, Michael

    2011-01-01

    Cooperative game theory is a branch of (micro-)economics that studies the behavior of self-interested agents in strategic settings where binding agreements among agents are possible. Our aim in this book is to present a survey of work on the computational aspects of cooperative game theory. We begin by formally defining transferable utility games in characteristic function form, and introducing key solution concepts such as the core and the Shapley value. We then discuss two major issues that arise when considering such games from a computational perspective: identifying compact representation

  6. Game development tool essentials

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

    2014-01-01

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

  7. The mirror-neuron system.

    Rizzolatti, Giacomo; Craighero, Laila

    2004-01-01

    A category of stimuli of great importance for primates, humans in particular, is that formed by actions done by other individuals. If we want to survive, we must understand the actions of others. Furthermore, without action understanding, social organization is impossible. In the case of humans, there is another faculty that depends on the observation of others' actions: imitation learning. Unlike most species, we are able to learn by imitation, and this faculty is at the basis of human culture. In this review we present data on a neurophysiological mechanism--the mirror-neuron mechanism--that appears to play a fundamental role in both action understanding and imitation. We describe first the functional properties of mirror neurons in monkeys. We review next the characteristics of the mirror-neuron system in humans. We stress, in particular, those properties specific to the human mirror-neuron system that might explain the human capacity to learn by imitation. We conclude by discussing the relationship between the mirror-neuron system and language.

  8. Metamaterial mirrors in optoelectronic devices

    Esfandyarpour, Majid

    2014-06-22

    The phase reversal that occurs when light is reflected from a metallic mirror produces a standing wave with reduced intensity near the reflective surface. This effect is highly undesirable in optoelectronic devices that use metal films as both electrical contacts and optical mirrors, because it dictates a minimum spacing between the metal and the underlying active semiconductor layers, therefore posing a fundamental limit to the overall thickness of the device. Here, we show that this challenge can be circumvented by using a metamaterial mirror whose reflection phase is tunable from that of a perfect electric mirror († = €) to that of a perfect magnetic mirror († = 0). This tunability in reflection phase can also be exploited to optimize the standing wave profile in planar devices to maximize light-matter interaction. Specifically, we show that light absorption and photocurrent generation in a sub-100 nm active semiconductor layer of a model solar cell can be enhanced by ∼20% over a broad spectral band. © 2014 Macmillan Publishers Limited.

  9. Metamaterial mirrors in optoelectronic devices

    Esfandyarpour, Majid; Garnett, Erik C.; Cui, Yi; McGehee, Michael D.; Brongersma, Mark L.

    2014-01-01

    The phase reversal that occurs when light is reflected from a metallic mirror produces a standing wave with reduced intensity near the reflective surface. This effect is highly undesirable in optoelectronic devices that use metal films as both electrical contacts and optical mirrors, because it dictates a minimum spacing between the metal and the underlying active semiconductor layers, therefore posing a fundamental limit to the overall thickness of the device. Here, we show that this challenge can be circumvented by using a metamaterial mirror whose reflection phase is tunable from that of a perfect electric mirror († = €) to that of a perfect magnetic mirror († = 0). This tunability in reflection phase can also be exploited to optimize the standing wave profile in planar devices to maximize light-matter interaction. Specifically, we show that light absorption and photocurrent generation in a sub-100 nm active semiconductor layer of a model solar cell can be enhanced by ∼20% over a broad spectral band. © 2014 Macmillan Publishers Limited.

  10. Vertex algebras and mirror symmetry

    Borisov, L.A.

    2001-01-01

    Mirror Symmetry for Calabi-Yau hypersurfaces in toric varieties is by now well established. However, previous approaches to it did not uncover the underlying reason for mirror varieties to be mirror. We are able to calculate explicitly vertex algebras that correspond to holomorphic parts of A and B models of Calabi-Yau hypersurfaces and complete intersections in toric varieties. We establish the relation between these vertex algebras for mirror Calabi-Yau manifolds. This should eventually allow us to rewrite the whole story of toric mirror symmetry in the language of sheaves of vertex algebras. Our approach is purely algebraic and involves simple techniques from toric geometry and homological algebra, as well as some basic results of the theory of vertex algebras. Ideas of this paper may also be useful in other problems related to maps from curves to algebraic varieties.This paper could also be of interest to physicists, because it contains explicit description of holomorphic parts of A and B models of Calabi-Yau hypersurfaces and complete intersections in terms of free bosons and fermions. (orig.)

  11. Multiple-mirror plasma confinement

    Lichtenberg, A.J.; Lieberman, M.A.; Logan, B.G.

    1975-01-01

    A large enhancement of the confinement time can be achieved in a straight system of multiple mirrors over an equal length uniform magnetic field. The scaling is diffusive rather than that of flow, thereby scaling the square of the system length rather than linear with system length. Probably the most economic mode of operation for a reactor occurs when lambda/M is approximately l/sub c/, where lambda is the mean free path, M the mirror ratio, and l/sub c/ the length between mirrors; but where the scale length of the mirror field l/sub m/ is much less than lambda. The axial confinement time has been calculated theoretically and numerically for all important parameter regimes, and confirmed experimentally. A typical reactor calculation gives Q/sub E/ = 2 for a 400 meter system with 3000 MW(e) output. The main concern of a multiple-mirror system is stability. Linked quadrupoles can achieve average minimum-B stabilization of flute modes, and experiments have demonstrated this stabilization. Localized instabilities at finite β and enhanced diffusion resulting from the distorted flux surfaces and possibly from turbulent higher order modes still remain to be investigated

  12. DLC as a Marketing Tool in the Video Game Industry

    Brádlerová, Andrea

    2017-01-01

    This thesis deals with the phenomenon of DLC in the context of marketing communication. DLC or downloadable content expanding the basic game, is a relatively new concept in the video game industry and its role is increasingly important in marketing communication in video games. The main focus of this thesis is to map DLC and analyze its importance in marketing communication and public relations of video game titles of various genres. Theoretical part of the thesis is focused on explaining the...

  13. Empirical Investigation of Key Business Factors for Digital Game Performance

    Aleem, Saiqa; Capretz, Luiz Fernando; Ahmed, Faheem

    2015-01-01

    Game development is an interdisciplinary concept that embraces software engineering, business, management, and artistic disciplines. This research facilitates a better understanding of the business dimension of digital games. The main objective of this research is to investigate empirically the effect of business factors on the performance of digital games in the market and to answer the research questions asked in this study. Game development organizations are facing high pressure and compet...

  14. Correcting the wavefront aberration of membrane mirror based on liquid crystal spatial light modulator

    Yang, Bin; Wei, Yin; Chen, Xinhua; Tang, Minxue

    2014-11-01

    Membrane mirror with flexible polymer film substrate is a new-concept ultra lightweight mirror for space applications. Compared with traditional mirrors, membrane mirror has the advantages of lightweight, folding and deployable, low cost and etc. Due to the surface shape of flexible membrane mirror is easy to deviate from the design surface shape, it will bring wavefront aberration to the optical system. In order to solve this problem, a method of membrane mirror wavefront aberration correction based on the liquid crystal spatial light modulator (LCSLM) will be studied in this paper. The wavefront aberration correction principle of LCSLM is described and the phase modulation property of a LCSLM is measured and analyzed firstly. Then the membrane mirror wavefront aberration correction system is designed and established according to the optical properties of a membrane mirror. The LCSLM and a Hartmann-Shack sensor are used as a wavefront corrector and a wavefront detector, respectively. The detected wavefront aberration is calculated and converted into voltage value on LCSLM for the mirror wavefront aberration correction by programming in Matlab. When in experiment, the wavefront aberration of a glass plane mirror with a diameter of 70 mm is measured and corrected for verifying the feasibility of the experiment system and the correctness of the program. The PV value and RMS value of distorted wavefront are reduced and near diffraction limited optical performance is achieved. On this basis, the wavefront aberration of the aperture center Φ25 mm in a membrane mirror with a diameter of 200 mm is corrected and the errors are analyzed. It provides a means of correcting the wavefront aberration of membrane mirror.

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

    Reuderink, B.

    2008-01-01

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

  16. Breaking with fun, educational and realistic learning games

    Duus Henriksen, Thomas

    2009-01-01

    are commonly conceived as means for staging learning processes, and that thinking learning games so has an inhibiting effect in regard to creating learning processes. The paper draws upon a qualitative study of participants' experiences with ‘the EIS Simulation', which is a computer-based learning game......This paper addresses the game conceptions and values that learning games inherit from regular gaming, as well as how they affect the use and development of learning games. Its key points concern the issues of thinking learning games as fun, educative and realistic, which is how learning games...... for teaching change management and change implementation. The EIS is played in groups, who share the game on a computer, and played by making change decisions in order to implement an IT system in an organisation. In this study, alternative participatory incentives, means for creating learning processes...

  17. Game mechanics engine

    Magnusson, Lars V

    2011-01-01

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

  18. Neurobiological correlates of physical self-concept and self-identification with avatars in addicted players of Massively Multiplayer Online Role-Playing Games (MMORPGs).

    Leménager, Tagrid; Dieter, Julia; Hill, Holger; Koopmann, Anne; Reinhard, Iris; Sell, Madlen; Kiefer, Falk; Vollstädt-Klein, Sabine; Mann, Karl

    2014-12-01

    MMORPG addiction has been associated with self-concept impairments and increased identification with the own avatar. Yet, the underlying neurobiological mechanisms of self-identification with avatars, especially reflected in the left angular gyrus (AG), have only been assessed in regular gamers. Therefore, the study aims to examine neurobiological processes in addicted MMORPG players while evaluating their own and their personal avatar's body image (physical self-concept). Sixteen addicted and seventeen non-addicted gamers underwent functional Magnetic Resonance Imaging (fMRI) while viewing images of themselves, their own avatar and unfamiliar persons. The Body Image Questionnaire (FKB-20) and Visual Analog Scales (VAS) assessing the degree of attractiveness, sympathy and gender identity of the self, of the avatar as well as of the unfamiliar persons were applied. Addicts showed a significantly extended negative body image and lower gender identity levels as well as decreased bilateral brain activations in the AG and the middle occipital gyrus during self-perception. They further exhibited higher activations in the left AG during avatar-perception. Regression analyses in the overall group and in addicted gamers indicated a significant positive correlation between gender identity and brain activation in the left AG during self-perception. Our results confirm addicted MMORPG players to have physical self-concept deficits which may be related to hypoactivations in the AG. The findings further indicate addicted gamers to have a tendency to identify themselves easier with their own avatar than with their real self. Lower gender identity levels might be associated with physical self-concept deficits in MMORPG addiction. Copyright © 2014 Elsevier Ltd. All rights reserved.

  19. Games and Metaphor - A critical analysis of the metaphor discourse in game studies

    Möring, Sebastian Martin

    This doctoral dissertation critically investigates how the concept of metaphor is used with regard to games in game studies. The goal is to provide the field with a self-understanding of its metaphor discourse which has not been researched so far. The thesis departs from the observation...... and game theory, cultural theory, semiotics, linguistics, philosophy, and game studies it investigates the metaphor discourse of game studies in the fashion of a meta-study. The main part of this thesis is devoted to three particular problems which have been derived from observations in the overview...... of the current use of the notion of metaphor in game studies. Firstly, this thesis investigates is the conceptual relationship between the notions of metaphor, representation, and play. It therefore accounts for observations such that all three notions are present in non-computer game and play theory, theory...

  20. Anomalous transport in mirror systems

    Post, R.F.

    1979-01-01

    As now being explored for fusion applications confinement systems based on the mirror principle embody two kinds of plasma regimes. These two regimes are: (a) high-beta plasmas, stabilized against MHD and other low frequency plasma instabilities by magnetic-well fields, but characterized by non-Maxwellian ion distributions; (b) near-Maxwellian plasmas, confined electrostatically (as in the tandem mirror) or in a field-reversed region within the mirror cell. Common to both situations are the questions of anomalous transport owing to high frequency instabilities in the non-maxwellian portions of the plasmas. This report will summarize the status of theory and of experimental data bearing on these questions, with particular reference to the high temperature regimes of interest for fusion power

  1. Drinking Game Studies

    Debus, Michael S.

    2016-01-01

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

  2. Is game addiction a mental disorder?

    Nielsen, Rune Kristian Lundedal

    This Ph.D. dissertation critically examines the concept of "video game addiction" and the science behind the proposal that the disorder should be officially recognized as a mental disorder called "Internet gaming disorder." Chapter One gives a short introduction to the history of the word...... "addiction" and describes how gambling disorder (the only officially recognized behavioral addiction) came to be defined as an addiction. Chapter 2 will take a look at the negative consequences of video game play that are most commonly cited in the literature on game addiction. This review will show how...... researchers' claims of negative effects caused by video game playing are wildly exaggerated. Chapter 3 adds a short review of what is sometimes cited as historical precursors to Internet gaming disorder and argue that these are, in fact, not examples of addictions. Chapter 4 will analyze the diagnostic...

  3. Towards gaze-controlled platform games

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

    2011-01-01

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

  4. Time and Space in Digital Game Storytelling

    Huaxin Wei

    2010-01-01

    Full Text Available The design and representation of time and space are important in any narrative form. Not surprisingly there is an extensive literature on specific considerations of space or time in game design. However, there is less attention to more systematic analyses that examine both of these key factors—including their dynamic interrelationship within game storytelling. This paper adapts critical frameworks of narrative space and narrative time drawn from other media and demonstrates their application in the understanding of game narratives. In order to do this we incorporate fundamental concepts from the field of game studies to build a game-specific framework for analyzing the design of narrative time and narrative space. The paper applies this framework against a case analysis in order to demonstrate its operation and utility. This process grounds the understanding of game narrative space and narrative time in broader traditions of narrative discourse and analysis.

  5. Fokker-Planck equation in mirror research

    Post, R.F.

    1983-01-01

    Open confinement systems based on the magnetic mirror principle depend on the maintenance of particle distributions that may deviate substantially from Maxwellian distributions. Mirror research has therefore from the beginning relied on theoretical predictions of non-equilibrium rate processes obtained from solutions to the Fokker-Planck equation. The F-P equation plays three roles: Design of experiments, creation of classical standards against which to compare experiment, and predictions concerning mirror based fusion power systems. Analytical and computational approaches to solving the F-P equation for mirror systems will be reviewed, together with results and examples that apply to specific mirror systems, such as the tandem mirror

  6. Neoclassical resonant transport of a mirror cell

    Ito, T.; Katanuma, I.

    2005-01-01

    The neoclassical resonant plateau transport in a mirror cell is studied theoretically. The analytical expression for a non-square-well magnetic field is obtained. The analytical result is applied to the GAMMA10 tandem mirror [T. Cho, M. Yoshida, J. Kohagura et al., Phys. Rev. Lett. 94, 085002-1 (2005)], which consists of several mirror cells in it, and the confinement time due to the neoclassical resonant plateau transport is determined in each mirror cell. It is found that the neoclassical resonant transport of ions trapped in the nonaxisymmetric anchor mirror cell and transition mirror cells is significantly smaller than those trapped in the central cell

  7. Mirror Advanced Reactor Study (MARS)

    Logan, B.G.

    1983-01-01

    Progress in a two year study of a 1200 MWe commercial tandem mirror reactor (MARS - Mirror Advanced Reactor Study) has reached the point where major reactor system technologies are identified. New design features of the magnets, blankets, plug heating systems and direct converter are described. With the innovation of radial drift pumping to maintain low plug density, reactor recirculating power fraction is reduced to 20%. Dominance of radial ion and impurity losses into the halo permits gridless, circular direct converters to be dramatically reduced in size. Comparisons of MARS with the Starfire tokamak design are made

  8. The Mirror in the Ground

    Shepherd, Nick

    An important and original contribution to the study of the archive, The Mirror in the Ground approaches the discipline of archaeology in South Africa from the perspective of an interest in visualities. Author Nick Shepherd argues that it makes sense to talk about an archaeological aesthetics...... at the University of Cape Town, where he convenes a graduate programme on Public Culture and Heritage. The Mirror in the Ground is the first volume in the relaunched Series in Visual Histories, produced by the Centre for Curating the Archive (CCA) at the University of Cape Town....

  9. Mirror Fusion Test Facility magnet

    Henning, C.H.; Hodges, A.J.; Van Sant, J.H.; Hinkle, R.E.; Horvath, J.A.; Hintz, R.E.; Dalder, E.; Baldi, R.; Tatro, R.

    1979-01-01

    The Mirror Fusion Test Facility (MFTF) is the largest of the mirror program experiments for magnetic fusion energy. It seeks to combine and extend the near-classical plasma confinement achieved in 2XIIB with the most advanced neutral-beam and magnet technologies. The product of ion density and confinement time will be improved more than an order of magnitude, while the superconducting magnet weight will be extrapolated from the 15 tons in Baseball II to 375 tons in MFTF. Recent reactor studies show that the MFTF will traverse much of the distance in magnet technology towards the reactor regime. Design specifics of the magnet are given

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

    Van Staalduinen, J.P.

    2012-01-01

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

  11. The risk game

    Slovic, Paul

    1998-01-01

    In the context of health, safety, and environmental decisions, the concept of risk involves value judgments that reflect much more than just the probability and consequences of the occurrence of an event. This article conceptualizes the act of defining and assessing risk as a game, in which the rules must be socially negotiated within the context of a specific problem. This contextualist view of risk provides insight into why technical approaches to risk management often fail with problems such as those involving radiation and chemicals, where scientific experts and the public disagree on the nature of the risks. It also highlights the need for allowing the interested and affected parties to define and play the game, thus emphasizing the importance of institutional, procedural, and societal processes in risk-management decisions

  12. Cooperative newsvendor games : a review

    Montrucchio, L.; Norde, H.; Ozen, U.; Scarsini, M.; Slikker, M.; Choi, T.-M.

    2012-01-01

    In this survey, we review some of the main contributions to the cooperative approach of newsvendor situations. We show how newsvendor situations with several retailers can be modeled as a transferable-utility cooperative game and we concentrate on one solution concept: the core. First, we examine

  13. Quantum Computer Games: Quantum Minesweeper

    Gordon, Michal; Gordon, Goren

    2010-01-01

    The computer game of quantum minesweeper is introduced as a quantum extension of the well-known classical minesweeper. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. Quantum minesweeper demonstrates the effects of superposition, entanglement and their non-local characteristics. While in the classical…

  14. Development of a multi-lane X-ray mirror providing variable beam sizes

    Laundy, D., E-mail: david.laundy@diamond.ac.uk; Sawhney, K.; Nistea, I.; Alcock, S. G.; Pape, I.; Sutter, J.; Alianelli, L.; Evans, G. [Diamond Light Source Ltd., Harwell Science and Innovation Campus, Didcot OX11 0DE (United Kingdom)

    2016-05-15

    Grazing incidence mirrors are used on most X-ray synchrotron beamlines to focus, collimate or suppress harmonics. Increasingly beamline users are demanding variable beam shapes and sizes at the sample position. We have now developed a new concept to rapidly vary the beam size and shape of a focused X-ray beam. The surface of an elliptically figured mirror is divided into a number of laterally separated lanes, each of which is given an additional longitudinal height profile calculated to shape the X-ray beam to a top-hat profile in the focal plane. We have now fabricated two prototype mirrors and present the results of metrology tests and measurements made with one of the mirrors focusing the X-rays on a synchrotron beamline. We envisage that such mirrors could be widely applied to rapid beam-size switching on many synchrotron beamlines.

  15. Interactive game programming with Python (CodeSkulptor)

    Ajayi, Richard Olugbenga

    2014-01-01

    Over the years, several types of gaming platforms have been created to encourage a more organised and friendly atmosphere for game lovers in various works of life, culture, and environment. This thesis focuses on the concept of interactive programming using Python. It encourages the use of Python to create simple interactive games applications based on basic human concept and ideas. CodeSkulptor is a browser-based IDE programming environment and uses the Python programming language. O...

  16. Do you believe in magic? Computer games in everyday life

    Pargman, Daniel; Jakobsson, Peter

    2008-01-01

    Abstract Huizinga's concept of a 'magic circle' has been used to depict computer games and gaming activities as something separate from ordinary life. In this view, games are special (magical) and they only come to life within temporal and spatial borders that are enacted and performed by the participants. This article discusses the concept of a 'magic circle' and finds that it lacks specificity. Attempts t...

  17. Expressive Design Tools: Procedural Content Generation for Game Designers

    Smith, Gillian Margaret

    2012-01-01

    Games are shaped by the tools we use to make them and our ability to model the concepts they address. Vast improvements in computer graphics technology, processing power, storage capacity, and physics simulations have driven game design for the past forty years, leading to beautiful, spacious, detailed, and highly immersive worlds supporting games that are, for the most part, fundamentally about movement, collision, and other physics-based concepts. Designers use increasingly complex tools th...

  18. Design, engineering and utility of biotic games.

    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.

  19. Status of tandem-mirror confinement

    Baldwin, D.E.

    1983-01-01

    Recent end-stopping experiments in TMX-Upgrade show strong plugging of the central cell by lower-density plugs, requiring both electron-cyclotron heating (ECRH) and 47 0 neutral-beam injection, consistent with the thermal-barrier concept. These experiments have low density (n 12 cm -3 ) due to inefficient ECRH power coupling. Hot-ion and hot-electron buildup are consistent with Fokker-Planck calculations. No ion-cyclotron activity is observed in the plugs; occasional electron-cyclotron activity is observed. With plugging, axial lifetimes (tau/sub parallel/ > 40 ms) are larger than radial (tau/sub perpendicular/ = 5 to 10 ms) due to observed non-ambipolar ion transport. Recent tandem-mirror theoretical activities are also surveyed

  20. Studies in the Theory of Quantum Games

    Iqbal, Azhar

    2005-03-01

    Theory of quantum games is a new area of investigation that has gone through rapid development during the last few years. Initial motivation for playing games, in the quantum world, comes from the possibility of re-formulating quantum communication protocols, and algorithms, in terms of games between quantum and classical players. The possibility led to the view that quantum games have a potential to provide helpful insight into working of quantum algorithms, and even in finding new ones. This thesis analyzes and compares some interesting games when played classically and quantum mechanically. A large part of the thesis concerns investigations into a refinement notion of the Nash equilibrium concept. The refinement, called an evolutionarily stable strategy (ESS), was originally introduced in 1970s by mathematical biologists to model an evolving population using techniques borrowed from game theory. Analysis is developed around a situation when quantization changes ESSs without affecting corresponding Nash equilibria. Effects of quantization on solution-concepts other than Nash equilibrium are presented and discussed. For this purpose the notions of value of coalition, backwards-induction outcome, and subgame-perfect outcome are selected. Repeated games are known to have different information structure than one-shot games. Investigation is presented into a possible way where quantization changes the outcome of a repeated game. Lastly, two new suggestions are put forward to play quantum versions of classical matrix games. The first one uses the association of De Broglie's waves, with travelling material objects, as a resource for playing a quantum game. The second suggestion concerns an EPR type setting exploiting directly the correlations in Bell's inequalities to play a bi-matrix game.

  1. Timecourse of mirror and counter-mirror effects measured with transcranial magnetic stimulation.

    Cavallo, Andrea; Heyes, Cecilia; Becchio, Cristina; Bird, Geoffrey; Catmur, Caroline

    2014-08-01

    The human mirror system has been the subject of much research over the past two decades, but little is known about the timecourse of mirror responses. In addition, it is unclear whether mirror and counter-mirror effects follow the same timecourse. We used single-pulse transcranial magnetic stimulation to investigate the timecourse of mirror and counter-mirror responses in the human brain. Experiment 1 demonstrated that mirror responses can be measured from around 200 ms after observed action onset. Experiment 2 demonstrated significant effects of counter-mirror sensorimotor training at all timepoints at which a mirror response was found in Experiment 1 (i.e. from 200 ms onward), indicating that mirror and counter-mirror responses follow the same timecourse. By suggesting similarly direct routes for mirror and counter-mirror responses, these results support the associative account of mirror neuron origins whereby mirror responses arise as a result of correlated sensorimotor experience during development. More generally, they contribute to theorizing regarding mirror neuron function by providing some constraints on how quickly mirror responses can influence social cognition. © The Author (2013). Published by Oxford University Press. For Permissions, please email: journals.permissions@oup.com.

  2. Concept - or no concept

    Thorsteinsson, Uffe

    1999-01-01

    Discussion about concept in industrial companies. A method for mapping of managerial concept in specific area is shown......Discussion about concept in industrial companies. A method for mapping of managerial concept in specific area is shown...

  3. Using Role-Taking and Behavioral Mimicking in Games to Increase Awareness on the Bystander Effect

    Soegaard Andersen, Josephine; Schoenau-Fog, Henrik

    2015-01-01

    This study presents a concept on how a serious game might raise awareness of the bystander effect by using elements of game theory as well as a few psychological terms. The paper summarizes the theories and concludes with the description of a concept, which is a third person role playing game wit...

  4. Feasibility Studies of Alpha-Channeling in Mirror Machines

    Zhmoginov, A.I.; Fisch, N.J.

    2010-01-01

    The linear magnetic trap is an attractive concept both for fusion reactors and for other plasma applications due to its relative engineering simplicity and high-beta operation. Applying the α-channeling technique to linear traps, such as mirror machines, can benefit this concept by efficiently redirecting α particle energy to fuel ion heating or by otherwise sustaining plasma confinement, thus increasing the effective fusion reactivity. To identify waves suitable for α-channeling a rough optimization of the energy extraction rate with respect to the wave parameters is performed. After the optimal regime is identified, a systematic search for modes with similar parameters in mirror plasmas is performed, assuming quasi-longitudinal or quasi-transverse wave propagation. Several modes suitable for α particle energy extraction are identified for both reactor designs and for proof- of-principle experiments.

  5. Mass Communication Games: Simulation-Games for Teaching/Learning About Journalism/Mass Communication.

    Turney, Michael L.

    This dissertation explores the teaching/learning application which simulation-gaming has to offer journalism/mass communication educators. It proposes eight uses to which journalism/mass communication educators can put simulation-games and develops a series of generating principles, based on a broad concept of mass communication, which are…

  6. General game playing

    Genesereth, Michael

    2014-01-01

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

  7. Serious Games

    Christensen, Jens

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

  8. Serious Games

    Salovaara-Moring, Inka

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

  9. On four dimensional mirror symmetry

    Losev, A.; Nekrasov, N.; Shatashvili, S.

    2000-01-01

    A conjecture relating instanton calculus in four dimensional supersymmetric theories and the deformation theory of Lagrangian submanifolds in C 2r invariant under a (subgroup of) Sp(2r,Z) is formulated. This is a four dimensional counterpart of the mirror symmetry of topological strings (relating Gromov-Witten invariants and generalized variations of Hodge structure). (orig.)

  10. Mirror model for sterile neutrinos

    Berezinsky, Veniamin; Narayan, Mohan; Vissani, Francesco

    2003-01-01

    Sterile neutrinos are studied as subdominant contribution to solar neutrino physics. The mirror-matter neutrinos are considered as sterile neutrinos. We use the symmetric mirror model with gravitational communication between mirror and visible sectors. This communication term provides mixing between visible and mirror neutrinos with the basic scale μ=v EW 2 /M Pl =2.5x10 -6 eV, where v EW =174 GeV is the vacuum expectation value of the standard electroweak group and M Pl is the Planckian mass. It is demonstrated that each mass eigenstate of active neutrinos splits into two states separated by small Δm 2 . Unsuppressed oscillations between active and sterile neutrinos (ν a ↔ν s ) occur only in transitions between each of these close pairs ('windows'). These oscillations are characterized by very small Δm 2 and can suppress the flux and distort spectrum of pp-neutrinos in detectable way. The other observable effect is anomalous seasonal variation of neutrino flux, which appears in LMA solution. The considered subdominant neutrino oscillations ν a ↔ν s can reveal itself as big effects in observations of supernova neutrinos and high-energy (HE) neutrinos. In the case of HE neutrinos they can provide a very large diffuse flux of active neutrinos unconstrained by the e-m cascade upper limit

  11. Mirror Confinement Systems: project summaries

    1980-07-01

    This report contains descriptions of the projects supported by the Mirror Confinement Systems (MCS) Division of the Office of Fusion Energy. The individual project summaries were prepared by the principal investigators, in collaboration with MCS staff office, and include objectives and milestones for each project. In addition to project summaries, statements of Division objectives and budget summaries are also provided

  12. MHD stability of tandem mirrors

    Poulsen, P.; Molvik, A.; Shearer, J.

    1982-01-01

    The TMX-Upgrade experiment was described, and the manner in which various plasma parameters could be affected was discussed. The initial analysis of the MHD stability of the tandem mirror was also discussed, with emphasis on the negative tandem configuration

  13. Status of tandem mirror theory

    Baldwin, D.E.

    1979-01-01

    This report contains the text and slides used for the review talk on tandem mirror theory presented at the meeting of the Division of Plasma Physics, A.P.S., Boston, MA, November 12-16, 1979. Topics covered include classical confinement, equilibria, MHD- and micro-stability, radial transport, and thermal barriers

  14. Three mirror pairs of fermion families

    Montvay, I.

    1988-01-01

    A simple model with three mirror pairs of fermion families is considered which allows for a substantial mixing between the mirror fermion partners without conflicting with known phenomenology. (orig.)

  15. Super Memory Bros.: going from mirror patterns to concordant patterns via similarity enhancements.

    Ozubko, Jason D; Joordens, Steve

    2008-12-01

    When memory is contrasted for stimuli belonging to distinct stimulus classes, one of two patterns is observed: a mirror pattern, in which one stimulus gives rise to higher hits but lower false alarms (e.g., the frequency-based mirror effect) or a concordant pattern, in which one stimulus class gives rise both to higher hits and to higher false alarms (e.g., the pseudoword effect). On the basis of the dual-process account proposed by Joordens and Hockley (2000), we predict that mirror patterns occur when one stimulus class is more familiar and less distinctive than another, whereas concordant patterns occur when one stimulus class is more familiar than another. We tested these assumptions within a video game paradigm using novel stimuli that allow manipulations in terms of distinctiveness and familiarity (via similarity). When more distinctive, less familiar items are contrasted with less distinctive, more familiar items, a mirror pattern is observed. Systematically enhancing the familiarity of stimuli transforms the mirror pattern to a concordant pattern as predicted. Although our stimuli differ considerably from those used in examinations of the frequency-based mirror effect and the pseudoword effect, the implications of our findings with respect to those phenomena are also discussed.

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

    Chumbley, Justin; Griffiths, Mark

    2006-06-01

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

  17. Mounting and Alignment of IXO Mirror Segments

    Chan, Kai-Wing; Zhang, William; Evans, Tyler; McClelland, Ryan; Hong, Melinda; Mazzarella, James; Saha, Timo; Jalota, Lalit; Olsen, Lawrence; Byron, Glenn

    2010-01-01

    A suspension-mounting scheme is developed for the IXO (International X-ray Observatory) mirror segments in which the figure of the mirror segment is preserved in each stage of mounting. The mirror, first fixed on a thermally compatible strongback, is subsequently transported, aligned and transferred onto its mirror housing. In this paper, we shall outline the requirement, approaches, and recent progress of the suspension mount processes.

  18. Plasma impact on diagnostic mirrors in JET

    A. Garcia-Carrasco; P. Petersson; M. Rubel; A. Widdowson; E. Fortuna-Zalesna; S. Jachmich; M. Brix; L. Marot

    2017-01-01

    Metallic mirrors will be essential components of all optical systems for plasma diagnosis in ITER. This contribution provides a comprehensive account on plasma impact on diagnostic mirrors in JET with the ITER-Like Wall. Specimens from the First Mirror Test and the lithium-beam diagnostic have been studied by spectrophotometry, ion beam analysis and electron microscopy. Test mirrors made of molybdenum were retrieved from the main chamber and the divertor after exposure to the 2013–2014 experi...

  19. Skill Transfer and Virtual Training for IND Response Decision-Making: Game Design for Disaster Response Training

    2016-01-01

    another important class of modern games that can be leveraged for serious game purposes. That genre of game can be more appropriate than a strategy...with films and books, such as emotional engagement, cultural relevance, and societal impact [21]. 9 2.3 LIGHTWEIGHT GAMES Another core concept...explosives EM emergency manager IND improvised nuclear device Narrative Game A genre of game focused on immersive story telling Playtester A

  20. X-ray imaging with toroidal mirror

    Aoki, Sadao; Sakayanagi, Yoshimi

    1978-01-01

    X-ray imaging is made with a single toroidal mirror or two successive toroidal mirrors. Geometrical images at the Gaussian image plane are described by the ray trace. Application of a single toroidal mirror to small-angle scattering is presented. (author)

  1. Connection between adiabaticity and the mirror mode

    Cohen, R.H.

    1976-01-01

    The size of magnetic moment jumps of a particle in a long, thin equilibrium magnetic mirror field is shown to be related to the complex zeroes of the mirror mode parameter B + 4πdP/sub perpendicular//dB. A consequence is that adiabaticity places a lower limit on β than does the mirror mode

  2. A generalized construction of mirror manifolds

    Berglund, P.; Huebsch, T.

    1993-01-01

    We generalize the known method for explicit construction of mirror pairs of (2,2)-superconformal field theories, using the formalism of Landau-Ginzburg orbifolds. Geometrically, these theories are realized as Calabi-Yau hypersurfaces in weighted projective spaces. This generalization makes it possible to construct the mirror partners of many manifolds for which the mirror was not previously known. (orig.)

  3. The mirror neuron system : New frontiers

    Keysers, Christian; Fadiga, Luciano

    2008-01-01

    Since the discovery of mirror neurons, much effort has been invested into Studying their location and properties in the human brain. Here we review these original findings and introduce the Main topics of this special issue of Social Neuroscience. What does the mirror system code? How is the mirror

  4. Tandem mirror next step conceptual design

    Doggett, J.N.; Damm, C.C.; Bulmer, R.H.

    1980-01-01

    A study was made to define the features of the experimental mirror fusion device - The Tandem Mirror Next Step, or TMNS - that will bridge the gap between present mirror confinement experiments and a power-producing reactor. We outline the project goals, describe some initial device parameters, and relate the technological requirements to ongoing development programs

  5. Serious Games: Video Games for Good?

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

    2015-01-01

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

  6. EUV multilayer mirror, optical system including a multilayer mirror and method of manufacturing a multilayer mirror

    Huang, Qiushi; Louis, Eric; Bijkerk, Frederik; de Boer, Meint J.; von Blanckenhagen, G.

    2016-01-01

    A multilayer mirror (M) reflecting extreme ultraviolet (EUV) radiation from a first wave-length range in a EUV spectral region comprises a substrate (SUB) and a stack of layers (SL) on the substrate, the stack of layers comprising layers comprising a low index material and a high index material, the

  7. Global Games

    van Bottenburg, Maarten

    2001-01-01

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

  8. Urban Games

    Nielsen, Rune; Løssing, Tobias

    2004-01-01

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

  9. Gaming conservation

    Fletcher, Robert

    2017-01-01

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

  10. [Lecture Games] Python programming game

    Johnsen, Andreas Lyngstad; Ushakov, Georgy

    2011-01-01

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

  11. Towards a Framework for Learning in the OSMA Serious Game Engine

    Tanguy Coenen

    2010-11-01

    Full Text Available Online multiplayer serious games offer a way to support learning in a gaming paradigm that is familiar to many players and has proven its effectiveness in providing sustainably enjoyable gameplay. We aim to decrease development cost for these games by providing a modular game design framework and a component-based technical architecture. The technical architecture and the game design framework will be implemented and iteratively refined through two proofs of concept.

  12. Learning the Rules of the Game

    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.

  13. Defining Game Mechanics

    Sicart (Vila), Miguel Angel

    2008-01-01

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

  14. Teaching Using Computer Games

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

    2011-01-01

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

  15. Alena Lidzhieva, About Games

    Dovurkaev, Karu; Churyumov, Anton

    2015-01-01

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

  16. Mirror hybrid reactor optimization studies

    Bender, D.J.

    1976-01-01

    A system model of the mirror hybrid reactor has been developed. The major components of the model include (1) the reactor description, (2) a capital cost analysis, (3) various fuel management schemes, and (4) an economic analysis that includes the hybrid plus its associated fission burner reactors. The results presented describe the optimization of the mirror hybrid reactor, the objective being to minimize the cost of electricity from the hybrid fission-burner reactor complex. We have examined hybrid reactors with two types of blankets, one containing natural uranium, the other thorium. The major difference between the two optimized reactors is that the uranium hybrid is a significant net electrical power producer, whereas the thorium hybrid just about breaks even on electrical power. Our projected costs for fissile fuel production are approximately 50 $/g for 239 Pu and approximately 125 $/g for 233 U

  17. Mirror Fusion vacuum technology developments

    Batzer, T.H.; Call, W.R.

    1983-01-01

    Magnetic Mirror Fusion experiments, such as MFTF-B+T (Mirror Fusion Test Facility-B, Tritium Upgrade) and foreseeable follow-on devices, have operational and maintenance requirements that have not yet been fully demonstrated. Among those associated with vacuum technology are the very-high continuous-pumping speeds, 10 7 to 10 8 l/s for D 2 , T 2 and, to a lesser extent, He; the early detection of water leaks from the very-high heat-flux neutral-beam dumps and the detection and location of leaks in the superconducting magnets not protected by guard vacuums. Possible solutions to these problems have been identified and considerable progress has been made toward successfully demonstrating their feasibility

  18. Mirror fusion vacuum technology developments

    Batzer, T.H.; Call, W.R.

    1983-01-01

    Magnetic Mirror Fusion experiments, such as MFTF-B+T (Mirror Fusion Test Facility-B, Tritium Upgrade) and foreseeable follow-on devices, have operational and maintenance requirements that have not yet been fully demonstrated. Among those associated with vacuum technology are the very-high continuous-pumping speeds, 10 7 to 10 8 l/s for D 2 , T 2 and, to a lesser extent, He; the early detection of water leaks from the very-high heat-flux neutral-beam dumps and the detection and location of leaks in the superconducting magnets not protected by guard vacuums. Possible solutions to these problems have been identified and considerable progress has been made toward successfully demonstrating their feasibility

  19. Imitation, empathy, and mirror neurons.

    Iacoboni, Marco

    2009-01-01

    There is a convergence between cognitive models of imitation, constructs derived from social psychology studies on mimicry and empathy, and recent empirical findings from the neurosciences. The ideomotor framework of human actions assumes a common representational format for action and perception that facilitates imitation. Furthermore, the associative sequence learning model of imitation proposes that experience-based Hebbian learning forms links between sensory processing of the actions of others and motor plans. Social psychology studies have demonstrated that imitation and mimicry are pervasive, automatic, and facilitate empathy. Neuroscience investigations have demonstrated physiological mechanisms of mirroring at single-cell and neural-system levels that support the cognitive and social psychology constructs. Why were these neural mechanisms selected, and what is their adaptive advantage? Neural mirroring solves the "problem of other minds" (how we can access and understand the minds of others) and makes intersubjectivity possible, thus facilitating social behavior.

  20. Mirror decay of $^{75}$Sr

    Huikari, J; Algora, A; Cederkäll, J; Courtin, S; Dessagne, P; Fraile-Prieto, L M; Franchoo, S; Fynbo, H O U; Huang Wan Xia; Jokinen, A; Knipper, A; Maréchal, F; Miehé, C; Nácher, E; Peräjärvi, K; Poirier, E; Weissman, L; Äystö, J

    2003-01-01

    The beta -decay of /sup 75/Sr to its mirror nucleus /sup 75/Rb was studied at the ISOLDE PSB facility at CERN by means of beta -delayed gamma and proton spectroscopy. The decay Q-value and beta -delayed gamma intensity were measured for the first time. These results, 10.60+or-0.22 MeV and 4.5/sub -0.7//sup +1.9/%, together with accurate measurements of the beta -decay half-life and beta -delayed proton branching ratio yielded the Gamow-Teller strength 0.35+or-0.05 for the mirror transition. Implications of the results on studies of deformation effects and on the path of the rapid proton capture process are discussed. (24 refs).

  1. MINIMARS tandem mirror reactor study

    Perkins, L.J.; Logan, B.G.; Doggett, J.N.

    1986-01-01

    During 1985-1986, Lawrence Livermore National Lab., in partnership with the Fusion Engineering Design Center of Oak Ridge National Lab., the Univ. of Wisconsin, TRW, Grumman Aerospace Corporation, General Dynamics/Convair, Argonne National Lab., and the Canadian Fusion Fuels Technology Project, has conducted the conceptual design of MINIMARS, a small commercial tandem mirror reactor with novel octopole end plugs. With a net electric output of 600 MW(e), MINIMARS is expressly designed for short (∼4- to 5-yr) construction time, factory-built modules, and a passively safe blanket and thermal cycle. In this way, we intend to achieve a small reactor based on the tandem mirror principle that will minimize utility financial risk, thereby providing an attractive alternative to the more conventional large fusion plant designs encountered to date

  2. Game E-Learning Code Master Dengan Konsep Mmorpg Menggunakan Adobe Flex 3

    Fredy Purnomo; Monika Leslivania; Daniel Daniel; Lisye Mareta Cahya

    2010-01-01

    The research objective is to design a web-based e-learning game that could be used to be a learning facility of C language programming and as an online game so it could be enjoyed by everybody easily in internet. Flex usage in this game online is to implement RIA (Rich Internet Application) concept in the game so e-learning process is hoped to be more interesting and interactive. E-learning game is also designed in MMORPG (Massively Multiplayer Online Role Playing Game) concept. The research ...

  3. A survey of static and dynamic potential games

    GONZLEZ-SNCHEZ David; HERNNDEZ-LERMA Onsimo

    2016-01-01

    Potential games are noncooperative games for which there exist auxiliary functions, called potentials,such that the maximizers of the potential are also Nash equilibria of the corresponding game. Some properties of Nash equilibria, such as existence or stability, can be derived from the potential, whenever it exists. We survey different classes of potential games in the static and dynamic cases, with a finite number of players, as well as in population games where a continuum of players is allowed. Likewise, theoretical concepts and applications are discussed by means of illustrative examples.

  4. Game-based Research Collaboration adapted to Science Education

    Magnussen, Rikke; Damgaard Hansen, Sidse; Grønbæk, Kaj

    2012-01-01

    This paper presents prospects for adapting scientific discovery games to science education. In the paper a prototype of The Quantum Computing Game is presented as a working example of adapting game-based research collaboration to physics education. The game concept is the initial result of a three......-year, inter-disciplinary project “Pilot Center for Community-driven Research” at Aarhus and Aalborg University in Denmark. The paper discusses how scientific discovery games can contribute to educating students in how to work with unsolved scientific problems and creation of new scientific knowledge. Based...

  5. Generating Explanations for Internet-based Business Games

    Martin Fischer

    2007-06-01

    Full Text Available It is widely established debriefing in business games is important and influences the students' learning performance. Most games only support game statistics instead of explaining solution paths. We suggest the automatic generation of explanations for internet-mediated business games to improve the debriefing quality. As a proof of concept we developed a prototype of an internet-based auction game embedding an open simulation model and an automatic explanation component helping students and teachers to analyse the decision making process. This paper describes the usefulness of automated explanations and the underlying generic software architecture.

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

    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.

  7. Open trap with ambipolar mirrors

    Dimov, G.I.; Zakajdakov, V.V.; Kishinevskij, M.E.

    1977-01-01

    Results of numerical calculations on the behaviour of a thermonuclear plasma, allowing for α-particles in a trap with longitudinal confinement of the main ions by ambipolar electric fields are presented. This trap is formed by connecting two small-volume ''mirrortrons'' to an ordinary open trap. Into the extreme mirrortrons, approximately 1-MeV ions are introduced continuously by ionization of atomic beams on the plasma, and approximately 10-keV ions are similarly introduced into the main central region of the trap. By a suitable choice of injection currents, the plasma density established in the extreme mirrortrons is higher than in the central region. As a result of the quasi-neutrality condition, a longitudinal ambipolar field forming a potential well not only for electrons but also for the central ions is formed in the plasma. When the depth of the well for the central ions is much greater than their temperature, their life-time considerably exceeds the time of confinement by the magnetic mirrors. As a result, the plasma density is constant over the entire length of the central mirrortron, including the regions near the mirrors, and an ambipolar field is formed only in the extreme mirrortrons. The distribution of central ions and ambipolar potential in the extreme mirrortrons is uniquely determined by the density distribution of fast extreme ions. It is shown in the present study that an amplification coefficient Q as high as desired can, in principle, be reached in the trap under consideration, allowing for α-particles. However, this requires high magnetic fields in the mirrors and a sufficient length of the central mirrotron. It is shown that for moderate values of Q=3-8, it is desirable not to confine the central fast α-particles. To achieve a coefficient of Q=5, it is necessary to create fields of 250 kG in the mirrors, and the length of the trap must not be greater than 100 m. (author)

  8. Imitation, mirror neurons and autism

    Williams, Justin H.G.; Whiten, Andrew; Suddendorf, Thomas; Perrett, David I.

    2001-01-01

    Various deficits in the cognitive functioning of people with autism have been documented in recent years but these provide only partial explanations for the condition. We focus instead on an imitative disturbance involving difficulties both in copying actions and in inhibiting more stereotyped mimicking, such as echolalia. A candidate for the neural basis of this disturbance may be found in a recently discovered class of neurons in frontal cortex, 'mirror neurons' (MNs). These neurons show ac...

  9. Concept, Design and Implementation of a climate game within the framework of a climate exhibition in the German Museum for Science and Techniques

    Weber, M.; Hasselmann, K.

    2002-12-01

    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 area where visitors should control future climate policy virtually 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. All actors endeavor to maintain a sustainable climate in the future (global goal) and in addition pursue their own individual welfare goal. 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 to stay popular. This is derived from economic production Government also tries to avoid conflicts due to inter-regional inequalities. The CEO seeks to maximize total profits (business earnings) summed over all business sectors (shareholder values). The goal of households is to maximize wages and interest earnings. The evolution of the economic system 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 or subsidizes the transfer of development aid to less advanced regions. The CEO's decisions are: 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). Due to the existence of several goods and trade between regions we need to establish the concept of money and price. This includes a World Bank to handle money flows. At different points in time the actors are motivated to cooperate with other

  10. Axiomatizations of Pareto Equilibria in Multicriteria Games

    Voorneveld, M.; Vermeulen, D.; Borm, P.E.M.

    1997-01-01

    We focus on axiomatizations of the Pareto equilibrium concept in multicriteria games based on consistency.Axiomatizations of the Nash equilibrium concept by Peleg and Tijs (1996) and Peleg, Potters, and Tijs (1996) have immediate generalizations.The axiomatization of Norde et al.(1996) cannot be

  11. Manufacturability of compact synchrotron mirrors

    Douglas, Gary M.

    1997-11-01

    While many of the government funded research communities over the years have put their faith and money into increasingly larger synchrotrons, such as Spring8 in Japan, and the APS in the United States, a viable market appears to exist for smaller scale, research and commercial grade, compact synchrotrons. These smaller, and less expensive machines, provide the research and industrial communities with synchrotron radiation beamline access at a portion of the cost of their larger and more powerful counterparts. A compact synchrotron, such as the Aurora-2D, designed and built by Sumitomo Heavy Industries, Ltd. of japan (SHI), is a small footprint synchrotron capable of sustaining 20 beamlines. Coupled with a Microtron injector, with 150 MeV of injection energy, an entire facility fits within a 27 meter [88.5 ft] square floorplan. The system, controlled by 2 personal computers, is capable of producing 700 MeV electron energy and 300 mA stored current. Recently, an Aurora-2D synchrotron was purchased from SHI by the University of Hiroshima. The Rocketdyne Albuquerque Operations Beamline Optics Group was approached by SHI with a request to supply a group of 16 beamline mirrors for this machine. These mirrors were sufficient to supply 3 beamlines for the Hiroshima machine. This paper will address engineering issues which arose during the design and manufacturing of these mirrors.

  12. Authoring of digital games via card games

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

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

  13. Evolutionary Games and Social Conventions

    Hansen, Pelle Guldborg

    2007-01-01

    -defined metaphors of individual learning and social imitation processes, from which a revised theory of convention may be erected (see Sugden 2004, Binmore 1993 and Young 1998). This paper makes a general argument in support of the evolutionary turn in the theory of convention by a progressive exposition of its...... in Aumann (1976) and which, together with the assumptions of perfect rationality, came to be defining of classical game theory. However, classical game theory is currently undergoing severe crisis as a tool for exploring social phenomena; a crisis emerging from the problem of equilibrium selection around......Some thirty years ago Lewis published his Convention: A Philosophical Study (Lewis, 2002). This laid the foundation for a game-theoretic approach to social conventions, but became more famously known for its seminal analysis of common knowledge; the concept receiving its canonical analysis...

  14. Gesture Activated Mobile Edutainment (GAME)

    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....

  15. Trends: cyborg games

    Ian Yeoman

    2015-03-01

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

  16. 國中生參與線上遊戲經驗與自我概念、生活適應與幸福感之研究 Analyses of Junior High School Students’ Online Gaming Experience and its Relationship with Self-concept, Life Adaptation and Well-being

    Shu-Ching Yang

    2011-03-01

    Full Text Available 本研究探討國中生參與線上遊戲經驗與自我概念、生活適應與幸福感之關係。研究者採用調查研究法,以高雄地區887名國中生作為研究對象,研究工具包括線上遊戲相關經驗問卷、線上遊戲參與動機量表、自我概念量表、生活適應量表與幸福感量表等。研究結果顯示:有68.5%國中生參與線上遊戲,其多選擇在家玩免費線上遊戲。男生參與線上遊戲比例、玩家資歷、每天上線平均時間與線上遊戲參與動機均顯著高於女生。而父母對玩線上遊戲抱持沒有限制態度之國中生,其每天上線平均時間較長,且線上遊戲參與動機亦較強。有線上遊戲經驗之國中生,其「家庭自我」概念較差,卻具有較佳「生理自我」概念;相對地,無線上遊戲經驗的國中生,其「生活適應」概念較佳。此外,線上遊戲參與動機之「自我肯定」、「社交互動」,與「休閒娛樂」三向度對自我概念、生活適應及幸福感的解釋力較低,顯示尚有其他重要影響因子須進一步探究。The purpose of this study was to explore junior high school students’ online gaming experiences and its relationship with self-concept, life adaptation and well-being. 887 participants from 10 junior high schools in the Kaohsiung area were obtained. Analysis was based on the scales of Online Game Experiences, Motivations for Play in Online Game, Self-concept, Life Adaptation, and WellBeing. Results showed that 68.5% of junior high students presently play online games. Among them, most students choose to play free online games from home. Boys exhibit significantly higher online gaming play rate, player experiences, daily average time of playing online games and motivations for play compared to girls. When compared to non-game players, students who have online gaming experiences show poorer “family self” and “life adaptation”, but display better “physical self

  17. Game-Theoretic Learning in Distributed Control

    Marden, Jason R.

    2018-01-05

    In distributed architecture control problems, there is a collection of interconnected decision-making components that seek to realize desirable collective behaviors through local interactions and by processing local information. Applications range from autonomous vehicles to energy to transportation. One approach to control of such distributed architectures is to view the components as players in a game. In this approach, two design considerations are the components’ incentives and the rules that dictate how components react to the decisions of other components. In game-theoretic language, the incentives are defined through utility functions, and the reaction rules are online learning dynamics. This chapter presents an overview of this approach, covering basic concepts in game theory, special game classes, measures of distributed efficiency, utility design, and online learning rules, all with the interpretation of using game theory as a prescriptive paradigm for distributed control design.

  18. Game-based verification and synthesis

    Vester, Steen

    and the environment behaves. Synthesis of strategies in games can thus be used for automatic generation of correct-by-construction programs from specifications. We consider verification and synthesis problems for several well-known game-based models. This includes both model-checking problems and satisfiability...... can be extended to solve finitely-branching turn-based games more efficiently. Further, the novel concept of winning cores in parity games is introduced. We use this to develop a new polynomial-time under-approximation algorithm for solving parity games. Experimental results show that this algorithm...... corresponds directly to a program for the corresponding entity of the system. A strategy for a player which ensures that the player wins no matter how the other players behave then corresponds to a program ensuring that the specification of the entity is satisfied no matter how the other entities...

  19. Flow Game

    Olsen, Jesper Lind

    2003-01-01

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

  20. The Game of Tri

    Haggard, Gary; Schonberger, Ann Koch

    1977-01-01

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

  1. Play the MRI Game

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

  2. Play the Electrocardiogram Game

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

  3. Mirror agnosia and the mirrored-self misidentification delusion: a hypnotic analogue.

    Connors, Michael H; Cox, Rochelle E; Barnier, Amanda J; Langdon, Robyn; Coltheart, Max

    2012-05-01

    Mirrored-self misidentification is the delusional belief that one's reflection in the mirror is a stranger. Current theories suggest that one pathway to the delusion is mirror agnosia (a deficit in which patients are unable to use mirror knowledge when interacting with mirrors). This study examined whether a hypnotic suggestion for mirror agnosia can recreate features of the delusion. Ten high hypnotisable participants were given either a suggestion to not understand mirrors or to see the mirror as a window. Participants were asked to look into a mirror and describe what they saw. Participants were tested on their understanding of mirrors and received a series of challenges. Participants then received a detailed postexperimental inquiry. Three of five participants given the suggestion to not understand mirrors reported seeing a stranger and maintained this belief when challenged. These participants also showed signs of mirror agnosia. No participants given the suggestion to see a window reported seeing a stranger. Results indicate that a hypnotic suggestion for mirror agnosia can be used to recreate the mirrored-self misidentification delusion. Factors influencing the effectiveness of hypnotic analogues of psychopathology, such as participants' expectations and interpretations, are discussed.

  4. Negotiation Games

    Philipp Hoffmann

    2015-01-01

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

  5. Sovereignty Games

    Gammeltoft-Hansen, Thomas

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

  6. Board game

    Brennan, N.S.

    1982-01-01

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

  7. Evolution of the Fusion Power Demonstration tandem mirror reactor configuration

    O'Toole, J.A.; Lousteau, D.C.

    1985-01-01

    This paper gives a presentation of the evolution of configurations proposed for tandem mirror Fusion Power Demonstration (FPD) machines. The FPD study was undertaken to scope the mission as well as the technical and design requirements of the next tandem mirror device. Three configurations, entitled FPD I, II, and III were studied. During this process new systems were conceived and integrated into the design, resulting in a significantly changed overall machine configuration. The machine can be divided into two areas. A new center cell configuration, minimizing magnetic field ripple and thus maximizing center cell fusion power, features a semicontinuous solenoid. A new end cell has evolved which maintains the required thermal barrier in a significantly reduced axial length. The reduced end cell effective length leads to a shorter central cell length being required to obtain minimum ignition conditions. Introduced is the concept of an electron mantle stabilized octopole arrangement. The engineering features of the new end cell and maintenance concepts developed are influenced to a great extent by the octopole-based design. The new ideas introduced during the FPD study have brought forth a new perspective of the size, design, and maintenance of tandem mirror reactors, making them more attractive as commercial power sources

  8. Problem gaming in an everyday perspective

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

    2015-01-01

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

  9. Computer Games and Instruction

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

    2011-01-01

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

  10. PROOF BY GAMES

    2016-03-01

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

  11. Mechanizing Exploratory Game Design

    Smith, Adam Marshall

    2012-01-01

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

  12. Rehabilitative Games for Stroke Patients

    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.

  13. Smart Makeup Mirror: Computer Augmented Mirror to Aid Makeup Application

    岩渕, 絵里子; 椎尾, 一郎

    2008-01-01

    In this paper, we present the system that aids people in wearing makeup easily and make the process enjoyable. The proposed system is the Smart Makeup Mirror device, which is an electronic dressing table that facilitates the process of makeup application. In this system, we place a high-resolution camera on top of a computer display. We developed some functions such as Automatic zoom to a specific part of the face, Display our face from various angles , and Simulation of the lighting conditio...

  14. Games, theory and applications

    Thomas, L C

    2011-01-01

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

  15. The mathematics of games

    Beasley, John D

    2006-01-01

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

  16. Goal-based dictator game

    Zaibidi, Nerda Zura; Ibrahim, Adyda; Abidin, Norhaslinda Zainal

    2014-12-01

    A considerable number of studies have been conducted to study fairness issues using two-player game. Dictator Game is one of the two-player games that receive much attention. In this paper, we develop an evolutionary approach to the Dictator Game by using Goal programming to build a model of human decision-making for cooperation. The model is formulated based on the theories of cognitive neuroscience that is capable in capturing a more realistic fairness concerns between players in the games. We show that fairness will evolve by taking into account players' aspirations and preferences explicitly in terms of profit and fairness concerns. The model is then simulated to investigate any possible effective strategy for people in economics to deal with fairness coalition. Parallels are drawn between the approach and concepts of human decision making from the field of cognitive neuroscience and psychology. The proposed model is also able to help decision makers to plan or enhance the effective strategies for business purposes.

  17. Tolerance in Internet gaming disorder: A need for increasing gaming time or something else?

    King, Daniel L; Herd, Madeleine C E; Delfabbro, Paul H

    2017-12-01

    Background and aims The criterion of tolerance in DSM-5 Internet gaming disorder (IGD) refers to a need for increasing time spent gaming. However, this focus on "need for gaming time" may overlook some of the broader motivations, outcomes, or effects of gaming that underlie excessive play. This study aimed to explore regular and problematic gamers' experiences and perceptions of tolerance in IGD. Methods An online survey of 630 adult gamers yielded 1,417 text responses to open-ended questions. A thematic analysis of 23,373 words was conducted to extract dominant themes. Results Participants reported that they increasingly desired game items, status, or story progress as they became more involved or invested in games. As players develop higher standards of play in games, an increasing number of potential reward outcomes may have diminishing mood-modifying effects. None of the participants, including those with self-reported IGD, explicitly referred to a need for increasing time spent gaming. Discussion and conclusions These results suggest that players may be motivated by preferences for specific goals or reinforcers in games rather than wanting an amount of time spent gaming. Thus, problematic gaming may involve a need for completion of increasingly intricate, time-consuming, or difficult goals to achieve satisfaction and/or reduce fears of missing out. Further research is needed to determine whether these cognitive and motivational factors related to gaming stimuli should extend or replace the concept of tolerance in IGD or be considered as separate but related processes in disordered gaming.

  18. Report of the workshop on rf heating in mirror systems

    Price, R.E.; Woo, J.T.

    1980-08-01

    This report is prepared from the proceedings of the Workshop on RF Heating in Magnetic Mirror Systems held at DOE Headquarters in Washington, DC, on March 10-12, 1980. The workshop was organized into four consecutive half-day sessions of prepared talks and one half-day discussion. The first session on tandem mirror concepts and program plans served to identify the opportunities for the application of rf power and the specific approaches that are being pursued. A summary of the ideas presented in this session is given. The following sessions of the workshop were devoted to an exposition of current theoretical and experimental knowledge on the interaction of rf power with magnetically confined, dense, high temperature plasmas at frequencies near the electron cyclotron resonance, lower hybrid resonance and ion cyclotron resonance (including magnetosonic) ranges. The conclusions from these proceedings are presented

  19. BOLDMirror: a global mirror system of DNA barcode data.

    Liu, D; Liu, L; Guo, G; Wang, W; Sun, Q; Parani, M; Ma, J

    2013-11-01

    DNA barcoding is a novel concept for taxonomic identification using short, specific genetic markers and has been applied to study a large number of eukaryotes. The huge amount of data output generated by DNA barcoding requires well-organized information systems. Besides the Barcode of Life Data system (BOLD) established in Canada, the mirror system is also important for the international barcode of life project (iBOL). For this purpose, we developed the BOLDMirror, a global mirror system of DNA barcode data. It is open-sourced and can run on the LAMP (Linux + Apache + MySQL + PHP) environment. BOLDMirror has data synchronization, data representation and statistics modules, and also provides spaces to store user operation history. BOLDMirror can be accessed at http://www.boldmirror.net and several countries have used it to setup their site of DNA barcoding. © 2012 John Wiley & Sons Ltd.

  20. Statistical mechanics of spatial evolutionary games

    Miekisz, Jacek

    2004-01-01

    We discuss the long-run behaviour of stochastic dynamics of many interacting players in spatial evolutionary games. In particular, we investigate the effect of the number of players and the noise level on the stochastic stability of Nash equilibria. We discuss similarities and differences between systems of interacting players maximizing their individual payoffs and particles minimizing their interaction energy. We use concepts and techniques of statistical mechanics to study game-theoretic models. In order to obtain results in the case of the so-called potential games, we analyse the thermodynamic limit of the appropriate models of interacting particles